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Economical miscalculation in Mod 6 or new Zen Shop item coming?

matthiasthehun76matthiasthehun76 Member, NW M9 Playtest Posts: 1,184 Arc User
edited June 2015 in General Discussion (PC)
Hi there!

I was thinking about the ongoing question of 1 shot trash Mob and the use of kits in the game. (Please spare me the l2p phrase, this is not about it, this post is trying to focus on the future...)

I won't go into the problem with simple potions, cause they are useless most of the time, they have a long cool down and heal zero compared to a mob's hit. Ok there are stones from Zen Shop for the wealthier amongst the players, but no kits.

Don't know, if any of you did notice, but an average player uses more kits, than he can earn gold by doing either professions or skirmishes, etc.

I have some friends, how started out new and are already asking for gold or kits.

Same goes for "older" players too. I recently noticed, that most players, even if they are with tank classes don't want to go ahead in a dungeon run, cause they calculate the many kits wasted. This also makes dungeon runs less fun, cause you have to push your team members-, like in the kindergarten- to move.

So yeah, if this 1 shot model goes on- hope not- for longer, where shall we get the kits or the gold for the kits. Long time players still have a bit more time, until it will hurt their pocket, but beginners are showing signs of problems.

My question is, are we going to see some sort of improvement in either the 1 shot issue or some sort of gold forging profession coming or purely gold skirmishes, which would eventually ease the insanely huge amount of kits wasted or are there any plans for a Zen Shop kit bundle. I can only hope later isn't the case, cause it would hurt the already unstable balance even more.

So to make it simple, what do you think, maybe Mods can give us a hint or two on the subject. NO demand, just thinking loud.

Thank you!
The real honest man is honest from conviction of what is right, not from policy.
Robert E. Lee

I only believe in statistics that I doctored myself.
Winston Churchill

The human race is a herd. Here we are, unique, eternal aspects of consciousness with an infinity of potential, and we have allowed ourselves to become an unthinking, unquestioning blob of conformity and uniformity. A herd. Once we concede to the herd mentality, we can be controlled and directed by a tiny few. And we are.
David Icke

Post edited by matthiasthehun76 on
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Comments

  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,467 Arc User
    edited May 2015
    I still remember the official explanation of why certain changes were made.

    Looking back, to me this is the most offensive of all:
    Couple all this with the fact that your stat curves will let you stack as much of any given stat as you could desire without losing much effectiveness (or being in diminishing returns) it will be about getting what stat means the most for you and figuring out how you want to spread out your stats rather than trying to spread all of your stats out so you are just barely touching those diminishing return caps.

    While it is technically true, in practice it could not be less true. Take defense as an example. They gave enemies so much armor penetration that not all the defense in the world means a hill of beans against it. It is flat-out impossible to chase enough defense for it to be the least bit effective in a place like a T2 dungeon.

    Two months into mod 6, it's clear that the initial assessment could not be more wrong.

    Who is using less healing potions? Raise your hand.
    Who is finding themselves better able to deal with large damage spikes? Raise your hand.

    *crickets*

    We told them a thousand times over that this was a mistake. All of our concerns that they asked us to provide was ignored.

    We are now two months in and nothing has been done to correct the situation.

    Nothing. Nothing has even been announced!

    When are you going to dial the difficulty down to sane levels?

    We have been waiting for two months. That is more than enough time to evaluate the state of the game and decide on a course of action.
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  • query523query523 Member Posts: 1,515 Arc User
    edited May 2015
    Umm. People with gold are buying kits and selling them on the AH. 6400 a stack ATM. I used to do the same thing with pots back when they were worth something.
  • gigarayzorgigarayzor Member Posts: 44 Arc User
    edited May 2015
    You may not have realized, but if you sit at a campfire for three minutes, your wound disappears and you don't need to use an injury kit. Use it to take a breather, stand up, stretch your legs, grab a drink, etc. As for potions, get a healing companion instead. It's a lot more effective, and a lot cheaper. That leaves your item slots open for doohickey/pocket pet/lucky coin. Save potions for particularly difficult bosses.

