(LOCKED) Beta Elphame's Arena Ruleset Feedback

Started by Gimli

Khego

Let me use Orbs of G. Heal, Healing etc in combat.

Also cannot swap amulets in combat via 'use'.

Dr

Due to the lack of enchantments hitters suffer from about 50% less movement rate in PVP than you would see on FF. This will become an enormous balancing issue in PVP where currently shifting, multi-blading mages are the meta. (INB4 just dispel bro)

Suggestion 1: Add additional movement rate to each skill level of acrobatics learned. Due to scarcity of build points most toons will not invest in Acrobatics as currently implemented.

Suggestion 2: Implement previously discussed alterations to existing, underutilized spells i.e. turn Iron Chains into a spell that pulls the target into the caster's melee range and executes one round of attacks in a similar fashion as if a warrior casts Enrage, make combat teleport a targetable spell that executes one round of melee attacks upon teleporting in a similar manner.

Make Adventurer stances un-dispellable by anyone other than the caster (In PVP). The stances are somewhat of a Band-Aid solution to give Adventurers more tools in a PVE environment, which get removed in the first round of combat and often before PVP combat even begins.

Increase of potency of weapon buffs (Flame Blade, Venom etc) with SDM. They're pretty weak at the moment, even with necro curses. On average casting venom added 8-30ish poison damage per round.

Some Dungeons, specifically Imp City, do not seem to respawn even hours after mobs are killed.

I teeter back and forth on whether a group size of 1 would be superior than 2. I honestly think single player groups would make for more engaging PVP and adventuring, but I'm still evaluating this.

descript

Let me use Orbs of G. Heal, Healing etc in combat.

Also cannot swap amulets in combat via 'use'.

That reminds me, I got fumbled by an NPC and could not requip my Adm 2H. I could choose Use -> Equip 2H but nothing would happen.

Khego

Hello friends, here's my notes on playing latest version of EA for a few days.

PvE/Progression

*Positive: Focused melee attacks combined with cleave is a game changer for melee. 11/10, would melee again.

*General: Levels 1-45(ish) was pretty easy and fast with content matching up decently enough. The XP bell curve hits hard around 45-50 and combined with lack of 50+ content, progression grinds to a halt.

*Dungeons: With Targoths on the lower end and FHP on the higher end, there's not enough separation in power level between the rest of the dungeons. They're all too hard until 20ish and too easy at 50ish.

*Overworld: I've been championing the removal of overworld NPC jumping since MW and will continue to do so. It's not challenging, it's annoying and at least for me removes choice of farming overworld vs dungeon. If we want a feel of danger add occasional or even semi-frequent "ambush" style encounters with reduced flee chance (must be zone/level appropriate). Alternatively, further reduce zone size for PvP to replace the "danger".

*Higher Tier Casters: Liches, Daemons and Furys SDM may need looked at. Can 1 shot a lower health toon before they can flee, or if you've been jumped 3-4 times in a row without a chance to heal (sometimes without the room screen even loading), can kill a higher health toon as well. Less of a problem if jumping is removed. Alternately, really like leek1's idea at least to help counter (get there before 2nd cast) and increase value of acrobatics (feel this will be skimped on in favor of CS, Shield or Theurg)

Suggestion 1: Add additional movement rate to each skill level of acrobatics learned. Due to scarcity of build points most toons will not invest in Acrobatics as currently implemented.

Gear

*Positive: First crack at itemization and random rolls is pretty great. Super nostalgic feels finding a big adamantium upgrade.

*Caster Gear: If a player choose to play caster style, there's not much to look forward to beyond Troll Leather. As I understand it, adding +Thaum SDM to the random rolls is challenging, so perhaps static items? Also would not go overboard, casters are still very good. But some level of gearing would make them of course more fun to play.

*Mythil: While I understand RNG and randomness. I was consistently finding Obs and Adm items that underperformed my Myth items. I also felt I was finding way too many Myth items and left many on the floor. Suggestion: Worst Obs rolls be in line with best Myth rolls, while best Obs rolls be in line with worst Adm rolls.

