I’m so happy with the direction this game is going. For a long time I’ve been hoping for new formats that would allow new and veteran players to get together and do a dungeon run that would be challenging for all, and you guys delivered.
This started with Barovia hunts, and K-team was a great addition. I try to run it as often as I can just for fun, and the IOUs are just a bonus. I haven’t had a chance to run Tales of Old, because I don’t wanna deal with the lag nightmare, but it sounds like it’s right up my alley, and I can’t wait to give it a shot. I do agree that the incredible grind that people complain about is discouraging, but I’d run it just for fun.
Hard endgame content like CR is great, but to be honest I can’t take new guildies through it. Maybe one at a time max. I can take up to three new guildies in a Barovia hunt and make it fun and challenging for them.
Not a lot of people are running K-team sadly, maybe the hardcore rule discourages them. I don’t blame them, “one death and you’re done” is brutal. Maybe a three death counter like in Tales of Old? Also, would be so sweet if K-team would be completable with less than 5 players, since it’s so hard to find a full party.
I hope this trend continues devs, good job!
Comments
Winter Lily (CW) / Winter Rose (DC) / Winter Ivy (HR)
Pandora's Misfits Guild Leader
(after the numerous bugs/faulty mechanics are fixed ofc).
Then I would agree that they could be fun, replayable and rewarding for players of all ILs.
Now, K-Team parties will be hard to get in on "hard' dungeon weeks (unless you are a tank or healer).
And ToO is a wonderful recipe that was put on the table raw and undercooked.
I am Took.
"Full plate and packing steel" in NW since 2013.
All this content that requires 3 or 4 support classes to be run reliably is a bad idea. The best time in this game was mods 2-4 when learning curves for content were slightly forgiving and the player community therefore wasn't so full of ragequitters and OCD types.
There have been a lot of advances in this game - some gorgeous new areas and getting rid of bad ideas like rolling for end dungeon loot, for instance, but the years of moving toward tedious control/instadeath/immunity boss encounters, together with a total lack of progress toward class balance and the complete disregard of the foundry have come close to making me lose all interest in the game and put my account up for auction. The predictable lies about the absolute mess of mastercrafting in mod 15 don't help either. Unfortunately it always seems to be one step forward and two steps back with this crew and I'm tired of waiting for that to change.
I have been that GF tank, now retired, sick of getting moaned at when positioning is out by a micro millimetre
ALSO don't forget in Malabog and Valindra, the red lines can kill you even if you avoid them.
You know what would make mod 16 exciting?
A new level 60 cap.
A rollback of mod 6 power/HP creep.
A public list of upcoming changes based on years of available player input, all available right here. No more devs who don't play or understand the game and its classes trying to reinvent the wheel in a vacuum and therefore bolluxing up everything they touch.
A fix to the total mess they've made out of masterwork with +1 items.
A rollback of pvp mechanics and boons to mod 2.