Yeah, the amount of effort required to get a single coin is truly insane when we need 135 for a single fabled chapter. Runs should give an absolute minimum of 5 coins and 15 coins/run seems like a much more reasonable number.
Would it be possible for GFs to perhaps get a buff to their survivability? The tactician tree could also really use an upgrade to their ability to buff the party, maybe along the lines of sharing a portion of the GF's stats with the party (so that non-DPS GFs have a reason to go for BIS.) Paladin's look to be getting some…
I completely agree with you that the nerf to DO is in no way a good solution to anything and is going to completely bar DOs from endgame content which isn't fun for anyone. However, the CW is most definitely NOT in a good place come mod 15, the class is set up to receive a sweeping set of nerfs across the board, from their…
But the capstone rework is a straight-up nerf. It was relatively easy to keep chaotic fury up ~75% of the time with good timing and the right powers, and it was also relatively easy to have multiple chaos buffs up at once. Now Fury (still the only truly useful buff out of chaos magic, although discipline seems marginally…
In regards to the changes to Chilling Presence, Blighting Power, Icy Veins, Shatter Strike, Tempest Magic, Elemental Empowerment, and especially to Chaos magic... why? CWs were already undesirable for anything other than Cradle of the Death God, why relegate the class to the garbage bin? Also, you might want to rethink…
I'd just like to add my voice to the chorus here. While I'm ambivalent towards the concept of random queues, the goals of reducing burnout and increasing variety are laudable ones. However, I feel that perhaps the stated plan here might not be the best way to achieve those goals. Players tend to like being able to choose…
Now that I've cooled down from the initial shock and frustration after reading the announcement, I think it's time to offer some constructive criticism. The change to RP being a single pool that everything goes into is a good one, and is very close to what players have been requesting for years now. However, the way the…
That's really not at all the case though... The new system is only kinda, maybe, almost more efficient for (non-armor/weapon) enchantments and runestones, and only if you were planning to upgrade enchantments solely through thaumatergic stones and gemstones, which was significantly less efficient in terms of AD-RP than…
These changes were poorly thought out and even more poorly timed. Those of us on console aren't riding high on being able to ride high on Dinos yet. Activity has been way down for months now because the last real content update we got was on April 11th. I don't know how many console players are even going to be around to…
That would certainly be better than what we currently have, and likely much easier to program than my suggestion. They could also maybe halve the droprate of +4s, but make it drop a choice pack that allows the player to pick any +4. And if they implemented any of the proposed solutions, adding more items with different…
In the interim between the Dungeon Delves event removing the key requirement and the current AD reward system, I'm pretty sure what they did was add AD to the chest at the end of the dungeon, somewhere between like 2K and 6K for every dungeon run during the Delves event. (Note: I don't think the amount was random, I just…
I remember when my guild first discovered that guardian fighters were still relevant after elemental evil dropped. For the first month or so after the xbox got mod 6 (and all of the older modules that accompanied it) the conventional wisdom was that a paladin was required for dungeon runs, and that guardian fighters didn't…
What on earth possessed you all to do that? You guys had damn well better be planning on putting those items up in our tradebar store for CHEAPER than the PC or something to that effect. To completely remove our ability to get preservation and coalescent from the tradebar store is about the lowest, most nonsensical thing…
Now that you mention it, I've experienced this as well, and it is quite disconcerting to suddenly hear someone talking or sneezing or eating potato chips when I haven't been in a group or party with anyone for an hour or more.
There are 2 new issues with PvP since mod 6 launched. 1. Prior to mod 6, PVP matches wouldn't start unless both teams had at least 4 people. Now, matches frequently start with completely unbalanced teams, its not at all uncommon for games to be 5v1, 5v2 4v1, etc... 2. Before mod 6, leaving a PvP match where your team had 3…