GOLD

*Unsure if sell prices were further reduced or what, but gold feels much improved as a valuable resource. Last round I had 100K pretty easily and no longer felt need to vendor trash. This round that feeling is gone and gold feels valuable. This is good!

*I suggest leaning into this with more GOLD SINKS, as eventually the amount of gold on server will outweigh the repair/insurance costs

*Most of the following ideas also help with other issues too: Stacking consumables, providing more actions for non-casters and providing more chase/grind opportunities

*Suggest lower tier items sold in EL and higher tier items sold from Marvin's

- New Buff Orbs: Empower, Shield, Venom, Fire Blade, Cold Steel, etc. However, I'd limit it to expert, maybe master spells. Feel like GM spells should spell circle only (Looking at you Invuln and G Invis pots)

- Existing Orbs/Wands: Add these to shops for a price. Orb of Holding, Wand of Fireballs, etc.

- Orbs of Monster Summoning: Similar to the scrolls, but "stackable". Also the spell would need a buff, the scrolls are very underperform.

- Mana Bananas: Don't like waiting for MP to regen, treat yourself!

- Fragmented Discs: The mass-curse ones from The Dig. Or alternately, Wand of Fire Curse, etc.

- Alignment Baubles: Side note, becoming evil with the current content is quite a challenge.

- Repair Contracts: Especially if group size is reduced to 1!

- Master and GM Spells: I've seen mixed reviews on the find only spells. Some I've found easy, some I've yet to find. But I think adding them to Marvins for high cost is likely a good move.

- God Buffs: The ones you get in Dark Guantlet, etc that change hair color. Maybe the altars in EL provide that buff for a silly amount of gold?

Misc

*Level 50 message "You will now lose XP when you die". Not sure if worth changing to match EA.

*Nice QoL upgrade if you could cast "Venom" on a weapon by clicking the player instead of the weapon in inventory.

*Additional level baldrics might be neat.

*World PvP messages are amazing, 12/10 will kill again

descript

Here are some of my notes from playing EA:

Carry capacity is quite restrictive. Yes an Elf Wiz, with 3 str, should be very limited in what they can carry, but I think it's too low. You can pretty much can either be naked so you can have a minimal amount of loot carrying ability, or run in some basic armor but have no capacity for any loot. I think even a simple change such as adding a base 20 stones to everyone would be enough. (So the calculation would be: 20 stones + (10 stones * Strength) i think)

Somewhat related, can we have magical cloth that drops? I like fast characters, and would run cloth on most of my casters throughout Realms history. Getting Regen, the element shields, Immo, Missle Resist, on cloth would be greatly appreciated. And for that matter, regular Leather should be able to drop with the above, and with Improve Armor (I don't care about IA for cloth really).

WoG is garbage. I made a wiz that started out Thaum, and with GM thaum, 23 int (including rings) and level 2 meditation, at level 40 he can't 1 hit most zombies. WoG does like 60 dmg. I had to farm to find the spellbook, thinking I could breeze through Targoths once I did (searching for magical belts). That proved to be not true at all. He was useless even against hordes of level 3 Zombies

I found a fabled Enchanted Magical Longsword, which got me excited. Then I realized the level req was 75. I don't think I'll get any toons that high. So maybe reconsider some of the level cap of some items? Unless the damage on it really is a big improvement from other swords (I don't know what other LS are available and their stats)

I think the first 15 or 20 levels should come much faster. It was pretty grindy from the get-go. And until you have some Build Points AFTER your toons first GM (to learn Sorc or Thaum or other support skills), you're a sitting duck for PvP. I am playing this server because I want the forced PvP and the unplanned encounters, but if you're level 19 and are still trying to GM your first skill, you're pretty much an undefendable baby. But once chars are somewhere in the 25-30 range, they should be able to defend themselves somewhat, or perhaps evade and escape jumps.

Shinobi

Hi there, leveled two wizzy toons to 15 before rerolling and then getting to 35 so far in this iteration so I thought I'd chime in with my 2c.

Pros:
Great progress so far, loving the roll on items, open world dungeons, slower OOC speed, and regenerating mana. The struggle for gold on this server is real and repair costs are expensive to the point where it's almost a disadvantage to have your insurance on.

