I certainly in all the time I've been playing often at least pray once per day, and a few times have done it more often sometimes getting the 8 in, but try on my 3 primary's character's to at least get a few in. I certainly like most don't have invoke armies that it becomes close to my primary focus like the person claimed saving 100 chests before opening them... For me that would take a very LONG time to save that many chest up. I think it takes me 2-3 days when I do it more often just to earn 1. There's just so many other things to do.
I never understand people or how they manage to save these claimed 100 chests short of having some alternative method or invoke armies whom I really consider not a typical player... -shrug- But yes I agree I revised my ask above to ask it be extended to 5-10% even if they are account bound (no issues with wards) and be nice if more preservations (20-25%) wards. Still I think some increases in the upgrade chances should be considered in addition to further extending the upgrade chance if a ward is slotted during the upgrade making the PROCESS less frustrating overall.
Post edited by strathkin on
0
plasticbatMember, NW M9 PlaytestPosts: 12,453Arc User
edited February 2017
Well, I don't have 53 characters. I have 20 characters in which 12 are capable for invocation. The other 8 are in level 4 for pure storage purpose. I also still have another 5 empty character slots. 12 is the max I can handle for invocation and leadership. One round of invocation and leadership set up for these 12 is about 15 minutes. I setup leadership once a day.
Among these 12, 5 are playable for 90 to 100% of the content. Since I play them and switch often, these 5 have the chance to get all 6 invocations of a day. I can get 100 chests because I wait for them to reach that number. It can take a while, usually, every second 2xRP. In addition, I am not in hurry to 'finish' anything. I play it in my own pace which usually is considered to be slow.
*** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
Well 12 I admit is a lot but within reasonable limit's... Still I couldn't image how long it would take me to acquire 100 celestial chests... regardless I think most reward's from them are very poor.
For the sake of PVP, retaining new players and bringing back old players, please do this. It costs 10s of millions of AD to get all rank 12s, not including utility. This has to change.
Putting everyone cheaply in BIS gear isn't the solution.
The PVP population dwindled because PVP has been neglected and received self-inflicted wounds. My personal "eh, no thanks" moment was the introduction of drain overload enchantments.
You need near-BIS to be competitive in PVP because, for the most part, only near-BIS players still hang out there.
The solution is to revamp the PVP experience so that it is enjoyable to the casual player yet meaningful to the hard-core PVPer. There are a ton of good thoughts on the forum. What seems to be lacking is time in the development schedule for meaningful improvements.
gabrieldourdenMember, NW M9 PlaytestPosts: 1,212Arc User
edited March 2017
The situation we have now is very similar to what we had at the end of Mod5. Rewards for running content are low, challenges are low and thus basically the solution to move on is to grind a large number of repetitive dungeons/skirmishes/whatever. Anyway the cost for improvement is quite high as the value of loot has gone down a lot, and the advantage given by improving over a certain level is close to zero (with a 3,5k party you can pretty much run trough CN, being 4k will save you only a couple of minutes).
Most of the high content level has been trivialized too. I gave up on getting legendary relic weapons because I really hate eSVA. It's now basically a zerg, everybody under the boss in a big group smashing buttons. There's no fun in it, no sense of achievement, only stress. NWO is becoming a streamlined DPS game like it was in mod5 where positioning doesn't matter, control doesn't matter, and everybody is running pretty much the same build because maximizing DPS is the only thing needed. I was talking today to a guildie who plays a really good DC and he was saying that the DC is completely losing its identity and just becoming a buffer/debuffer with nothing else to do and that with the incoming changes to DC everybody will run the same cookie cutter build... I see the same for HRs (my main class). When I started playing the trapper I did that because it kinda looked a jack of all trades (control, decent dps, various buffs). Now control is dead, roots don't stop anything and running crushing roots is definitely suboptimal for most content. Most buffs are completely dead, some because they have been left unsupported after the Nature tree was canceled, some because you don't need them anymore. What is left is only DPS and DPS-related buff/debuffs (Longstrider, Thorn Ward...). Look at the last "balance" pass on the HR: it was only looking at DPS. I never heard Amenar (he was in charge at the time) mentioning control or any of the utility buffs once in his reviews. And this was not because Amenar was a nearsighted designer, it was because that was (and is) the overall trend of this game.