    I bought 50 injury kits as soon as I hit 70, and I still have most of them. I collect healing potions as drops faster than I use them, which occasionally lets me sell a stack of them. Do I die a little more than if I drank them like water? Probably. Am I willing to take a minor break from the game every once in awhile to heal an injury? Certainly. Play with a bit of frugality and this isn't an issue. I for one am glad that gold isn't 100% worthless for all players anymore.
  • matthiasthehun76matthiasthehun76 Member, NW M9 Playtest Posts: 1,184 Arc User
    edited May 2015
    gigarayzor wrote: »
    You may not have realized, but if you sit at a campfire for three minutes, your wound disappears and you don't need to use an injury kit. Use it to take a breather, stand up, stretch your legs, grab a drink, etc.

    Don't want to sound nasty at all, but what do you think, how many parties tolerate it, if one does stay at campfire each time they got a major or severe injury.

    People are less tolerate to each other since Mod 6, not even guildies will wait all day for you. A dungeon run can take easily up to 1 1/2 hours normally, no PUG or as i said even guildie will wait for you, if you take every 15 mins a 15 min break.

    I have another idea, they should look at this and address it.

    Jesus, i am pretty tired, that instead of Cryptic Devs fixing finally something game braking, we have to figure out a plan B to be able to play.
    The real honest man is honest from conviction of what is right, not from policy.
    Robert E. Lee

    I only believe in statistics that I doctored myself.
    Winston Churchill

    The human race is a herd. Here we are, unique, eternal aspects of consciousness with an infinity of potential, and we have allowed ourselves to become an unthinking, unquestioning blob of conformity and uniformity. A herd. Once we concede to the herd mentality, we can be controlled and directed by a tiny few. And we are.
    David Icke

  • burkaancburkaanc Member Posts: 2,186 Arc User
    edited May 2015
    hustin1 wrote: »
    When are you going to dial the difficulty down to sane levels?
    Difficulty already is at sane levels, before mod 6 it was insanely low

    as for kits - that might become a problem, injuries from death and traps is a complete and utter bs, as somebody who has a few k gold and getting nice gold income from leadership its just an annoyance, i still run through traps, just now i spam hotkey for kits, nothing really changes, i just have to buy kits more often

    but for a new player its a pita, imho they should just remove injuries, they serve no purpose whatsoever
    Paladin Master Race
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited May 2015
    burkaanc wrote: »
    Difficulty already is at sane levels, before mod 6 it was insanely low

    This is the problem. It's honestly not so much how hard things are now, but the big jump in difficulty. People are struggling to adapt.

    It's a big change to go from a dungeon that you have 2-3 times the required GS for, to a dungeon that you're actually trying to complete with challenge appropriate gear.

    Those of us who've been around since launch remember how hard the original dungeons were when you had a 9-10k GS. Even at the "top", which was about 12k at the time, things weren't easy. Personally, I feel like the new dungeons are actually better balanced for the gear you have access to now that at any other point in this game's history.

    The fights are also much better tuned, and the mechanics are actually fun...but with fun mechanics requires thought, strategy and execution.
    "Meanwhile in the moderator's lounge..."
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  • soltaswordsoltasword Member Posts: 290 Arc User
    edited May 2015
    The difficulty is way over the top. Far more than it needs to be. I don't do the epic dungeons so I won't say anything about them but everywhere else, the difficulty does need to be toned down. Maybe not to M5 levels but somewhere between M5 and M6. Trash mobs do way more damage than they should, getting 1 shot all the time, potions being useless do to to long cool down and not providing enough healing in the first place to be useful. Even on my OP with all the healing I have, I find quests in the game I just can't do. I die so fast all the healing in the world don't make for a hill of beans. Quests I had no issue with on my HR in M5. I don't even play my HR now. He is just a target dummy in a fight now, no matter what strategy I try. The game used to be fun, now it's just a chore. I still play hoping they fix the issue of the difficulty and the game becomes fun again. But until then that happens, I just won't spend any money in the game.
  • burkaancburkaanc Member Posts: 2,186 Arc User
    edited May 2015
    soltasword wrote: »
    The game used to be fun, now it's just a chore.

