"I don't know, I'm making it up as I go..." Featured Foundry Quest:Whispers of an Ancient Evil [v3] - NW-DQ4WKW6ZG Foundry Quest: Harper Chronicles: Blacklake - NW-DCPA4W2Q5
Because what we needed after the Bonding Super-Buff was another source of bonus damage! Woo!
Yes, actually we DO need it. Making our characters more powerful is what keeps most of us in the game. Mod 10 is suppose to take care of the content side in terms of difficulty.
Yes, actually we DO need it. Making our characters more powerful is what keeps most of us in the game. Mod 10 is suppose to take care of the content side in terms of difficulty.
Mod 10 will probably simply just be them reusing the same dungeons -- in particular, the giant-themed ones like Karrundax and Frozen Heart -- but giving the mobs more hit points and damage. And maybe they'll add some shiny rewards like green refining stones for that added effort.
I loled in real life, wow so much reward, so much worth. Amazing, my dream come true
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chtarbouilleMember, NW M9 PlaytestPosts: 58Arc User
Salut chef ! Opened 5,got a dread enchant and a greater black ice belt so yeah love the rewards on that one And Macjae,you forgot,add more dragons
what is wrong having just 1 module in the game without getting new content every time something new comes out cause I'm sure tired of this game being lame where I'm just not finding this game fun anymore to play when there could be more fixes then content if they would only get ride of us buying out that crappy green gear HAMSTER for how I find it useless to surivive in
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revan06100Member, NW M9 PlaytestPosts: 205Arc User
Yes, actually we DO need it. Making our characters more powerful is what keeps most of us in the game. Mod 10 is suppose to take care of the content side in terms of difficulty.
Mod 10 will probably simply just be them reusing the same dungeons -- in particular, the giant-themed ones like Karrundax and Frozen Heart -- but giving the mobs more hit points and damage. And maybe they'll add some shiny rewards like green refining stones for that added effort.
I loled in real life, wow so much reward, so much worth. Amazing, my dream come true
Actually, bringing 2 dungeons is not that bad... But it's already expecting a lot... Reward wise, let's not be too demanding
It's the lion out yet? Seems like giving up a 4~5% bonus damage companion for lion companion and 4000 power/recovery/ snail for new legendary mount to get a possible 18% damage is a no brainer.
Right, it looks like you don't need the combat ability, as it only effects other players (last time i read it at least) .
My main concern would be downtime in dungeons. Just using lostmauth as an example...you will aways lose your lion stacks after first boss, on the way to scorpions, and before lostmauth. So....not practical at all?
Also, if all 5 people used the in combat ability to give the other 4 members 3 stacks of lion....is that something that can happen? If so, you could max out ur stacks quickly after every stall point in a dungeon
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lukejones77Member, NW M9 PlaytestPosts: 282Arc User
Because what we needed after the Bonding Super-Buff was another source of bonus damage! Woo!
You worried that's a genuine concern? Will more than 1% of us ever own one? Drop rates maybe 1 in 1000, and AH prices of 20mill + AD?
I was reading through the mechanics, and then wondered what the heck I was doing. It's a bit like carefully studying "How to Wisely Spend Your Lotto Winnings", because you're about to buy a lotto ticket.
Because what we needed after the Bonding Super-Buff was another source of bonus damage! Woo!
Yes, actually we DO need it. Making our characters more powerful is what keeps most of us in the game. Mod 10 is suppose to take care of the content side in terms of difficulty.
like the orcus fail diffuculty?;p Orcus last boss ignoring defensive stat is not difficulty is a design to look like difficult to the wrong way. Building defence and deflect on a tanking class and boss can penetrate the shield.
silverkeltMember, NW M9 PlaytestPosts: 4,235Arc User
Because they cannot design content that is hard otherwise. Orcus is actually only hard on melee, you can basically bring 5 cws/sws , with a few comps and basically never even get hit.
All they can do is 1 hit shots and then its up to you to avoid them. (DC or GF or OP all have abilities to avoid that)
Otherwise, tell me how they can make it difficult, as it is, because orcus doesn't move around, a companion can tank while a couple range DPS can destroy orcus if need be.
Even a righteous DC can heal people back to full health in a few seconds, let alone the drowned, artificats, mount abilites, life steal , life steal crit sev .
The few times Ive been on my dC with a tank who couldn't handle orcus, I just dropped to full AP gain and stacked AA over and over and over, until it was done. As long as the tank could hold aggro, it works, however, if they cant, well thats a totally different issue.
Me and my gf own the lion and the experience so far is a mixed bag:
if you use it as a active but not summoned pet each player with a lion boosts the damage with 2% only one stack can be up. This makes it weaker than a dancing blade that has -5% target defense but with better uptime.
if yoh use it as a summoned pet each player using it can add 3 stacks, problem being that two of them come from a taunt like spell, and the lions tend to position themselves quite randomly and transfer their aggro to melee players nearby so for us it is a 12% boost at the cost of a eventual chaos. for some cases a summoned rust monster which has corrosive spit for - target defense and rust for -target damage may be the wiser choice as it has no taunt.
so the only thing making it overpowered compared to other pets is the cool look
Please fix Zhentarim Warlock companion's skill "Arcane Warping" to the originally intended "Arcane Boost" zhentarim-warlock-companion
Comments
Featured Foundry Quest: Whispers of an Ancient Evil [v3] - NW-DQ4WKW6ZG
Foundry Quest: Harper Chronicles: Blacklake - NW-DCPA4W2Q5
"...I grab my wiener and charge!" - ironzerg79
And Macjae,you forgot,add more dragons
However.....is it practical?
My main concern would be downtime in dungeons. Just using lostmauth as an example...you will aways lose your lion stacks after first boss, on the way to scorpions, and before lostmauth. So....not practical at all?
I was reading through the mechanics, and then wondered what the heck I was doing. It's a bit like carefully studying "How to Wisely Spend Your Lotto Winnings", because you're about to buy a lotto ticket.
All they can do is 1 hit shots and then its up to you to avoid them. (DC or GF or OP all have abilities to avoid that)
Otherwise, tell me how they can make it difficult, as it is, because orcus doesn't move around, a companion can tank while a couple range DPS can destroy orcus if need be.
Even a righteous DC can heal people back to full health in a few seconds, let alone the drowned, artificats, mount abilites, life steal , life steal crit sev .
The few times Ive been on my dC with a tank who couldn't handle orcus, I just dropped to full AP gain and stacked AA over and over and over, until it was done. As long as the tank could hold aggro, it works, however, if they cant, well thats a totally different issue.
if you use it as a active but not summoned pet each player with a lion boosts the damage with 2% only one stack can be up. This makes it weaker than a dancing blade that has -5% target defense but with better uptime.
if yoh use it as a summoned pet each player using it can add 3 stacks, problem being that two of them come from a taunt like spell, and the lions tend to position themselves quite randomly and transfer their aggro to melee players nearby so for us it is a 12% boost at the cost of a eventual chaos.
for some cases a summoned rust monster which has corrosive spit for - target defense and rust for -target damage may be the wiser choice as it has no taunt.
so the only thing making it overpowered compared to other pets is the cool look
zhentarim-warlock-companion
Pure -> Transcendent Plague Fire weapon enchantment giving 80damge/20 seconds for 500k+ AD is a joke.
plague-fire-weapon-enchant-r11-vs-r12