Mod11 is a sideways module, there's basically no power creep at all (boons are mostly negligible, weapons are pretty much the same as mod 10, no new armor, no sets, mounts or companions that really alter the power level). It will give less-geared people time to catch up gear-wise (me too as I'm slowly working my way up on enchants) and we'll see less gear differences at the end of the module. I don't think there is really a need to speed up gear progression.
What I'd like to see actually is another reset like mod6, forcing people to move away from this silly DPS paradigm and back to the "action" core of this game which is what makes it different from other MMOs around. Less clutter, less mounts, companions, the good stuff in the chest at the end of dungeons.
Post edited by gabrieldourden on
Le-Shan: HR level 80 (main)
Born of Black Wind: SW Level 80
The solution is to revamp the PVP experience so that it is enjoyable to the casual player yet meaningful to the hard-core PVPer. There are a ton of good thoughts on the forum. What seems to be lacking is time in the development schedule for meaningful improvements.
I suggested a LONG TIME ago they need to introduce no party queueing for PvP and when filling the required 10 slots for 5v5 take the two highest GS players and separate them onto team 1 & team 2, then do the same for the next 2, and repeat... I saw they did later introduce a no party Queue for one PvP event which was actually highly successful, the next one that I heard that appeared was a different extension of that that allowed people I think to queue in parties of 2 not as successful.
I honestly THINK the largest problem with PvP is you get one team filled with high GS players just ready to slaughter some mid ranged or up and coming players and it simple can't be fun let alone challenging to slaughter someone without any skills when your team has a 7000-10000 Gear score lead over your competitor.
Honestly I still WISH PvP only allowed single party Queues for Domination 5v5 or the 10v10 and simply being in a party or queue group simply would allow the roster to be filled quicker to start queues but each player would be divided 1st highest team 1, 2nd highest team 2, 3rd highest team 2, 4th highest team 1, etc... Then PvP would be based on TRUE skill & Team Work and PvP Rankings should be more based on Kills, Assists, Points Captured & Deaths with only the WIN/LOSS record being shown but a FAR LESSOR determinate factored into what your standing is as an individual player.
I'd also like to see then total TEAM GEAR SCORE TOTALS ANNOUNCED AT START and a slight BONUS reward if the team with a lower Gear Score overcomes a higher opponent team.
Still I getting back to Enchants & Refinement Points. I've written to the main full time Community Administrator suggesting we need improved Celestial Chests that drop 'slightly' more preservation or coal ward's or improving the upgrade chances by 25% which isn't as much as one would think when you take the existing (upgrade percentage) x 1.25 = but it would HELP!
Comments
I never understand people or how they manage to save these claimed 100 chests short of having some alternative method or invoke armies whom I really consider not a typical player... -shrug- But yes I agree I revised my ask above to ask it be extended to 5-10% even if they are account bound (no issues with wards) and be nice if more preservations (20-25%) wards. Still I think some increases in the upgrade chances should be considered in addition to further extending the upgrade chance if a ward is slotted during the upgrade making the PROCESS less frustrating overall.
Among these 12, 5 are playable for 90 to 100% of the content. Since I play them and switch often, these 5 have the chance to get all 6 invocations of a day. I can get 100 chests because I wait for them to reach that number. It can take a while, usually, every second 2xRP.
In addition, I am not in hurry to 'finish' anything. I play it in my own pace which usually is considered to be slow.
The PVP population dwindled because PVP has been neglected and received self-inflicted wounds. My personal "eh, no thanks" moment was the introduction of drain overload enchantments.
You need near-BIS to be competitive in PVP because, for the most part, only near-BIS players still hang out there.
The solution is to revamp the PVP experience so that it is enjoyable to the casual player yet meaningful to the hard-core PVPer. There are a ton of good thoughts on the forum. What seems to be lacking is time in the development schedule for meaningful improvements.
