Let me start with what's "good".
- The new trinket is good - not too overpowered, and requires quite a bit of effort, but is worth getting.
- The fight with Bel is well balanced. It is fairly easy to solo for a well-geared player (a ranged DPS in particular), and it is a decent challenge for a full 5-man group.
Now the "bad" and I'm afraid that list is a bit longer.
- The timing of the insurgencies. Seriously, a 2-minute window every 2 hours? That's just plain bad.
- The insurgency fights encourage "kill stealing" just for the purpose of annoying other players. It seems that if multiple people hit the same critter, nobody may get credit. It would be much more fair if it was just "whoever does most damage" or "anybody who takes at least 40% of the mob's HP" who got the credit.
- The rods (and how to get them) is too confusing. One you just buy in the store - fair enough. One (the cyan one) drops from Bel - not too hard. One is supposed to be a random drop from a higher-rank reward box, which is not available until you reach a higher rank, but that is nowhere stated. The real issue, however, is with the first rod you need.. Now, most people are currently only at 80% or lower on their amulet, so this will not become an issue for them until tomorrow, but I expect to see some complaints then. I have never seen that rod - I have been told it drops from insurgence boss, which I normally don't see either. I am also unclear who gets the drop...is it the person who does the most damage, or the one who deals the killing blow? It would be much more fair, if it was something like "anyone who does a certain amount of damage has a 5-10% chance of getting a rod drop"
- The insurgencies and the fight against Bel are nice for the ranged DPS classes. It is smooth and easy if you are a cleric, ranger or a wizard, for example, but other classes have a bit harder time - the paladins in particular. I'm not sure if that can be easily fixed, but it feels like this issue was not really considered when the content was designed.
Comments
They even let ppl decide to close the portals for all others cause player think they have a right on those mobs and now they feel betrayed if they didnt get their 20% and want revenge...player base is a huge kindergarden...
... "whoever does most damage" or "anybody who takes at least 40% of the mob's HP"...
is only a variation of what we allready have, and it won't make the current situation any better.
They should just give credit to any player damaging an enemy, no % this or % that HAMSTER, just keeping it simple and fair.
The same should be done for drops from bosses, deal damage to the big one and you have a shot at getting an item.
And you forgot the ugly part... that HAMSTER like this only furthers "dog-eat-dog" player behaviour.
If you only add a 1/30 per rod so you will get the rods 100% after x attempts the content would be much more player and alt friendly. Now it could be a pain to the point of passing if you arent lucky.
Caturday Survivor
Elemental Evil Survivor
Undermontain Survivor
Mod20 Combat rework Survivor
Mod22 Refinement rework Survivor
bell fight should last only 30min.
the 1 hour cooldown wouldnt be needed if insurgencies was an HE.
The Bad: it was this!
Now, this may be about to get fixed.... from the latest patch notes:
In other words...the issues are getting fixed.
Suggestion #1: Make the transmutes bound to account instead of bound to character
Suggestion #2: Make the transmutes not class bound
Either of these suggestions would work, the second one may actually create some rather interesting results for weapons transmutes on particular classes, Rangers with Maces as main hands anyone?