    what exactly was fun about mod4 or 5 ? facerolling anything ? for "fun" like that you can just play single player shooter with godmode on
    Paladin Master Race
  • vinceent1vinceent1 Member, NW M9 Playtest Posts: 1,264 Arc User
    edited May 2015
    ok so after diogene and burkaanc we have third person who defend status quo. Struggling to adapt? Adapt to what? Broken classes? You cant. Experienced player with prefarmed resources should adapt at sort, question is whether he still enjoy playing, but others barely. This difficulty is huge mistake. Almost all "hardcores" are already gone for good playing other game so bring hardcore module is suicide. Thos game is full of casuals, which are not rich (ingame currencies) so they spend real money. Its not the case anymore and cryptic will suffer badly. Oh and i dont even mention that experienced active players struggling if they dont play the right class, so no need to think about newbies with this classess. Huge bugs are reported for three months and devs even dont know about them, come on, you say something about adapt?
  • rayrdanrayrdan Member Posts: 5,410 Arc User
    edited May 2015
    Lathander set may help for a example.
    Trading stuffs for golds too.
    Golds is still an in game currency and should keep its value

    And yes althought i dont necessary agree with them completely, mod 4 and 5 had nothing fun.
    Mod 6 is no fun for lack of sellable loot and no new content plus bugs. Its not the higher difficulty to make many log off after few minutes
  • keemykeemy Member Posts: 6 Arc User
    edited May 2015
    Or you could, you know, buy a stack of kits / pots for AD. Their prices are awfully low.
  • burkaancburkaanc Member Posts: 2,186 Arc User
    edited May 2015
    keemy wrote: »
    Or you could, you know, buy a stack of kits / pots for AD. Their prices are awfully low.

    for new players it might be a problem, they need every ad they get for RP
    Paladin Master Race
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,467 Arc User
    edited May 2015
    ironzerg79 wrote: »
    This is the problem. It's honestly not so much how hard things are now, but the big jump in difficulty. People are struggling to adapt.

    It's a big change to go from a dungeon that you have 2-3 times the required GS for, to a dungeon that you're actually trying to complete with challenge appropriate gear.

    Those of us who've been around since launch remember how hard the original dungeons were when you had a 9-10k GS. Even at the "top", which was about 12k at the time, things weren't easy. Personally, I feel like the new dungeons are actually better balanced for the gear you have access to now that at any other point in this game's history.

    The fights are also much better tuned, and the mechanics are actually fun...but with fun mechanics requires thought, strategy and execution.

    I strongly disagree. A year ago, a year-and-a-half ago, the dungeons were hard, but never this hard. You didn't have to pull intermediate bosses to the campfire and kill them by dying and releasing over a dozen times until you eventually whittled them down to zero. That is new to mod 6.

    You didn't have cutthroats and spiderlings one-shotting you. That is also new to mod 6.

    burkaanc is dead wrong. The difficulty is not at sane levels -- not nearly.
    Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X
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  • chroococcichroococci Member Posts: 23 Arc User
    edited May 2015
    The difficulty is not at sane levels -- not nearly.

    If you play, like you played your class the last 2 mods, than the difficulty is insane.
    Change your play style and the game will be much more easier. It´s possible if players are able to learn.
  • generaldiomedesgeneraldiomedes Member, NW M9 Playtest Posts: 207 Arc User
    edited May 2015
    Eh, they already stealth nerfed damage. Solo areas and instances take a tad longer, but the aren't difficult by any means.
  • kabinoleskabinoles Member Posts: 229 Arc User
    edited May 2015
    IF they give lifesteal and reg. back where it was,the game could be playable for most of us
    now its only playable for wallet warriors
  • psychicslugpsychicslug Member Posts: 210 Arc User
    edited May 2015
    I Have been here through beta to now and have seen the difficulty drop soon after it started to ****** levels and was a walk in the park before m6 now after I have noticed more use of injury kits and potions don't seem to cut it too good but I have had to adjust my tactics. On my thief went full on stealth and got a defender pet who pulls agro and a controller for smaller fights and a leader for healing if just trash mobs. Fallowing this I have survived many times. Control wizard about the same but warlock deals lots of damage and have had to run some times. As for my great weapon fighter well I need the healer more as steal life not working for him like it was. the new paladin well hes all but unstoppable in melee combat, but holds kill me and have a few times. Each class has its own play style and what works for it and with the changes it may take some adjusting but have not seen any glaring issue really.
  • matthiasthehun76matthiasthehun76 Member, NW M9 Playtest Posts: 1,184 Arc User
    edited May 2015
    To all those, who think, that difficulty is now properly adjusted and everything fine, just answer me 1 question?

