I have been attempting to upgrade my guild for many years now. When I first started (Mod 16) the game was in a relatively alright place that I could recruit and find people to help and assist with upgrading our guild. The ZAX was also relatively healthy at this time, so converting AD to Zen and then Chests of Power for Shards (Adventerer's & Heroic's being the biggest ones needed) wasn't too hard.
Well, as we all know the game isn't in such a state now is it? I know there are no plans to update the Stronghold anytime soon so I have a solution to making it easier for those of us who want to have guilds that AREN'T the 10 that are already level 20 and endgame active: **Reduce the price of buildings and upgrades in the Stronghold OR make Stronghold Quests from the Ranger, Builder, etc etc repeatable**
Please Note: When I say repeatable I don't mean once a day, I mean as many times as I please in one day // week // whatever. For example, the Ranger has a quest where you run 3 HE's and he gives you 10 Adventerer's Shards once completed...this is a daily... Make it so I can run it over and over for 10 Adventerer's Shards a pop until my eyes bleed.
ALSO the HE's should be able to be run for 150 Influence per HE. As of right now after 5 HE's you get no more Influence per toon. Make it so I can just farm this stuff and be able to upgrade my guild. I know I am not the only person who is struggling to upgrade their guild solely because the cost is astronomical when compared to the player health // game retention in the state it currently is in.
**Something** has to be done please I am begging you!! As of right now, to give another example, if I want to upgrade to the next rank (we are halfway through SH18 and moving to SH19) I would need roughly 50K Adventerer's Shards and around the same for Heroic Shards. 10 a day from the Ranger is not cutting it. PLEASE HELP !!!!!!
I come here pretty often and I think Rockster would be great, he makes sense and has been really helpful. Plasticbat has been helpful at times as well when he knows what I am talking about.
Please give us a way to convert really old seals to Seals of the Adventurer or at least a way to delete the old seals from our inventory. For example I've got one character with 2 seals of the Deep and one seal of the North with no way to get rid of them. Another character has 845 seals of the Wild with nothing to spend them on.
My Feedback: As a player doing the master version, I do not find the Trial rewarding. Here is why:
The majority of the gear is utterly useless compared to much greater alternatives obtained elsewhere. (particularly the demonweb pits dungeon) To make matters worse we cannot obtain gear (armor) for all the other classes on our main character. I made a lot of suggestions to try help improve the gear, the mythic gear here: https://youtu.be/V_c09nkmuvg and the legendary gear here: https://youtu.be/xLMpTU5Wh4Y
The Meta achievement is so underwhelming that it is meaningless as a cosmetic. Nobody will notice you even have it equipped, versus something like the Zariel's Challenge cape or Lolth Armor. It has no unique visuals to it. This results in reduced motivation to bother with those achievements.
With the Cores limited to just 3 per week, there is no way to help track and show how many completions you have done versus previous trials, which did have a cap of 30, but you usually did not do a whole lot more than 30 runs. Adding the currency to the second chest which requires a key was a bad idea, and did not help with this either.
There is no cosmetic reward for hitting a certain milestone of completion count, like we had a unique mount for Tower of the Mad Mage which you could buy with 200 completions of that Trial. Where is that for this master Trial?
Additionally there is no unique reward which we can sell to other players for some Astral Diamonds to compensate for our consumable costs. Gzemnid's Reliquary at least had a highly sought after Artifact which was unique to the master version, which many of us would be highly motivated to run the Trial, just at the chance of obtaining it and being nicely rewarded.
They killed a thriving community in Vallenhas and moving Juma around each time now is just a cynical ploy to increase numbers in the new zones and make the figures look good for their publisher but it won't work because the currency is needed for other things and Juma will never get the traction he had in Vallenhas.
Halu @terramak it's possible to slightly reduce the damage floaters coming from DoT? As you can see in the screen below, as wizard I've hard time in see other players (what they are doing/ how mechanics are going) when I used my powers with a lot of DoT (and I guess it's the same situation for other classes)
Here is my video covering these updates, with my thoughts and opinions on the changes: https://youtu.be/R3zQzMv0FUE
Most importantly: Hand of Divinity is still only 1,000 Magnitude instead of having the +200 mag as it should now. Live: [Combat (Self)]Critical Hit! Your Hand of Divinity gives 404325 (294831) Hit Points to you Preview: [Combat (Self)]Critical Hit! Your Hand of Divinity gives 410222 (294831) Hit Points to you (the slight difference is the inc heal aura working)
Remaining bugs: - Hand of Divinity will not crit on yourself when you are not marked - Circle of Divinity does not last 12 seconds, it only lasts 10 seconds
I highly suggest reverting the change to Divine Touch, I personally really liked its use, and have done so in a lot of content. Just be sure to give it a magnitude increase to make up for the Emissary of Warding nerf! With the new version of Divine Touch you created, I recommend just replacing the current Bond of Virtue with it.
I do not like the updated animation to blocking. It is far less easy to notice if you are actually blocking now. I can attest from playtesting the new trial soley on my paladin, and multiple times I had to actively double check, am I actually blocking.
Otherwise these changes are very underwhelming, and would hope you would consider adding some improvements and QoL, other than slight magnitude increases on heals only! These are my suggestions:
Change critical touch back to being able to activate at a chance while you attack with your at-will and have it effect hand of divinity.
Change Vow of Enmity to properly trigger the "top of the threat list" when cast and not delayed by 2 seconds
Change Radiant Charge to have a much lower cast time (less than 1 second)
Change Divine Champion to activate while blocking
Change Timely Intervention to activate when the target is at 50% hit points instead of 25%
Change Intimidating Presence to only drain 30 Divinity or instead increase your block with Divine Palisade to 60%
Allow for multiple Auras to be Slotted
Double the amount of Justicar's Charge (make Justicar's Bulwark default), to allow for increased divinity regen, so Paladin Tank doesn't struggle as much with balancing threat and surviving
Change Justicar's Bulwark to give +20% divinity regen, to compete with divine pursuit, better for when you have longer periods of no divinity use.
Consider giving Paladin +10% crit Chane over the 90% cap (or change critical touch like above), to provide more reliable shielding.
Consider giving all Tanks 100% crit chance or 90% Accuracy (to ignore deflects) by default, to reduce the randomness of threat generation.
Consider doubling the action points regen rate for Tanks as a whole, or make sure you balance content that Tankbusters are spaced apart enough to be able to regenerate our daily powers for them. The change to the block giving action points is a massive reduction of action points regen. For Paladin it is gone from a daily every 20s to now only 40s.
Other suggestions:
Divine Vessel: can this feat be switched with Convalescence. Emissary of Warding is the far more reliable option and it would help a lot to have this ability like Cleric has as a viable option and Bard has a regain 800 heal resource feat.
Convalescence: I believe it should change Shield of Faith to only consume 25% of your Action Points!
To make Divine Intervention more competitive after this change, I suggest giving it the ability to cause Lay on Hands to give a shield equal to the targets max Hp.
Change Sanctuary to consume 25% Action Points every 4 seconds, starting from the activation time.
Please let us filter out items with the "already opened" tag in this list. Even if it wouldn't remove things like titles, etc it would remove the majority of things to keep track of, especially for alts.