Maybes:
Encumbrance feels okay. The move to 65% before penalty was much needed. If you want to roll a 3 str wizard you will need to wear an RoS and BoC in order to wear armor, but it's doable.

Master and GM books as drop-only could be ok but need to be balanced - I was finding the same as Khego where I had 30 of some and 0 of others.

Areas for improvement:
Map and dungeons are still way too big for the player base. Thieve's Hole feels like an appropriate size but FHP is by far too large and convoluted to create chance encounters. I think the current map could support 100 unique players but it's much too large for 8.

Progression needs to be MUCH faster. Leveling is not fun or novel and this needs to be tuned way up in order for the seasonal server to have any buy-in. This is my main gripe with EA right now and I don't get why devs are so stuck on making people "grind" for hours. How is someone migrating from FF for the first time going to feel when they hit level 30 after 40 hours of work and realize their toon is terrible (they'll go back to FF instead of re-rolling). Save the grind for the last 10-20 levels if you must but it shouldn't feel like an undesirable chore at level 25.

Gear drops are slightly better but I still had a lot more fun before the loot drop rates were "fixed". We're all still grinding for 900s on FF to no avail - where is the fun in grinding rats for hours here in order to find an RoE? To me, an exciting end-game would revolve around one or two spawn points where players can fight over the premium drops, looking for good rolls to finalize their gear. Is it possible to make some god-tier items guaranteed drop on death? Now that would be exciting!

Athelos

i have to say that after trying all of the EA so far this one is by far the best i do belive with a lot of what people of said above with the wizard having to be naked but currrently the named weapons are way out perform if somebody has a VE a Stinger or any of the others theres no way u can win a pvp match vs that also i would like to see a repeat command on the menu that would stop the repetitive clicking my other thought is to give a wizard some cleave with a spell or add a second bolt to a spell so that aoe is much more manageable at early levels having to fight and try to get mastery or gm is a little high task unless ur playing as a duo with a bot

Khego

Shift and Sorcery: A tale of imbalance and unfun

Through the annals of MW/Rat Labs balance attempts, shift has always been a problem. Reducing the amount of charges makes sense on FF where the primary balance is for larger PvE fights. But on EA, with reduced movement speed, reduced health (100 levels) and frequent PvP combat, whether it has 20 charges or 5 charges is rather insignificant.

It's insignificant because melee will get 0, 1 or 2 (high roll) swings on a shifted caster per round, and likely be dead (or mysted and then dead) well before all charges are removed. The counter to this is Dispel. But the caster can then reapply shift. And in that unfun and uninteractive exchange, the number of charges means nothing.

"But if shift is nerfed or removed my wizard is toast!" Any imbalances exposed via lack of shift can be accommodated for in buffing spell damage, buffing summons, and/or adding caster gear for the same or damage mitigation. Want fun wizard gear? Well right now, combined with shift it would make them too OP (They kind of already are!).

Looking further into the Sorcery tree, we find See Invis and Greater Invis. Whether you consider it a strategic game of chess or an annoying game of grabass, the SeeInvis/GreaterInvis interaction is a vital part of PvP. Couple that with the fact that everyone is /yescombat while leveling and these spells now become a forced choice. You have to either go GM Sorcery for both, or at least expert for See (plus gather, teleport) or you're at a major disadvantage. And the spells aren't good. They do nothing in PvE. They're only bad if you don't have them.

So what's left? Multiblade? Nerfed. Rust? Useless. Perm, Enchant? Removed. Sorcery is unfun, limits choice and is the core of balance issues!
 

Suggested Alternatives:

 
1) Nerf Shift, again. Could do one or more of these:
*Reduce charges, again.
*Shift is a % chance on hit, not guaranteed.
*Must be actually hit to shift but misses also remove charges? Melee removes charges faster and is guaranteed at least one chop.
*Change shift to add dodges (i.e. - Duration of spell, caster receives +3 dodges/turn) or phasing (what is phasing?)
 
2) Shift & Greater Shift.
*Expert level Shift has ~2 charges
*Grand-Master level Greater Shift has ~5 charges
*Possibly provides wizard choice in defense (GM Sorc) or better actual spells (GM Thaum, Necro, etc). However, paired with Greater Invis, I think this just becomes a forced choice.
 