    Why is it, that most maps are like a ghost town?

    Thank you and please try to behave, i wish for this to stay!
    The real honest man is honest from conviction of what is right, not from policy.
    Robert E. Lee

    I only believe in statistics that I doctored myself.
    Winston Churchill

    The human race is a herd. Here we are, unique, eternal aspects of consciousness with an infinity of potential, and we have allowed ourselves to become an unthinking, unquestioning blob of conformity and uniformity. A herd. Once we concede to the herd mentality, we can be controlled and directed by a tiny few. And we are.
    David Icke

  • linoge63linoge63 Member, NW M9 Playtest Posts: 373 Arc User
    edited May 2015
    Don't want to sound nasty at all, but what do you think, how many parties tolerate it, if one does stay at campfire each time they got a major or severe injury.

    People are less tolerate to each other since Mod 6, not even guildies will wait all day for you. A dungeon run can take easily up to 1 1/2 hours normally, no PUG or as i said even guildie will wait for you, if you take every 15 mins a 15 min break.

    I have another idea, they should look at this and address it.

    Jesus, i am pretty tired, that instead of Cryptic Devs fixing finally something game braking, we have to figure out a plan B to be able to play.

    Yes they ought to look at it from a business point of view for whenever enough of the clientelle begin to rally, its hard to reverse the unforseen impact.
    But what gigarayzor is i think suggesting is that if the player base act as cohesive as the devs and choose to not buy the injury kits like programmed drones and use the campfire, then....
    Any entity that has dominion over the masses always assumes that the masses will never ever act as a unit. But when the masses begin to GET IT and begin to coalesce ...blue mondays are on the horror-eye-zone ...
    I assume things will begin to improve precisely becuase the NW masses are awakening.
  • matthiasthehun76matthiasthehun76 Member, NW M9 Playtest Posts: 1,184 Arc User
    edited May 2015
    kabinoles wrote: »
    IF they give lifesteal and reg. back where it was,the game could be playable for most of us
    now its only playable for wallet warriors

    I personally agree with both!

    Life steal is useless, since it's RNG now, it procs for some more often, for some less. Even PVP is HAMSTER with it, since there is no equal turf for classes.

    In older Mods, you could easily build upon Life Steal and everybody had same chance with same %. Now it is Lady Luck, who will determine when you gain the benefit, very bad design. Everybody with a bit of common sense can see, how unfair this is.

    SW is kinda dead without proper Life Steal. Same goes for Regen and tank classes, especially the poor GF, which can't heal himself, like a Pali.

    On the other subject, those who praise this Mod, have all some sort of stockpiled AD or Zen from earlier Mods, being it by playing AH, running CN or exploited the hell out of game, BUT what shall new players or legit players do, who don't sit on an army of leadership alts or didn't bot or simply didn't exploit CN to it's knees, where shall they get the resources for the kits?!

    I see this on legit playing team mates, who are now asking for kits. Now we still have some gold, but the 1 shot madness drains gold faster, than one can reproduce by doing skirmishes, dungeons or by doing professions.

    Last, but not least, if these insane difficulty advocates could tell me, why is it, that the real big name hardcore guys-, who all made the nicest and most helpful builds, not just for whales- are nearly all gone. Just remember Kaelec, Chemboy and so on.
    The real honest man is honest from conviction of what is right, not from policy.
    Robert E. Lee

    I only believe in statistics that I doctored myself.
    Winston Churchill

    The human race is a herd. Here we are, unique, eternal aspects of consciousness with an infinity of potential, and we have allowed ourselves to become an unthinking, unquestioning blob of conformity and uniformity. A herd. Once we concede to the herd mentality, we can be controlled and directed by a tiny few. And we are.
    David Icke

  • linoge63linoge63 Member, NW M9 Playtest Posts: 373 Arc User
    edited May 2015
    kabinoles wrote: »
    IF they give lifesteal and reg. back where it was,the game could be playable for most of us
    now its only playable for wallet warriors

    Agreed...bring back the Vampiric potency of lifesteal :)
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited May 2015
    Why is it, then most maps are like a ghost town?

