Final Thoughts: An EA Epilogue
The Unknown – I suggest removing this entirely or tweaking it. At first, I really liked the ability to knock out easy quick levels but the more I did this the more I realized I dislike this. For one it puts you locked away in a cave that no one else comes into which is opposite of the rest of the entire experience, and second it produces far too good of loot for folks. IF it were to stay in, I would suggest turning it into another open world cave complete with PvP and a world boss. Can move Snaggletooth in there or repurpose Fatty to make an appearance.
The Havenwoods – The Havenwood areas need a little more love. I’d suggest more groupings and a more seamless counterclockwise experience. Ratling Run is a great start and North Havenwood feels like the perfect next move, where as to me West Havenwood and South Havenwood feel like the experience change over doesn’t really line up well with the slight difficulty increase. I actually at one point was getting LESS experience in West Havenwood on most fights than I was in North Havenwood. Possible solutions are to very very slightly increase xp in those areas or very very slightly reduce the difficulty jump. Conversely you could also just add a World Boss to each of those areas.
Named Weapons – Having named weapons is fun and exciting when found. I love that we have them as it gives folks something to hope for. However, there is disparity between what weapon types have named weapons. Axe, club, 2 hand sword, long swords, daggers, and throwers all seem to have named weapons. What’s missing is mace, maul, claw and short sword. May not be in line for this iteration which makes me sad, but I would suggest further iterations take into account that some folks may actually want to go with these weapon types and will be discouraged from doing so since there is no carrot on the rope for them.
Robes/Skirts – I am torn here, I sort of like how not too many people are running around with robes and skirts on, but at the same time feel like those are Realm staples. If left alone, totally cool. If I were to make a suggestion on it, it would be to have really rare robes and skirts that drop with random enchantments. Perhaps they could be the only items to drop with str/dex chants?
Leathers- I have yet to find a single piece of Daemon Leather, I see people complain about it not being better than Imp Leather of which I have found a lot of. Troll Leather and Imp leather are quite abundant and the disparity of stats between the two is HUGE. I would suggest squishing that disparity a bit to allow this rare, supposed to be end game carrot of Daemon Leather to be what it was meant to be. Suggest reducing Imp Leather a slight bit and pumping up Troll Leather a slight bit. Then perhaps Daemon Leather can be the end game goal of cloth/leather wearers.
IA on rings/ammies- Apparently this still happens, would suggest removing IA from anything that isn’t armor.
Overworld – The overworld feels a bit lackluster to me. I find myself more drawn to caves because of the World Bosses and just general ability to more likely find a PvP fight. Not 100% sure how to alleviate this but I suggest that perhaps more World Bosses or better spread of enemies and groupings to make the Overworld feel more of a good option. Areas seem to either be way too easy and therefore not worth running or way too difficult and therefore not worth running.
Theurgism – I’d be remiss to not discuss this. Let me preface with the fact that I absolutely LOVE that Theurgism is a legitimate option and not a wasted option like other skills. However, it is performing too well for the BP cost imo. I would suggest reverting the BP costs to be Intel related while the effectiveness of Theurg items are Endurance related. Perhaps that would feel better? The hunt to find the Theurg items feels right, and the power feels right if you go deep in Theurg, it’s just the cost to go deep in Theurg is not dependent on anything and is the same cost regardless of toon build so it makes it a no brainer choice for all toons.
Master and GrandMaster spells – At first, I really liked the idea of having to hunt for more things that I’d need. Now after weeks of playing, it feelsbadman.jpg. I would suggest re-adding M/GM spells to be purchasable with the caveat of utilizing Marvin and a significant gold cost to do so. If you place Marvin in a cave you would create a junction where players would need to go there to get their spells and chances would be high that would foster high amounts of PvP in that area. This sounds like a great thing! The gold cost on M/GM spells could be raised more than what they initially are thereby creating a goldsink for the best of spells. If this is done, I would suggest turning Marvins jump status off as that would just create griefers who constantly kill him to prevent others from buying their spells…..or maybe that could be fun?
FIVE chants in Elementalism - Was hoping to be able to spend some BP on these to use on a wiz hitter, then was smacked with the reality that they last a total of 1 round. That pretty much makes them absolutely useless spells. I would suggest a count akin to Invuln on them. Still have to renew them fairly regularly, but would make them less of a useless spell.
Challenger Server - Couple of things I REALLY REALLY liked from the Challenger Server would be nice to see here but maybe they'd be OP not sure but figured I'd bring them up either way. The first was the pick 26 or whatever where you can essentially use your stats however you'd like. You can make a 3/20/20/5 giant wiz if you so wanted to. Was unique and fun and having the non standard races perform different felt good. The other was the racial passives. That may be OP in this environment not sure, but it was a nice touch imo.
Overall, I commend you on a well-done test server! It has been a pleasure playing this and really brought back a love of Realm for me. If there is anything at all I can help with on any of this stuff, you know I am always more than willing to throw down. Can’t wait until it goes live launch!