Discussion in 'The Veterans' Lounge' started by Risiko, Jan 8, 2018.
Sheesh... asking for an ezmode on trophies... learn to play the game
DUUUDE .. way to harsh ! ! I'm just a casual ! !
whats a casual to do ?
Don't worry I have it on good authority the devs first thoughts when developing content is what would make JUST Whulfgar happy?
Love it !
Go with that ! !
Quality of life improvement for whulf would simply be..
Berserkers : duel wielding two handers ..
Make it doable.. So my 3 zerker alts get past lvl 105 useage pls..
There is HARSH spell fizzle check for level 71 (and up) spells when compared to level 70 and lower spells. This could be smoothed out to make life much nicer.
Example: A mage at ~210 Abjuration skill has near zero issues casting the level 66 damage shield, but goes to fizzling 10-20 times straight casting the level 71 damage shield spell. Fizzling 10-20 times straight still yields skill increases only on successful casts and (so far) at 5% or less chance of that. That means it is a LOT of attempted castings per skill increase.
Here are three potential solutions:
- Smooth out the massive step in difficulty a smidge to make it harder to cast the level 71, but not 10x as hard. This is a patch fix for the egregious difficulty increase for level 71+ spells and it might not fix other issues. This is likely a hard thing to code/balance due to having to potentially adjust other various levels.
- Tie the chance of skill increase to the difficulty of casting the more difficult spell (so it skills up much quicker). This will help the level 71 issue as well as the issue of characters out-leveling their skills due to faster XP. This might make logical sense, but this might be hard to code/balance?
- My Favorite: Give the chance to increase a spell skill when fizzling a spell as well as successfully casting it. This should smooth out many, many issues if not all spell skill issues. It also sounds pretty easy to implement by just moving the skill increase check that resides in successfully casting a spell to just before the spell is checked for fizzling.
There is precedence (and logic) for skill increasing on failures with tradeskilling giving better skill on failed combines.
Honestly how has this not yet happened ?
Seems they did this in test patch. Much easier to compare Augments now!
I would like a Suit of Armor holder, or Stand, so that when you outgrow your armor, you can place it on a stand in guild hall or house. Some of the armor takes a LONG time to get every piece, it is a shame to just delete it because you have outgrown it.
i would like devs who boost things and not the nerfaholics we have now
Most of what I'd like has been listed.
Double fellowship limit. I have 3 accounts, almost all 85 or better now. With no one else, that's 23 or 24 toons I may want to port in.
Make a camp fire settable by 2 characters.
I could do all that with a guild if setting the guild standard only took 2 people.
Make my shamans sluggish line last 30 minutes or more, better yet make it a group spell.
Make the mage summoned fireballs stack to 15, so I can resummon before I run out.
Let my mage summon herself to a group.
Let my mage CoH someone not in the group. They get a box like a wizard TL to accept. /call <name>.
Give silk classes auto bind wound. We're already wearing bandages.
Edit: multiple armor sets for mercs, at least two.
Make a planar bag for carrying collectables.
Make Firebound Orb not Lore. That would be the easiest way to allow mages to use the summoned clickie with very low level of hazzle .
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