Plane of War

Discussion in 'Zones and Population' started by ARCHIVED-Miapa, Nov 9, 2011.

  1. ARCHIVED-Crismorn Guest

    Just fix the broken content, you don't need to nerf challenge mode encounters if you fix them to be killable.

    Why have challenge mode in the first place if you are going to make it into push over content?
  2. ARCHIVED-EvilAstroboy Guest

    DotuMing wrote:
    Not to mention that only 1 pattern drops per mob. Meaning you would need to kill the mob 24 times (if you are lucky) to gear up the whole raid force (assuming that people dont leave in the meanwhile).
    Just make it a guaranteed 1 pattern per archtype and be done with the randomness. Even then you will need to clear it about 6 times to gear everyone up, which would fit in with the January timeframe.
  3. ARCHIVED-InsaneChaosMarine Guest

    Novusod wrote:
    Can you please lower the HP of Drundar mobs in ALL EM/Heroic/HM? Its pretty rediculous the amount of health these mobs have, especially trash.

    I say open up EM PoW (heroic.)
  4. ARCHIVED-Kunaak Guest

    EM drunder content has been nerfed so incredibly hard, thats it barely qualifies as raid content.
    any further nerfs to EM drunder, should include deleting the zones, and rolling back the servers, and wiping peoples minds with the little things from men in black and just pretend they never existed. the stuff almost flops over dead just walking up to it.
    EM plane of was should not exist - at all.
    something in this expansion should be meaningful, and challenging.
  5. ARCHIVED-Fitz Guest

    I dunno, my guild hasn't cleared vallon's, but we're also not hardcore. That said, we've cleared sullons and tallons a bunch and have fully geared out our main and alt scouts/fighters, and mage items are still going for highest bids. This is so stupid.
  6. ARCHIVED-ratbast Guest

    1) game scripted zone nerfs based on # of times cleared
    2) game scripted zone nerfs for other task(only possible for those good enough to even take a pull on mob in question-too difficult for others) if zone never gets cleared in appropriate time frame. Something like the live events task for DoV ulteran spire, but tailored for HM raiders.


    making content accessible for lower guilds doesnt have to be a game update or hotfix devs have to implement.

    lowering their difficulty could be a server script based on how many times guilds kill a particular boss or clear a zone.

    making the nerfs part of the gameworld mechanics feels much different than having devs do a patch so weaker guilds can kill them. its insulting tbh. same for HM. when content is released and uber guilds cant get the job done, and content is nerfed...its like a fat kid doing a pull up and his mom is lifting him. take nerfing out of hands of devs, and put it back into players hands. give them in game process that nerf mobs. then they can say they killed mobs (even if after wittling down a zones defenses), and not that devs finally nerfed it enough.

    its also an opportunity for weaker guilds to feel gratitude for uber guilds, and remove devs from a new automated nerfing process.

    IMO, it steals the authenticity of the game and of the accomplishment when devs intervene simply cuz noone is killing something. there should be an alternate relevent reason for nerfs.

    lowering difficulty (hp especially) since a zone was cleared many times makes sense because ppl have shown they can kill it, they have the loot, plus its a time sink they complain about. it also makes sense from a lore and logic standpoint because they have repeatedly killed mobs and weakened the zone.

    having zones nerfed on devs timeline feels more like they treat us like helpless babies, and THEY decide when to change our diaper.

    divergence of server unlocks/nerfs could be issue, IF you didnt make all nerfs crossserver, based on worldwide kill counts. if getting nerfed too quickly is a concern for content devs, who would then have duty to make more end game, there could also be a reverse process, buffing them up to compensate for too fast of progression for content devs are uncertain how quick it will be conquered. dont wanna make devs afraid to release content or afraid they are starting too soft. currently they feel it out based on player success, and manually adjust difficulty. That's not a living breathing world of immersion.
  7. ARCHIVED-Gaealiegen Guest

    I actually laughed out loud Kuunak.
  8. ARCHIVED-Humayon Guest

    Guys, seriously just pull the plug out on this game, we will think it was like the Matrix and someone fell off the chair and yanked the cables out. Put us and yourselves out of misery once and for all.
    Lag issues unresolved and constant bickering of noob players to nerf content (and you do listen to them) and turning this game in to free-to-play-pay-to-loot is getting old.
  9. ARCHIVED-Gungo Guest

    Kunaak wrote:
    You do realize the reason they want people in POW is because they have a MASSIVE amount of raid content coming in february's game update and you need to clear at least drunder to get there. For Hm we need to gear off of HM drunder and HM POW to get into the NTOV content.We are way behind on the progression curve at the moment.
  10. ARCHIVED-Hennyo Guest