Sci-fi author: The Gods We Make, The Gods We Seek, and Ji-min
Since r8s drop..
I wouldnt mind a little bit of a boost in terms of price reduction..
frankly there is SO much to do.. just earnign AD.. isnt a option anymore.
I would say reduction of a cost for SMOPs down to 50k apeice and drop requirement for using R9 double..
this would be enough .
a slight tweak that would help everyone.
Rewards for running content are low, challenges are low and thus basically the solution to move on is to grind a large number of repetitive dungeons/skirmishes/whatever. Anyway the cost for improvement is quite high as the value of loot has gone down a lot, and the advantage given by improving over a certain level is close to zero (with a 3,5k party you can pretty much run trough CN, being 4k will save you only a couple of minutes).
Most of the high content level has been trivialized too. I gave up on getting legendary relic weapons because I really hate eSVA. It's now basically a zerg, everybody under the boss in a big group smashing buttons. There's no fun in it, no sense of achievement, only stress.
NWO is becoming a streamlined DPS game like it was in mod5 where positioning doesn't matter, control doesn't matter, and everybody is running pretty much the same build because maximizing DPS is the only thing needed.
I was talking today to a guildie who plays a really good DC and he was saying that the DC is completely losing its identity and just becoming a buffer/debuffer with nothing else to do and that with the incoming changes to DC everybody will run the same cookie cutter build...
I see the same for HRs (my main class). When I started playing the trapper I did that because it kinda looked a jack of all trades (control, decent dps, various buffs). Now control is dead, roots don't stop anything and running crushing roots is definitely suboptimal for most content. Most buffs are completely dead, some because they have been left unsupported after the Nature tree was canceled, some because you don't need them anymore. What is left is only DPS and DPS-related buff/debuffs (Longstrider, Thorn Ward...). Look at the last "balance" pass on the HR: it was only looking at DPS. I never heard Amenar (he was in charge at the time) mentioning control or any of the utility buffs once in his reviews. And this was not because Amenar was a nearsighted designer, it was because that was (and is) the overall trend of this game.
Mod11 is a sideways module, there's basically no power creep at all (boons are mostly negligible, weapons are pretty much the same as mod 10, no new armor, no sets, mounts or companions that really alter the power level). It will give less-geared people time to catch up gear-wise (me too as I'm slowly working my way up on enchants) and we'll see less gear differences at the end of the module. I don't think there is really a need to speed up gear progression.
What I'd like to see actually is another reset like mod6, forcing people to move away from this silly DPS paradigm and back to the "action" core of this game which is what makes it different from other MMOs around. Less clutter, less mounts, companions, the good stuff in the chest at the end of dungeons.
Born of Black Wind: SW Level 80
I honestly THINK the largest problem with PvP is you get one team filled with high GS players just ready to slaughter some mid ranged or up and coming players and it simple can't be fun let alone challenging to slaughter someone without any skills when your team has a 7000-10000 Gear score lead over your competitor.
Honestly I still WISH PvP only allowed single party Queues for Domination 5v5 or the 10v10 and simply being in a party or queue group simply would allow the roster to be filled quicker to start queues but each player would be divided 1st highest team 1, 2nd highest team 2, 3rd highest team 2, 4th highest team 1, etc... Then PvP would be based on TRUE skill & Team Work and PvP Rankings should be more based on Kills, Assists, Points Captured & Deaths with only the WIN/LOSS record being shown but a FAR LESSOR determinate factored into what your standing is as an individual player.
I'd also like to see then total TEAM GEAR SCORE TOTALS ANNOUNCED AT START and a slight BONUS reward if the team with a lower Gear Score overcomes a higher opponent team.
Still I getting back to Enchants & Refinement Points. I've written to the main full time Community Administrator suggesting we need improved Celestial Chests that drop 'slightly' more preservation or coal ward's or improving the upgrade chances by 25% which isn't as much as one would think when you take the existing (upgrade percentage) x 1.25 = but it would HELP!