I would love for the endgame dailies to actually do something. There's no reason you can't have story progression between the points of the campaign tree. It's pretty well setup for it with the "unlock this" and "unlock" that section. Keep them as daily quests, but with something changing each day. Some progression, some advancement, some reason to want to go all the way to the end aside form the boons.
Agreed, the idea is nice. But how are you going to prevent the 20k BiS PvPers from roflstomping over the PvE players trying to get their dailies done? That's why OPvP is a separate area in IWD and not a full PvP map.
It still is happening under the current circumstances.
Also, I also stated wars ie large scale battles. In these wars, the imbalance between 2 players is not as significant as there are tons of players involved in the calculation. I think that is a good compromise. Apart from that, I'll say that the onus is upon the players to improve.
Gauntlgrym held nothing for me, being an antisocial git and therefore not guilded. The lockout never made sense to me when other than to push people into guilds.
Sharandar was a mixed bag although the progression through the zones go to be a grind and kind of boring for multiple alts, not to mention the poorly designed instance boss who never drops that dog. No doubt a ton of gwf's will disagree but dumping mobs onto you midfight with a boss who's immune to slows is just plain dumb and lazy design.
Dread ring was better, being more open it allowed variation in the mundane dailies and for the most part the the instances were better done. Voice acting could well have hit the all time low in the skirmish and being told by idiots in low level greens that the only way to beat the instance was to abuse a glitch made that a less that desirable place to go.
Lagwind dale was painfully bad. The locks for stuff like the skirmish weren't shown or explained in game the pet again is a victim of an awful chance of a spawn giving a chance at the reward. Weekly boss is another where you are faced with spawns on top of a totally immune boss, although this time around the adds are squishier and easier to aoe en masse. The forced graphical changes made zone based stuff hellishly bad, more often than not getting you killed by stuff you couldn't see. And then there's the set gear that's needed to gain access to the skirmish but refuses to drop because the encounters linked to the items are so sporadic and when they do come up the thing you need to kill is invisible to you negating any possibility of actually obtaining it. Rubberbanding was sort of fixed eventually but by the time I abandoned the zone they still had made no effort to combat the folk who would steal your quest totem or whatever while you were fighting for it.
Catalogue of ideas that sounded good borrowed from the likes of gw2 but really lacked in the execution.
Going by this I've a nagging feeling that the new module being spread across older zones will have a knock on effect to people levelling where they find they are forced to fight the invisible or the lag. I also suspect the already fragile economy will be hammered yet again by another gamblebox and zen store only nonsense.
I am kind of looking forward to the warlock however yet again they're only releasing half the class which if it follows the others wont get a free respec when the other paragon path arrives.
Yes. And by the time Mod 6 comes around you still would not have gotten an Artifact to drop from any of the dragons because of some stupid drop rate coupled with an obscure, class-biased ''ranking'' system. *cough* Icewind Dale *cough*
PSA: You don't need to grind Spinward Rise for your Elemental artifact main hand if you have some AD lying around. You can craft it via the Tyranny of Dragon's campaign screen.
My recommendations for changes.
1) Enchants - Revisit all enchants so that they are all usable at end game.
2) Dungeons - A) Entirely too long to run in their current state Remove some mobs to speed up the dungeon C) make the Bosses slightly easier and D) Fix the loot tables so dungeons are worth running.
3) Foundry - Just remove this HAMSTER from the game unless players can make PvP maps.
4) Skirmishes - Revisit to make them harder/ funner/ have better drops.
5) Artifacts - Currently it takes forever for a player to level artifacts. You either have to have loads of real life money or have loads of real life money to get them to heroic level.
HAMSTER, level 60 GF, "Bloodthirsty" since Mod 2 Anarchist, level 60 CW
Arsenic, level 60 TR Pluck Yew, level 60 HR
Therapissed, level 60 DC
Comments
CRAZY MIKE - 14.6k PvE CW
Backbone - 16.7k PvP HR
[SIGPIC]http://i59.tinypic.com/s3hts7.png[/SIGPIC]
It still is happening under the current circumstances.
Also, I also stated wars ie large scale battles. In these wars, the imbalance between 2 players is not as significant as there are tons of players involved in the calculation. I think that is a good compromise. Apart from that, I'll say that the onus is upon the players to improve.
Sharandar was a mixed bag although the progression through the zones go to be a grind and kind of boring for multiple alts, not to mention the poorly designed instance boss who never drops that dog. No doubt a ton of gwf's will disagree but dumping mobs onto you midfight with a boss who's immune to slows is just plain dumb and lazy design.
Dread ring was better, being more open it allowed variation in the mundane dailies and for the most part the the instances were better done. Voice acting could well have hit the all time low in the skirmish and being told by idiots in low level greens that the only way to beat the instance was to abuse a glitch made that a less that desirable place to go.
Lagwind dale was painfully bad. The locks for stuff like the skirmish weren't shown or explained in game the pet again is a victim of an awful chance of a spawn giving a chance at the reward. Weekly boss is another where you are faced with spawns on top of a totally immune boss, although this time around the adds are squishier and easier to aoe en masse. The forced graphical changes made zone based stuff hellishly bad, more often than not getting you killed by stuff you couldn't see. And then there's the set gear that's needed to gain access to the skirmish but refuses to drop because the encounters linked to the items are so sporadic and when they do come up the thing you need to kill is invisible to you negating any possibility of actually obtaining it. Rubberbanding was sort of fixed eventually but by the time I abandoned the zone they still had made no effort to combat the folk who would steal your quest totem or whatever while you were fighting for it.
Catalogue of ideas that sounded good borrowed from the likes of gw2 but really lacked in the execution.
Going by this I've a nagging feeling that the new module being spread across older zones will have a knock on effect to people levelling where they find they are forced to fight the invisible or the lag. I also suspect the already fragile economy will be hammered yet again by another gamblebox and zen store only nonsense.
I am kind of looking forward to the warlock however yet again they're only releasing half the class which if it follows the others wont get a free respec when the other paragon path arrives.
1) Enchants - Revisit all enchants so that they are all usable at end game.
2) Dungeons - A) Entirely too long to run in their current state Remove some mobs to speed up the dungeon C) make the Bosses slightly easier and D) Fix the loot tables so dungeons are worth running.
3) Foundry - Just remove this HAMSTER from the game unless players can make PvP maps.
4) Skirmishes - Revisit to make them harder/ funner/ have better drops.
5) Artifacts - Currently it takes forever for a player to level artifacts. You either have to have loads of real life money or have loads of real life money to get them to heroic level.
Anarchist, level 60 CW
Arsenic, level 60 TR
Pluck Yew, level 60 HR
Therapissed, level 60 DC