Celtic Heroes

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Re: Letting weaker players win endgame bosses

#291
Honestly, I don't understand why everyone is so upset.. Actually, I entirely understand. It was cool when y'all were the low levels getting target lock, but now that you wished to proceed and are still trying to kill dl bosses that your rival clan has paused from leveling to finish, you're upset. I'm basing every server off my own, high levels get what they need, then stop at a certain point to harrass rival clans. This lock system is keeping everything flowing. All you top clan, end game players have a majority of what you need. It's like playing most other mmos. Why move on if you don't have everything you need yet? I joined a small clan a week and a half ago, told them as it was, I need to earn dragonlord before I level, because I'm not hitting 200+ without it. I've earned my aura, now I'm leveling for the next pieces and will stop to camp bosses and earn them. Just because players rush does not mean that they "deserve" the easy way out. You're in a top clan, you've had your reign over bosses and you all moved on without everyone else. Now it is time foreveryone else to obtain what they need because you cannot sit still and wait.
Well let me ask this then. How long would you continue to not level and just camp?

Let's say you hit 180 or 200. It's six months later and you still don't have aura? What about a year, 2 years, etc. Yes that could become an extreme example. And then let's say you've been at 200 for 3 years and still don't have weapons?
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Re: Letting weaker players win endgame bosses

#292
Honestly, I don't understand why everyone is so upset.. Actually, I entirely understand. It was cool when y'all were the low levels getting target lock, but now that you wished to proceed and are still trying to kill dl bosses that your rival clan has paused from leveling to finish, you're upset. I'm basing every server off my own, high levels get what they need, then stop at a certain point to harrass rival clans. This lock system is keeping everything flowing. All you top clan, end game players have a majority of what you need. It's like playing most other mmos. Why move on if you don't have everything you need yet? I joined a small clan a week and a half ago, told them as it was, I need to earn dragonlord before I level, because I'm not hitting 200+ without it. I've earned my aura, now I'm leveling for the next pieces and will stop to camp bosses and earn them. Just because players rush does not mean that they "deserve" the easy way out. You're in a top clan, you've had your reign over bosses and you all moved on without everyone else. Now it is time foreveryone else to obtain what they need because you cannot sit still and wait.
And what about those who got their aura + mainhand and offhand and still dont lvl? What, suddenly it doesnt apply to them? Thats what I call taking abuse of the system. What else, u dont just need 'aura' to lvl, u need weapon and offhand which I suppose u dont get as easily. Moreover, it was the most selfish post Ive seen here, 'I got my dl, now Idc for the rest of my clan, no camping anymore for me, I joined, got my aura and lvled' is what it sounds like.
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Re: Letting weaker players win endgame bosses

#293
The problem is plain and simple, their aren't enough DL drops to go around. If anyone plays clash, which im sure some do, you'll understand my reference. Under geared people, are like rushed town halls. Some
People lvl up to fast with ought gearing themselves, just like some people upgrade their town hall with ought doing troops and defences first. Then you have loot penalty, which prevents higher lvls from picking on lower lvls, just like the target lock prevents higher lvls from taking lower lvls bosses. But don't get me wrong, their still is a problem, but its not the target lock. Technically if some lvls casually and does bosses casually they should be geared at the same rate as they lvl, but this is not the case. However bone rattling OTM has made the lvling progress, they have managed to make the gearing process even more so. As I said before the problem is, their need to be more drops but sadly the solution isn't that simple as you can't just flood the game with more drops, it should be challenging, but not to challenging. Because of all the reasons above I believe that the system is fine even thou there could ba a few improvements. Dont forget that the other clan needs gearing to and if they went about it more intelligently than you and your clan, then so be it and its your loss. Sad as it is, I believe it is the truth of the matter.

Re: Letting weaker players win endgame bosses

#295
I think biggest issue is with hrung, mord, necro where after killing for so long many still have items they want from the boss.

Target lock should be removed from raid bosses. DL/EDL is another issue.
you just stated a problem with the amount of drops.. what does that have to do with target lock?
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Re: Letting weaker players win endgame bosses

#296
I think biggest issue is with hrung, mord, necro where after killing for so long many still have items they want from the boss.

Target lock should be removed from raid bosses. DL/EDL is another issue.
you just stated a problem with the amount of drops.. what does that have to do with target lock?
He means until the bosses become relatively useless such as aggy they bosses shouldn't have target lock
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Re: Letting weaker players win endgame bosses

#297
I think biggest issue is with hrung, mord, necro where after killing for so long many still have items they want from the boss.

Target lock should be removed from raid bosses. DL/EDL is another issue.
you just stated a problem with the amount of drops.. what does that have to do with target lock?
Target lock was implemented to stop high levels taking bosses they don't really need, yet high levels still need hrung, mord, ect.
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Re: Letting weaker players win endgame bosses

#298
Hi thanks for all the posts around this issue - we are discussing the posts in depth in the studio and we are looking at ways we can help. There are some things we should be able to improve in the very short term around things like boe, spawn timers and loot quality, and we have Gelebrons tower floor in development which will be completely aimed at giving new challenges and higher quality loot for high level players. But please do keep posting your thoughts so we can take them into account when working on the improvements and new content.

Re: Letting weaker players win endgame bosses

#299
Hi thanks for all the posts around this issue - we are discussing the posts in depth in the studio and we are looking at ways we can help. There are some things we should be able to improve in the very short term around things like boe, spawn timers and loot quality, and we have Gelebrons tower floor in development which will be completely aimed at giving new challenges and higher quality loot for high level players. But please do keep posting your thoughts so we can take them into account when working on the improvements and new content.
Gelebron should totally replace all the loot from Aggy, Hrung and Mordris. (Why no Necro? because his loot suck :lol: ) In any case, let higher level clans move on so other lower clans can start taking over lower level bosses. Don't make the drop rates so insanely low for Godly items. There is absolutely no sense killing the same boss regularly for 3+ YEARS and still not get what you want from it.
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Re: Letting weaker players win endgame bosses

#300
Woohoo, thanks admin!. If you don't mind me asking, in what way is the loot quality being improved? I searched around a bit but don't recall reasing anything specifying any changes to loot drop rate. Is this going to improve the drop rate of useful items over "garbage" ones (more fb braces than sacrifice)? Or making godly/void more likely? Both? Neither?
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