3) Remove Shift Spell and Potion of Shifting.
*Don't see this as a wise option since it still leaves the invis game and likely forced choices into sorcery with even less payout.
 
4) Remove Sorcery entirely, OR
4a) Sorcery becomes +SDM (as Meditation was) while Meditation becomes solely +MP Regen
*Home and teleport can be moved to Myst.
*Gather and Elphame's Justice can be moved to Thaum.
*Dispel can be moved to Thaum or Remove Curse can be made to do the same thing.
*Defenslessness can be moved to Necromancy.
*Remove Potions of Shift, See Invis, Greater Invis.
*Extension and Rust limited to Orb and Wand.
*I prefer this choice as it removes the shift problem and the invis problem. Provides more space for devs to balance spells and caster gear, thus leading to choices that are more fun for the caster player. Fireball, Summon Daemon, Death Wish are all more fun than Shift and Greater Invis!

Khego

Progression needs to be MUCH faster. Leveling is not fun or novel and this needs to be tuned way up in order for the seasonal server to have any buy-in. This is my main gripe with EA right now and I don't get why devs are so stuck on making people "grind" for hours. How is someone migrating from FF for the first time going to feel when they hit level 30 after 40 hours of work and realize their toon is terrible (they'll go back to FF instead of re-rolling). Save the grind for the last 10-20 levels if you must but it shouldn't feel like an undesirable chore at level 25.

TRO will always be grindy and for some weird reason that's part of why I enjoy the game. With that being said, in this instance, I do agree with Southpole. For a seasonal server, I think the focus should primarily be end game. Especially if FF players are expected to play and enjoy it.

Shinobi

Okay I was thinking a bit about above ^^ and how shift creates problems in PvP on EA, and then I started thinking about why these same problems don't exist to the same extent on FF. The answer lies in that with enchants on FF, characters have higher Movement Rates - allowing them to get perhaps 2-3 attacks per round on a shifted opponent. (For example on FF my Movement Rates range from ~21-25 while on EA they are 13). In addition on FF the thief's haste spell offers some counter play to shift upon prestige.

So now that we know that's a problem for PvP, I am proposing a solution which could be fairly easy to implement and might open up some interesting new archetypes for PvP in the process.

Boots of Nimbility (+dex, 75 AR)
Boots of Strength (+str, 90 AR)
Boots of Speed (+20 to movement rate, 50 AR)
Wide Boots (+end, 120 AR)
Magic Slippers (+10% to thaum/elem/necro sdm, 50 AR)
Razzle Dazzle Shoes (+10% to mysticism sdm, 50 AR)

This item set gives players choices and options to combat a variety of strategies in possible PvP metas through items. The Boots of Speed give 2-hander and Sword & Board hitters an option to combat a meta of wizards abusing shift.

Shmaboo

I'm going to advocate for Shift because of what it does for a class heretofore not getting much love. Throwing daggers don't care if you're shifted, so a well-equipped thief could take down a shifty wiz in one round, two at most. I like the idea that the game deosn't have to be an either/or between wiz and warrior. Only wish there was a good reason to make an adventurer.

Khego

Looking further into the Sorcery tree, we find See Invis and Greater Invis. Whether you consider it a strategic game of chess or an annoying game of grabass, the SeeInvis/GreaterInvis interaction is a vital part of PvP. Couple that with the fact that everyone is /yescombat while leveling and these spells now become a forced choice. You have to either go GM Sorcery for both, or at least expert for See (plus gather, teleport) or you're at a major disadvantage. And the spells aren't good. They do nothing in PvE. They're only bad if you don't have them.

Need to add one more wrinkle I overlooked before… Dispelling an invis foe. My level ~70 Sword+Board is only level 2 Sorc and 1 Med but also 10 intel and I cannot reliably dispel greater invis. I assume higher levels in Sorc/Med would remedy that, but that further proves point for forced decision.

As far as other buffs go, I like that there's a payoff for sorcery levels, you'll dispel more buffs at once. But if you can't dispel greater invis, you're not gonna have a good time.

