I still like the tier 1 & 2 dungeons but have noticed not too much activity. I'd like to see those same dungeons as heroic dungeons instead of just epic. Beef it up, make drops suitable for people who have grinded their way to 18-20k+ gs. The teamwork in this game has been lacking since Icewind Dale has come out. There is little to no incentive to do the dungeons anymore other than marks of union, power etc..
The amount of rough astral diamonds you can convert in a day is also outdated. Yeah sure once upon a time, 24k a day was just awesome but no longer since AH prices continue to rise. 70k for a blue mark of power woohoo... 5 million for perfect vorpal. 4 mill for rank 10s. Expecting customers to shell out thousands is just robbery and not feasible.
Lower prices on the zen market. It is ridiculous. Yay I can complete dread ring and sharandar on ONE toon for 100 dollars. OR....Do the grind that takes months and takes time out of doing what I really want to do which is team work. This creates way too much soloing even when you're in a guild and could be working together to go do dungeons. Please spare me from the whole "Do dailies together" speech as people get on different times and already have soloed.
Pvp, There should be brackets as mentioned so many times.
What it could be is
"Novice bracket- 13k gs or lower.
Heroic bracket 14k-17k
Legendary bracket 18k-20+
Introduce bracket reward leader board (after it's fixed and no kicking allowed)
Novice gets no rewards other than glory.
Heroic gets decent rewards+ title (Heroic Champion) if you make it to page 1-5
Legendary gets great rewards plus a title. (Legendary Champion) if you make it to page 1-5
Dungeon scoring system-
It's always baffled me as to why someone's life steal and regen counts as healing. It should only count for people who are healing other players. Potions shouldn't count either!
Pvp kill credit system: It should be the person who does that most dmg on that player rather than who gets the last hit. As a full healing specced cleric, I'm not going to whine because I know my role. It's to heal. Could there also be heal along with kills and assist? Make sure lifesteal, regen and potions do not count. Could also implement dmg taken for the tanks that hit like wet noodles because they prefer to be a full tank.
I'm noticing a deficit with systematic approaches however there is no deficit with graphic designs which are awesome.
Keep up the good work and this game is really fun.
Never thought I'd see the day that 13k GS was considered novice, but I guess since you can buy full T1 sets off the AH for about 50k, and T2 for about 200, that is what it has come to. This is why dungeon drops, except a few rare ones, should be BoP - so you actually have to play the game.
I would think they would have to increase the content level at some point, but honestly, with an action RPG, there is only so much difficulty you can put into the game. I have practically soloed a WoD dragon with my 15k GS HR (before the last patch). Action RPG means that you need a human to react to something (not a skill check to see if you resist or dodge or whatever). There is only so far they can take it. Most bosses are already "If you dont dodge the red circle, you die". The only way to increase difficulty is to increase the time it takes to kill them (HP and defenses, or quirks like invulnerable until X).
The future definitely looks foggy. I don't think they expected anyone to get to 20k GS as soon as they are.
Never thought I'd see the day that 13k GS was considered novice, but I guess since you can buy full T1 sets off the AH for about 50k, and T2 for about 200, that is what it has come to. This is why dungeon drops, except a few rare ones, should be BoP - so you actually have to play the game.
I would think they would have to increase the content level at some point, but honestly, with an action RPG, there is only so much difficulty you can put into the game. I have practically soloed a WoD dragon with my 15k GS HR (before the last patch). Action RPG means that you need a human to react to something (not a skill check to see if you resist or dodge or whatever). There is only so far they can take it. Most bosses are already "If you dont dodge the red circle, you die". The only way to increase difficulty is to increase the time it takes to kill them (HP and defenses, or quirks like invulnerable until X).
The future definitely looks foggy. I don't think they expected anyone to get to 20k GS as soon as they are.
Increase damage enemies do in dungeons, beef up the mobs defense yup
Make the mechanics more difficult. Tone down lifesteal and regen.
BUT, if you want a challenge still...here's something.
Go in to a dungeon, tone down your gear.
You must have a tank, cleric and 3 dps all with toned down gear. Dungeons really got easy when people figured out you dont need support classes. Before even mod 2.
Did an experiment in mod 1, ran with nothing but control wizards thinking we would die....turns out the dungeon run was EASY mode.
When I played with a diverse group it was more difficult.
Adding more mechanics, mobs doing more damage, making it so tanks are actually needed and clerics are a must will make things more challenging. It's not right that dps can just go into a dungeon.. take barely any damage, use potions, regen and life steal. That takes away from the challenge and promotes less diversity.
Comments
I would think they would have to increase the content level at some point, but honestly, with an action RPG, there is only so much difficulty you can put into the game. I have practically soloed a WoD dragon with my 15k GS HR (before the last patch). Action RPG means that you need a human to react to something (not a skill check to see if you resist or dodge or whatever). There is only so far they can take it. Most bosses are already "If you dont dodge the red circle, you die". The only way to increase difficulty is to increase the time it takes to kill them (HP and defenses, or quirks like invulnerable until X).
The future definitely looks foggy. I don't think they expected anyone to get to 20k GS as soon as they are.
Increase damage enemies do in dungeons, beef up the mobs defense yup
Make the mechanics more difficult. Tone down lifesteal and regen.
BUT, if you want a challenge still...here's something.
Go in to a dungeon, tone down your gear.
You must have a tank, cleric and 3 dps all with toned down gear. Dungeons really got easy when people figured out you dont need support classes. Before even mod 2.
Did an experiment in mod 1, ran with nothing but control wizards thinking we would die....turns out the dungeon run was EASY mode.
When I played with a diverse group it was more difficult.
Adding more mechanics, mobs doing more damage, making it so tanks are actually needed and clerics are a must will make things more challenging. It's not right that dps can just go into a dungeon.. take barely any damage, use potions, regen and life steal. That takes away from the challenge and promotes less diversity.