Celtic Heroes

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Re: [Sigil issue] It's UNFAIR for our Plats spent for Sigils

#32
I don't understand how adding a druid energy skill or reducing energy costs for druids is any different than fixing the sigils other than that they will cost the druids skill points.

It looks like OTM doesn't plan on doing either of these things, but you never know.

If OTM plans to make sigils inactive during combat then they would need to provide a method of regen that worked in combat.
Yes I want my sigils to work but the main point is if they make one change (stop sigils while healing) then the need to make the other (provide in combat regen skills like mages have).

I have stopped playing my druid and I know two high level druids that quit the game already. That 3 top 10 druids lost since update.
Touch (Druid) 150
Spitfire (Mage) 160

Re: [Sigil issue] It's UNFAIR for our Plats spent for Sigils

#33
I don't understand how adding a druid energy skill or reducing energy costs for druids is any different than fixing the sigils other than that they will cost the druids skill points.

It looks like OTM doesn't plan on doing either of these things, but you never know.

If OTM plans to make sigils inactive during combat then they would need to provide a method of regen that worked in combat.
Yes I want my sigils to work but the main point is if they make one change (stop sigils while healing) then the need to make the other (provide in combat regen skills like mages have).

I have stopped playing my druid and I know two high level druids that quit the game already. That 3 top 10 druids lost since update.
So they remove druids' way of getting energy only to replace it some other way? I doubt that if it was this way in the beginning people wouldn't have bought so many sigils.

This is what I don't understand.
"We don't agree because our experience brings us to opposing views. That's life. At the end of the day there's no reason to go against how you see it. The choice is yours."

Re: [Sigil issue] It's UNFAIR for our Plats spent for Sigils

#34
Yep couldn't agree more - sigils were just designed as a handy way to reduce downtime between fights. If there is an issue with players needing them during combat that is something we have to look into at the gameplay level, for example adding more energy giving skills, reducing energy costs etc. We'll be looking at this over the next few weeks to see what we can come up with to help with this.
Now we have druids leaving the game.
My point of view as one oldtimer : Without support classes beeing able to actually support melee classes out of combat zone (for about nearly two years now), we would never have been able to play this game and kill bosses.

As a matter of fact, hundred of players/clients are playing your game and love it the way it is now. The support classes are very hard to level up, and they maybe only represent 15% of the players out there.

Regarding Support classes : Giving an edge to players who actually willingly support melee classes during a fight, by allowing them to actually regen out of combat zone is not so stupid. They are support classes. This could be considered as a kind of reward for the ones who took so much times to level supports classes.

Regarding all classes : I personnally bought thousands of sygils on both my toons, you were clearly happy to receive my cash, so don't nerf them, as simple as it is. I was very pissed of the first day of v4 release when i saw i needed 5 second to get my first "tick" and regen. I bought sygils, yes, to get an edge, but i am still spending a lot of plats in other items.

THE FACT IS NOW SUPPORT OR MELEE PLAYERS, LEARNT TO PLAY YOUR GAME WITH THE SYGILS THEY BOUGHT.

My point of view as one of your best customer (more than a thousand euro) :

As very well said few players in this thread, you cannot just change the items or how they do work whenever you want, you already change the stats of every mobs and bosses whenever you feel they are too easy. But if we cannot proove it, we can with the sygils.

In the case you do nerf them, then I guess this time you will have to face a mobs of players complaining to apple. And as one of the leader of Lugh, I will make sure to very well organise it.

You cannot just sell and change them or offer a refund. I would personnally refuse a refund, and want them to work exactly as I originally bought them.

If you do change them so, do it but call them SYGILS VERSION 2, and make sure they do work along with the original SYGILS VERSION 1, because I am still willing to buy more.

I personnally find outrageous that you took them out "while you figure it out" it is simply unfair for all the players who recently bought plats and wanted to purchase some. I think it is really going to far this time.
SHADOWKRAR : Warrior 182 Full Glacial
S007 : Rogue 182 Full Glacial / Full Radiant
SHADOWSNIPPER : Ranger 72 Full Meteroric
World : Lugh
Clan : Chieftain of BERSERKERS clan

Re: [Sigil issue] It's UNFAIR for our Plats spent for Sigils

#35
I don't understand how adding a druid energy skill or reducing energy costs for druids is any different than fixing the sigils other than that they will cost the druids skill points.

It looks like OTM doesn't plan on doing either of these things, but you never know.

If OTM plans to make sigils inactive during combat then they would need to provide a method of regen that worked in combat.
Yes I want my sigils to work but the main point is if they make one change (stop sigils while healing) then the need to make the other (provide in combat regen skills like mages have).

I have stopped playing my druid and I know two high level druids that quit the game already. That 3 top 10 druids lost since update.
So they remove druids' way of getting energy only to replace it some other way? I doubt that if it was this way in the beginning people wouldn't have bought so many sigils.

This is what I don't understand.
I completely agree I would like sigils to work as they did. I am providing logic for The Aggronator as to why if sigils will not work as they did we would need skills to compensate. This is separate from OTM screwed me for my money argument and goes towards future game play.
Touch (Druid) 150
Spitfire (Mage) 160

Re: [Sigil issue] It's UNFAIR for our Plats spent for Sigils

#37
I agree. At first I thought this was just a mistake by OTM but it kinda seems like they did in on purpose now.

We bought so many sigils intending for them to work a certain way, so if sigils are fundamentally changed we should be given a full refund.
Now they wanna suck us dry and make us spend money on restos and energy regain elixirs (that are bugged and broken) to get our energy back.
DUBSIDIA

First Warrior to Lvl 190 on server!

General of Revenge

"It's all fun and games until someone loses the lock"

Re: [Sigil issue] It's UNFAIR for our Plats spent for Sigils

#38

Now they wanna suck us dry and make us spend money on restos and energy regain elixirs (that are bugged and broken) to get our energy back.

Come on thats not true
This statement is almost 100% opposite from the goals of the game design.

Bosses are there to give a challenge to engaged players, part of the challenge is to create clans and groups that are balanced and able to take on difficult enemies. Really we would much rather potions and idols were not used during boss fights so players could face a genuine challenge, but since this isn't possible we have added timers that limit how many can be consumed in order to keep things from being trivial.

I'll repeat, bosses exist to challenge and reward engaged players. Some players play very often and so need a very difficult challenge. Others play much less and need easier challenges, hence the wide variety of bosses in existence. Bosses do not exist to generate revenue.
http://www.celtic-heroes.com/forum/view ... =4&t=35023


They just want you to create minimun of 3 alts and lvl them 50 lvls per update to be able to enjoy the game ,that way you will not need a single resto pot or idol .
revenue is from players who create multiple alts and choose to use elixirs to save time ( that is a personal choice ) but who has 10hr a day to grind for 1 lvl . Lol thats aprox 500 hrs minimun thats 13 work weeks per alt .
A temporal account until my regular forum account is free it .
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