Shmaboo

GM med and sorc here, and just speaking on what I know - self-dispel, with 5 in sorc and med, you'll dispel your target clean.

On a separate note, I'd like to talk about insurance. Just ventured out into East FoD. Since it's full of thieves, I stashed my gold in my pouch. Soon thereafter, got jumped by a KK who laughed at my attempts to hold or stun him/her/them and proceeded to beat me roughly about the head and shoulders. Even though I had insurance on, since my gold was pouched, I dropped an item when I took a dirt nap. Only a BoS, but still, insurance is garbage when the zone is crawling with thieves and high level mobs. Insurance should be able to reach into a pouch or backpack to claim its premium.

Dr

Unfortunately I have not been able to test this round due to IRL obligations but just some minor, random things I thought of while at work the other day

blue baldies at level 3, red at 25, brown at 50, silver at 75, gold at 100

if rings and amulets no longer need to be IDed do the same with orbs, wands, scrolls, etc.

EstoyLoco

PvP . I believe the loot should be balanced out with the level differences… I was jumped after one fight when at lvl 15 by clearly 2 lvl 20-25 and couldn't do much but die in 1 round inside a open world dungeon… It can be frustrating to loose enchanted armor over such a fight…

To be honest there would be some folks with more time than others who could just sit in dungeons all day… jump people after they end up a fight to grab their items / gold. There need to be a mecanism to lower the loot or just give them a chance of some sort or else after a month into new server, there will be shitload of folks noob bashing!

Shinobi

Played a solid chunk of this server over the weekend and here are my initial observations.

XP rate NEEDS to be increased for test. Feels about right for live until you hit 40 and then it becomes a total slog. I hit level 48 and won't be continuing until it's tweaked.

I like the gear changes with HPS and Mana - it feels good but also kind of nerfs endurance as a stat. I would say melee toons get the biggest gain from this as they become less threatened by magic burst damage.

On the topic of melees, movement rate buffs seems slightly overtuned. A level 1 naked thief on EA has more movement rate than a 3k toon in master gear on FF. Maybe we can slide the boost to acro rank 3 and the real payoff in 4 and 5.

Thrower needs a damage buff - the damage is non-existant in pvp, a pain in the rear to level and doesn't benefit from EA melee cleave buff. Here is your fair warning folks: DO NOT roll a thrower.

Back to melees, I'm not seeing good enough reason to go anything other than Club, 2handed-sword or axe on a melee. If we ever make it to late game you will see why. Was also seeing a lot more enchanted 2handed swords than any other of the viable weapon types - was that just me (I guess I'm wrong because I see Khego has a sweet axe)?

Can we make Wand of Zerk single-use then blow up? A dex mage trained in mysticism will have a slower cast than a low-dex giant using WoZ? Theurgism seems good.

I wish we could test late-game PvP. The latest round of changes kind of puts us in a situation where 1 wiz and 2-hander melee will become the de facto best without much variation. I would like to test and see if a 2-man wizard group (or even throwers, lol) could stand a chance in PvP against 1w/1hitter composition because I have my doubts.

POOR

PvP . I believe the loot should be balanced out with the level differences… I was jumped after one fight when at lvl 15 by clearly 2 lvl 20-25 and couldn't do much but die in 1 round inside a open world dungeon… It can be frustrating to loose enchanted armor over such a fight…

To be honest there would be some folks with more time than others who could just sit in dungeons all day… jump people after they end up a fight to grab their items / gold. There need to be a mecanism to lower the loot or just give them a chance of some sort or else after a month into new server, there will be shitload of folks noob bashing!

Honestly, they should probably make it so you can't jump others that are say more than 5 levels or so higher or lower than you for the reasons you stated. Also probably make it so you can't jump someone that isn't grouped if you are in a group. Perhaps a warning for the single player that a group wants to fight you and give you the choice to accept or not.

Then again I believe the ability to turn pvp on or off was needed, they should of just made certain zones forced yescombat instead of every single zone exclude the newbie ones around EL/WL.

I don't mind pvp or people wanting to do it, but I also don't agree on the 'force pvp down your throat regardless if you like it or not' approach either.

