So you you revome Glowies from the game. Screw over the wizard's?Lowered our Mutiblade and aromor rateing. I was going to pay for the 2 accounts Next month. But Not So Sure I be playing the game any longer. Thank You admins for making it clear as th wheather or Not I wanted to pay to play. GREAT JOB!
- Glowies weren't removed. They were moved to the vault which you can acquire keys from every dungeon rather than farming the same one mindlessly.
- Multiblade was broken - it was never intended to work like that. Wizards are still quite powerful and I'm not sure you could make a convincing argument to the opposite
- See here for armor rating clarifications and the impact of using a shield: https://realmserver.com/forum/general/about-melee-armor
Take a deep breath. Everything will be fine :smile:
I put up with this shit when it was free but I wont pay to get screwed with every update
accounts cancelled
I'm sorry to see people go, but I don't understand these protests at all - there's such an increase in possible character strength between this server and legacy that it's hard to follow how someone might, in good faith, quit over subsequent tweaking of item drops and spell damage (multiblade as a final straw, of all things?)
I think he means they took the glowies out of the TT. Making them a lottery in The Vault is IMO a joke. Yes, keys can be found anywhere, but its not like they drop all the time and not a promised chance that there will even be glowies in 1 of the 15 when we go there.
Id rather have them added back in the TT where BoNs are found but have a limited number of glowies set.
I think he means they took the glowies out of the TT. Making them a lottery in The Vault is IMO a joke. Yes, keys can be found anywhere, but its not like they drop all the time and not a promised chance that there will even be glowies in 1 of the 15 when we go there.
Id rather have them added back in the TT where BoNs are found but have a limited number of glowies set.
Gotta agree with this. They should be in the TT rather than those chests. Though Im not interested in quitting the game over it..now if I dont find unlock soon….lmao :,D
Glowies are pretty iconic to The Realm and perhaps the single most iconic item. It seems expected that anything involving changing them will have passionate responses.
The previous system of them only be in the treasure table for some low level dungeons was bad. Surely nobody actually thinks it's good for the game for level 1000s to be grinding TH endlessly to try and get them.
I think the "right" approach to Glowies would have been to make them a world drop. Drop anywhere, anytime, with a super low chance of course. This means you could get them from rats or guardians or snakes or knights - really anything, and you just go about your level-appropriate business and maybe, just maybe, you eventually get lucky. If not you buy them as has always been the case.
That's honestly kind of what they did with the move to The Vault since keys can drop in level-appropriate places, however despite the overall impact being similar the optics are very different.
It's kind of like if you changed build points so that you got 2 build points every 2 levels instead of 1 build point every level. The end result might be the same, but it would "feel worse" to have the 2 every 2 system because every other level you'd get nothing.
Not just the end result matters. How it is perceived matters too.
WHAAAAAAAAAAAAAAAAAAAA You did something I don't agree with and makes me less OP. Now I can't get the completely pointless novelty item that made me go "OOOH SHINY!" WHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!
Frankly, you won't be missed.
Look at the leaderboards, look how fast Wizzies got to 1K. There's a reason for it. Stop crying, wizzies are still OP, and need to be balanced more.
Unfortunately what I have seen in the past 2 weeks reminds me way to much of the Original Realm. Most people like stability, like to be able to trust what to expect on a daily basis. While I appreciate the efforts, I think it is bad for any game to keep it in a state of flux. The Changes seem to be daily, and most all over the economy of the game. Maybe a little more before thought and a little less immediate action would help. I have played on line games since 1995, classes are never balanced, damage is never equal, and players will always want them to be. If you think a mage is too powerful, play one. I have heard that if you want to get to 1k, make a hitter and mow your way there, they can do it quicker than any class. Feed Back is great, doesn't mean it is correct or representative of everyone, but only those who come to the boards
You will never be able to solve inflation or create an atmosphere desired because there will always be those who can learn a way to "beat the system" or are just Damn Good Dedicated Players. The fact that a few good players made it to 1000 in 2 weeks, have millions in gold and the economy is already like the "old realm" in 2 weeks should be a message to someone. It is ok if a player gets a free bee, the economy is already inflated in 2 weeks, penalizing the membership via the economy daily or adjusting the price of a ring, or the fact you got 8 drops instead of 2 on one critter, will do nothing in advancing the game.