    Why are there also like 6 threads complaining that IWD is now TOO crowded?

    You think the game is a ghost town. Other people are complaining that there's too many people in the zones.

    Which is it?
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  • nekromaniak666nekromaniak666 Member, Neverwinter Beta Users Posts: 94
    edited May 2015
    ironzerg79 wrote: »
    Why are there also like 6 threads complaining that IWD is now TOO crowded?

    You think the game is a ghost town. Other people are complaining that there's too many people in the zones.

    Which is it?

    Not enough real players and too many bots?
    [SIGPIC]Hellsing[/SIGPIC]
  • suicidalgodotsuicidalgodot Member Posts: 2,465 Arc User
    edited May 2015
    ironzerg79 wrote: »
    Why are there also like 6 threads complaining that IWD is now TOO crowded?

    You think the game is a ghost town. Other people are complaining that there's too many people in the zones.

    Which is it?

    ...well.

    Crowded: Too few instances allotted to map, too many players in each instance. Also they're all attacking the HEs only, which leads to even higher local concentrations...

    Ghost town: Been to SpinRise lately? 5-8 instances, 2-3 of them full on Friday peak time. Not that I'd really disdain that, but, well, it seems the young blood flows elsewhere. And most oldies don't see promise in pulling their alts, or have done so very fast. Concerning the IMH inappropriately high demand of Grinding to get T1 gear, and the unpleasantness of that, I don't really care too much about that, for my alts.

    the worse aspect of "Ghost town" is IMHO the loss of variety. Nowadays it all burns down to five classes in PvE. And the odd TR or HR, at least when the PvP-bent ones will have gathered their stuff...

    And the former wide distribution of Players thanks to Dragon Hoard's enabling of "Farm where you want" now boils down to overstuffed IwD zerging. Am I happy with this? It'll sure facilitate pulling my Pally through IwD. Else not. I presume it'll again be tweaked in a way, but let's be grateful for at least having _something_ to get ArtiGear RP from.
  • denvalddenvald Member, NW M9 Playtest Posts: 702 Arc User
    edited May 2015

    Last, but not least, if these insane difficulty advocates could tell me, why is it, that the real big name hardcore guys-, who all made the nicest and most helpful builds, not just for whales- are nearly all gone. Just remember Kaelec, Chemboy and so on.

    Two players quitting the game has nothing to do with mod 6 one shot fiesta. There's still plenty of us making guides for people, and it has nothing to do with mod 6. In contrast alot of people need more guides now since mod 6 came out.

    The difficulty should be kept but changed to another aspect. Dying from one shots and traps are annoying at best. I'd rather traps do 50k damage than having to hotkey kits

    I have no problem with the game being more difficult, me or my guildies solo'ing 5 man dungeons before was ridiculous, but to make things one shot you as soon as they turn around to you is bad. It's just a DPS race of who kills who first without the party wiping, how many times have I finished a T1 with only one or two survivors left because everyone died progressively due to one shots?

    almost every run.
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    It is my my life style, my doctrine and my state of mind,
    You fight well, but without focus and discipline, you will fall.