    Well the first thing that should happen if the Devs actually want to help see some people progress through content that they are stuck on, is an across the board nerf to mob buff packages. This change won't really do much of anything to make a mob easier for people that have the gear, but it will make it easier on guilds that don't quite have as much loot farmed before they try something. Next thing that should happen, is nerfs to mobs already being killed, but are block mobs to many guilds. First lower certain Aoe's damage level, such as noxious flame on HM shoulders, or significant HP nerfs on mobs like HM Tormax, where many guilds even after killing the dragon still take 15 minutes+ to actually kill Tormax, even tho at that point, the fight is basically won. Another block mob for many guilds is Modrfrost, which is a fight that could stand to loosen up on the time to cure stuff before the failure condition. Another example would be a fight like Eireen, where the power drain is completely out of control and forces many guilds to have to wait for all their enchanters to log in to kill it. Another thing that should def be looked into is double casting AOE's something that still happens, and has prevented who knows how many guilds from getting kills due to good pulls turning into bad pulls because at 35 percent a mob decided to double up on an AOE and everything just all of a sudden went south. Also if they actually want a good chunk of the HC raiding guilds outside of the top 10 or so to clear HM drunder anytime soon at all, the difficulty level of HM drunder should probably be brought to around what EM drunder was before all the nerfs.
  11. ARCHIVED-Irgun Guest

    Hennyo wrote:
    +50% difficulty and I can agree with this ~
  12. ARCHIVED-str8gone Guest

    Gungo@Crushbone wrote:
    Aye but the problem is the devs are not fixing whats causing the issue. They forgot Mathematics 101!
    Average Raid guild size is 30 to 35 raiders, with that said
    - DoV EM armor drops per mob is 2 per mob
    - You can kill each mob twice a week which means you can get 4 drops per mob
    - 4 / 35 = 9 weeks (roughly) and that assumes no duplicates

    With the above said it would take the average guild 3 months just to get all EM geared out (actually more if they are just starting progression as you get an upward curve since you can't kill all the mobs).
    Then comes drunder technicall next in line for progression which most mobs only drop 1 armor piece. So if you wanted a full set of drunder armor for an entire guild it would take on average 18 weeks which is 6 months (obviously Sony did not think this through).
    Then we have DoV Hard mode which is the only content drops that make any sense and are at were they should be which is 3 pieces of armor per mob. The problem is the mobs are extremely hard to kill and you have to farm Drunder EM to get the gear to do the HM and that takes allot of time.

    People are behind because Sony did not think the drop rates all the way through in comparison to the timeline they wanted people to follow. If they increased Drunder armor drops to 2 per mob and DoV EM to 3 per mob it would speed things along for the majority of guilds real fast as the Drunder EM stuff you honestly do not need full sets just a few pieces to get the next kill in HM progression.
  13. ARCHIVED-Irgun Guest

    str8gone wrote:
    If you really want to deck out all players with EM-gear first before you even attempt HM you are doing it wrong.
    As soon as you recognize a noticable increase of dps/survivability in the content you are doing you should take a step ahead and try some HM, once you manage those to die their loot will make EM-loot which is similar pretty much obsolete.
    Progress aint semi-capped just because its flagged EM or HM - even there is a curve after all ~
  14. ARCHIVED-Banditman Guest

    Maybe so, but the problem still remains that the guilds who are, for instance, working in NTOV in April are going to be so far up the gear curve that replacing players will be even MORE troublesome than it is now, and it's not exactly pleasant for HM guilds right now.
  15. ARCHIVED-Felshades Guest

    Gungo@Crushbone wrote:
    Yeah, and it's entirely their own fault.
    Can't really blame the players for most of this.
  16. ARCHIVED-bluedego Guest

    I do have to admit.. that i have been laughing my but off.
    I remember reading a certain post on a certain wesbsite about how people were SOOO Happy that there was no EZ MODE POW. And they were the only ones who would ever see POW. /chuckle /giggle /beahwhahwhahwhaha

    Anywho.. To the guy who was complaining about the difficulty of ez mode drunder. easy mode is easy? /ponder?
    What are you looking for lol.

    No one has cleared raid content this expansion.. Are the comments of quit nerfing stuff even valid? or just obnoxious.
  17. ARCHIVED-kingela1 Guest

    We are working on a large block of changes for the challenge raid content. We intend to have all of Drunder [challenge] in the do-able range within the next week or so.
    Guess thats already delayed
  18. ARCHIVED-RogueSpideyChick Guest

    Rageincarnate@Unrest wrote:
    the problem is that theyre nerfing the killable content (including all of the original dov content) to the point that it's 2 or even 1 groupable while not actually fixing the unkillable content. & yes, they are completely valid, the only ones who think it's obnoxious are the ones that have to wait for the content to be easily 1 groupable so their 4 group raid can actually kill it.
  19. ARCHIVED-bluedego Guest

    Arica@Guk wrote:
    This thread is about hardmode drunder and the lack of your ability to kill it so you can get into POW. Try not to confuse the two.
    And it is obnoxious.
  20. ARCHIVED-Fitz Guest

    I don't have as much an issue with encounter difficulty as with the time it takes to farm gear and gear up recruits. Increase drop rates (and fix the tables),.and progression wil fix itself.