Wizards are not OP, compared to Warriors. Just depends on how you play the game.
I do not like the current changes to Multiblade. My level 196 wizard should be able to kill monsters at 300 health points with it.
Wizards are not OP, compared to Warriors. Just depends on how you play the game.
They are by far the quickest to level, and able to gain the most amount of money, the fastest. They do have weaknesses, which they should because of the things I just mentioned. They can end large, multi-mob fights, very quickly, and this leads to huge exp gains with little effort. Balance, hybrid chars while probably more viable end game, and in very difficult encounters, simply can't do that.
I guess that's what you mean by "depends how you play the game."
Issue with wizards, is like Bancrese says, they grind groups of mobs incredibly fast. People playing only 1 wizard in their group will not see this as it's likely that wizard is stuck holding most rounds. But as you stack more and more wizards in one party they become exponentially stronger than any other class - therein lays the issue, the best groups should be diverse ones which bring a bit of everything, not just stack one class and kill all the hardest mob packs in that hardest dungeons in 1-2 rounds of aoe.
I think a real question that needs answering is "what is balance"?
This sounds like a fake question, but it isn't.
If, for example, something is strong vs single target and weaker vs group and something else is strong vs group and weaker vs single target - are they balanced?
The one strong vs group will level faster. Is level speed the definition of balance?
How about something that is stronger early game but weaker late game vs something that is weaker early game but stronger late game.
Are these balanced? Or does the fact that the one is "gimped vs end game" make it unbalanced?
This is not an opinion on wizards at the moment, but a general design/theory question about balance that I think needs a real answer. And my guess is that everyone has a different opinion on the answer.
Clearly the answer of "what is balance" cannot be "does everything the same". It isn't in any other game, and is not a realistic goal for The Realm. So, then, how does it get decided?
The game is also 2 weeks old, and is undergoing a MAJOR revision from the "established norm". I feel like people could stand to maybe just take everything so far with a grain of salt and let the dust settle from launch before jumping to conclusions and making accusations. Feedback is helpful, "GOOD JOB RUINING THE GAME" is not, especially 14 days into a brand new server.
Just chill out and wait to see what the Devs have to offer. :)
IMO "True Balance" would be making each class do the same damage per round whether it is single target or group.
G-BoN's … meh …as there are already a bunch in game why change the drop?
They do nothing BoN's dont do other than look "Cool".
What's the point other than to make people who dont have them mad?
I don't like the current drop rate changes, FHP currently drops almost nothing now. With prices going down so much, you just cut off a good place for newbies to make good coin, shame on you.
The only thing changed in FHP was the drop rate for the bats, because people were going in, nuking them in one round, and repeating, ad infinitum. The farming was too little effort for too great/quick a reward, so it was adjusted. Everything else was left alone; anything else not dropping in the dungeon is just fickle RNG.
But it is so difficult to make money now in the game. I can't afford to chant my wizie's gear without that fight.
Glowies are pretty iconic to The Realm and perhaps the single most iconic item. It seems expected that anything involving changing them will have passionate responses.
The previous system of them only be in the treasure table for some low level dungeons was bad. Surely nobody actually thinks it's good for the game for level 1000s to be grinding TH endlessly to try and get them.
I think the "right" approach to Glowies would have been to make them a world drop. Drop anywhere, anytime, with a super low chance of course. This means you could get them from rats or guardians or snakes or knights - really anything, and you just go about your level-appropriate business and maybe, just maybe, you eventually get lucky. If not you buy them as has always been the case.
That's honestly kind of what they did with the move to The Vault since keys can drop in level-appropriate places, however despite the overall impact being similar the optics are very different.
It's kind of like if you changed build points so that you got 2 build points every 2 levels instead of 1 build point every level. The end result might be the same, but it would "feel worse" to have the 2 every 2 system because every other level you'd get nothing.
Not just the end result matters. How it is perceived matters too.
I love this approach to the glowie drops. Have them only drop as a very low chance world drop. This way all players regardless of level have a chance at them and would make grinding at all levels exciting due to a possible glowie drop.
I agree with them having a slim chance of dropping anywhere. They are, by and far, the most iconic item in the games history and are only valuable for that reason alone. Its not like they are op gear afterall.
I feel that the powerful gear should be restricted to caves and end game content while cosmetic gear such as glowies should be available via rare world drops and the cash shop.