Edit: Typo.

athelos83

the QOL i would love to see is the ability to see what stats go with what weapons instead of just a guessing games like looking at a 2 handed says this dmg is increased by str/dex things of that nature also i would really like to have a tool tip that says what stats do like every pt of str gives u 13% mdm or dex gives 2% crit this last one is something to mull over but a comparison when u hit the alt key or some kind of bind key to show u what is currently better

Shmaboo

One thing I'd like to see is mana regen inside the combat cloud, even if it's only once the fight is over. Fighting a battle and then prepping a wiz and a warrior for the next fight, whether PvE or PvP, takes a sizeable chunk of mana. If someone is cloud camping you, gaining mana while you don't, this game mechanic places you at a severe disadvantage.

Gimli

Great feedback, everyone. The current iteration will stay online and I will be pushing a content update this weekend.

Dracblue

So i have been pretty grindy on the new server and i think that the enchanted materials rate vs the normal is a little off. i think that it should be lowered for normal of that type example (mithril enchanted should be lowered by 1% obs chanted should be increased by .5% and adm chanted should be increased by .1% as per days of grinding the numbers are just too low for any sort of thing above mithril but the mithril enchanted is just too high. i have had entire rooms full of blue and green items most not enchanted at all it does have bonus hp/mp but its very deceptive and i think that they mayhap should be still colored white its just too much dropping of blue for obs … 1 day i had an entire room filled with blue + from just gathering obs and chanted gear (less than 3 hours grind time) could have been even more if teleport was an option. however i do think that the money lowering amount should be lowered again by at least 5 % i am able to gather 20 - 40k from a low lvl dungeon in a couple hours to play wildly in the upper dungeons for high risk reward scenarios. if you lower that amount again i would be less inclined to try these things.

from Buttercuppz :) have a nice day :)

Khego

Some notes via playing the latest iteration (and a few repeats)

Content: A lot of this discussed on Discord but my suggestions…

*Targoths: Nerf boss slightly to lineup more with dungeon (target player range ~10-15)

*IC: Buff boss slightly (target ~15-25)

*Fenris Caves: Buff boss slightly (target ~15-25)

*TH and WA: Buff both moderately (trash and bosses) to hit target level range ~25-50. Increase rewards to match.

*FHP: Buff trash, boss and rewards to hit target level range ~50-75.

*Tulors Trash: Buff Tulors trash slightly for target level range ~70-100. Increase rewards to match.

*Tulors and Fuloron: Cheesable via Mysticism and Poison. Increase resistance to both moderately. Increase rewards to match. Feels bad getting one white drop even when cheesing.

*Overworld, specifically FoD: Increase group chance. Buff or replace weaker mobs like Thief, Medusa, Lich. Increase rewards to match.

Loot: Also highly discussed on Discord but my suggestions…

*Unknown still produces too much gold. Revise sell price of orbs. Remove Diamond, Emerald, Topaz from Tier 1 loot.

*Have found 3 or 4 Daemon Leather pieces that underperform compared to equipped Imp Leather piece. I understand RNG but based on rarity of the Daemon Leather, makes sense that it's more frequently an upgrade rather than a downgrade. Suggest ranges barely overlapping so only the BEST Imp Leather or Obs rolls outperform the WORST Daemon Leather or Adamantium rolls.

*Wizard Hats, Bandannas and Cloth Hoods: Would be nice to have +MP rolls similar to the how the metal helmets have +HP.

*Being able to poach easy mobs above world for highest tier Bounty Boxes is no bueno. (Forest of Death and Tulors Bounties)

System Stuff:

*Theurgism: As much as I, and many others, want Theurgism to be good, it's too good. And before snap nerfing anything please read... It was good last round, but there was a steep cost to it. Now you barely have to sacrifice anything to get it and orbs and wands are pretty plentiful off very easy mobs. I think reverting the skill point cost solves this issue. If you want to take it a step further, move the wands and orbs to Marvins for some gouging prices. This gives you a gold sink and allows the player to play where they want (instead of the wand farms).

*Speaking of wands, it appears Wand of Zerk fires too soon in combat. Believe Southpole brought this up above. Maybe orb/wand use needs to be more in line with spell use, so that the higher dex and/or less encumbered wins initiative.