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  • burkaancburkaanc Member Posts: 2,186 Arc User
    edited May 2015
    denvald wrote: »
    I have no problem with the game being more difficult, me or my guildies solo'ing 5 man dungeons before was ridiculous, but to make things one shot you as soon as they turn around to you is bad. It's just a DPS race of who kills who first without the party wiping, how many times have I finished a T1 with only one or two survivors left because everyone died progressively due to one shots?

    almost every run.
    i do agree that basic attacks shouldnt oneshot, imho they should transfer that damage to telegraphed attacks
    Life steal is useless, since it's RNG now, it procs for some more often, for some less. Even PVP is HAMSTER with it, since there is no equal turf for classes.
    and you cry about difficulty without having the one stat that helps a lot... why do life steal works for me(and a bunch of other players who know how to build their characters) and it doesnt for you ?
    Paladin Master Race
  • moradinallfathermoradinallfather Member, NW M9 Playtest Posts: 66 Arc User
    edited May 2015
    burkaanc wrote: »
    Difficulty already is at sane levels, before mod 6 it was insanely low

    as for kits - that might become a problem, injuries from death and traps is a complete and utter bs, as somebody who has a few k gold and getting nice gold income from leadership its just an annoyance, i still run through traps, just now i spam hotkey for kits, nothing really changes, i just have to buy kits more often

    but for a new player its a pita, imho they should just remove injuries, they serve no purpose whatsoever

    Okay...being a player with Both new and long standing toons, I may have a slightly different perspective. I've noticed that my existing toons, with their existing lvl 60 purple gear get creamed seconds after steping into and "60+ leveling area". It appears that their is NO curve to learn or adapt. The areas appear to be WAY TOO hard for a toon that could previously hold its own in the same area.

    OKay, now I switch over to my newest toon, a Pally, naturally, and everything changes. now I find the curve, the adaptation to the updated areas. Part of this is that the Paladin was likely tested out BY DEVs far more than the already existing character types and has fewer issues. (My GWF formerly, my favorite melee toon, just doesn't heal like it used to when I hit tab, seems like I get temp hit points and lock ALL healing including pots. I'd like to verify, but I die far to fast to gather much data.) Also, the Pally climb up at a time when the newer gear was in place, so actually had gear appropriate to the revised areas. for this character, the NWO seems to be perfectly playable.

    I've no doubt that once my older toons have had a chance to get all new gear, they will be atleast servicable.

    BUT this is part of the issue....I've played those toons for over a year with the equipment they had, I sweat to get it and overnight it became worth less than vendor trash from the "revised" areas. This is not a fair thing to do to long time players.

    There should be an NPC someplace to trade your old dread gear for the new version, etc.
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited May 2015
    The spike in difficulty starting out at level 1. Content is so absurdly easy it's impossible to actually die. Then you reach endgame and 1 mistake results in death. That is WAAAAAAAAAAY out of line.

    New players can't cope with this. They find the game a breeze then all of a sudden it becomes nigh impossible.

    Not many players enjoy this. Some want to kick back and relax. YOU CAN'T RELAX WHEN YOU'RE ON THE EDGE PRAYING TO BABY JESUS FOR NO ERRORS! Now, the game is good for people wanting to lose weight. You'll sweat those pounds off in no time after all the stress.
  • micky1p00micky1p00 Member, NW M9 Playtest Posts: 3,594 Arc User
    edited May 2015
    Last, but not least, if these insane difficulty advocates could tell me, why is it, that the real big name hardcore guys-, who all made the nicest and most helpful builds, not just for whales- are nearly all gone. Just remember Kaelec, Chemboy and so on.

    Chemboy moved to a game considered harder and it was one of the reasons he left.
    Kaelec left around mod5, mostly tested on preview but didn't play.
    Many others that actually knew how to play left in large portion because of the sheer boredom and lack of challenge the game provided.
    So not only your argument is wrong, the reason so many skilled players left is against your argument.
    I can list many other names of good players who no longer play and left because you could solo anything (except vt/mc - val gropes) half asleep.

    This constant droning that only wallet warriors can play is tiresome, of course incorrect, and makes any other, even valid, argument as a rant.

    p.s. you can buy kits on AH. Or gold being like any other currency, you can trade stuff for it.
  • suicidalgodotsuicidalgodot Member Posts: 2,465 Arc User
    edited May 2015
    micky1p00 wrote: »
    [...]
    Kaelec left around mod5, mostly tested on preview but didn't play.[...]

    Kaelac left due to RL-prioritization...

    ...girl's name was, umm... Theesys or somesuch, something greek... :^D

    And carreer start and gaming are in many fields not really well compatible...
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