*Cannot equip weapon in combat. If fumbled, this is a pretty huge problem. However I'd love to see fumble not go the route of Cold Steel and friends. If equip can be fixed (It works on FF?) that's ideal. If it can't, obviously fumble is the target.

*Speaking of Cold Steel and friends, would love for this to get a 2nd look as I feel it's a fun interaction. Maybe if you can only target yourself? Even in combat? Or maybe if the weapon can only hold one temp buff at a time (A second cast removes the first)?

*Movement and acrobatics: Agree with Southpole above, feel it needs a slight nerf. Getting too much movement out of acrobatics level 2. SLIGHT nerf.

*Ambushes: LOVE LOVE LOVE not being jumped by trash above world. However, would also love there still to be a level of risk/reward, and have thought for awhile that ambushes could do that. If this is considered, they could be zone appropriate with a small bump to difficulty and rewards. Where these would be REALLY great is inside dungeons, specifically Tulors and Fuloron, to combat the "Loot Picker-Upper" on a 3rd or 4th account strategy.

Misc:

*Melee Dagger and Claw have 1 range. Range is 2 on FF. IMO, range of 2 is required to even consider using. Life Leech and Fangblade exist, let's give them a chance!

*Short Sword is an INT weapon but to learn the skill, the required build points are based on STR+DEX.

*Unarmed/Fist is a DEX weapon but to learn; STR+DEX.

*Thief starts with level 2 shortsword and level 1 dagger. Suggestions: Revise to level 2 throwing and level 1 dagger.

*Suggest bumping Warrior starting skills to 2 in every weapon. As it stands, Adv and Thief are more appealing based on stances and/or starting skills. This also gives the warrior some flex early on until they find a suitable weapon.

*Suggest bumping Adv starting skills to 3 in Longsword and Shield. Common opinion is LS+Shield doesn't have the weapon to compete with 2-Handed at end game. This may or may not be correct but the build point investment for 2 skills compared to 1 is definitely a disadvantage.

Thanks for continued support to this project!

Driftwood

I'm loving the new ruleset and while I feel it's too early for me to make a full assessment on what works and doesn't I felt the need to leave a post just to show that I appreciate what is being attempted and hope to see it continue. I like the mana crystal change, the item randomizations, weight encumbrance fix, level cap, orb/wand changes, and much more. I'll make another detailed post in the future with some ideas and my opinion on subjects related to changes in this ruleset. Keep up the great work I'm loving the whole idea of seasonal servers.

Dracblue

Hello Buttercuppz here again

and now after reaching level 82 i have a few more pointers for loot and a few game breaking bugs

  1. pvp bug even if you have gold there is an exploit where MULTIPLE of your items drop if you are killed i have screen shot evidence of this and i think it needs to be adressed if pvp is no longer voluntary. or you will have people quitting left and right or just not testing because they cannot keep gear because of the high pvpers on the servers
  2. there is a bug where if you carry a specific item in a specific location in your inventory it will increase item drop rates of obsidian (i will pm any gm with this info if they want it) i did not note an increase in enchanted gear just plain obsidian (this is over a variant loot table of 1000 kills with and without the drop rate was almost doubled and would definatly break any need for the item quickly
  3. the range of ar / hp / mp / enchantment vs the level of drop item example green being uncommon is not proportionate to the item stats i have seen a green have double the ar without i a stat of a mythic item chest peice both mith plate mail both were the mith but the myth rarity item had half the hp and half the armor than the other item making the mythic literally a joke compared to a green that was as commonplace to find the same can be said for any of the other types of armor (dont know about adm but i saw a mithril with higher stats than adm as well (dont have enough adm stock to make proper assessments there though
  4. orbs and wands are now almost as sought over as high teir end game items like adm high damage weaponry ….. this loot table should be increased if they are not suppose to be so rare

this added to my opinion of my earlier post … enchanted gear drop tables do need to be changed but perhaps increased slightly for enchanted gear but lessened for normal gear drop. id say 1 % easily for any of the enchants but lessened by 1% for the normal items

hope this helped :)
your friendly player Buttercuppz

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