2024-08-20 23:44
#0
I spent the first weekend mostly grinding my character, second weekend I made a guild from scratch and recruited numbers of players and spent time doing content more in depth, this last weekend was my third weekend (couldn't play first one) the shard was starting to hit the top gear by the end of it, and our guild was doing all the high-end content available so far.
I played a mage tamer bard and focused on the PvM aspect mostly. I am more of a pvper by nature but I do not dislike pvm when it involes fun mechanics.
Our guild are currently sitting at 30k guild experience out of 102k to reach guild level 2, despite the fact we couldn't queue for dungeon outpost due to numbers of groups restriction and also because of the champion spawns respwns restrictions.
PvM :
1. Pets : some pets might need adjusment stats-wise, emberwing requiring lure+ book of knowledge could get some +hit points love , ossein ram are good tanks and lack a bit of dps but they feel a bit overtuned, I am not sure what the ideal nerf could be.. maybe 2 --> 3 slots, as long as there is a good ridable 2 slots pet to come.
Cu-sidhe pet feels a bit underwhelming, making him canine pack instinct maybe could be great.
2. Bosses : I loved the titanweave spider boss mechanics, really cool we need more of this. We need bosses with multiple combat phases : at 50% health, the boss introduce a mechanic, at 25% a new harder mechanic, bring that new mmo feeling in UO.
3. Quests & overland : daily quests feel very repetitive quickly as they always ask you the same objectives, I feel like all daily boards should at least offer quests for all the cities randomly, I understand the roleplay aspect of offering you quests for the city that you chose your path to, but something could be done here im sure.
4. Gear and character stats : I gotta say I loved the slow sense of progression gear-wise coming from the crafters & congiarium system. Assuming there is going to be a ton more players at the release this might need to be slowed down honestly because I wouldn't want everyone dropping vanquishing weapons by the first weekend.
Most bosses drop gear with special names of the same kind, would love to see maybe these pieces part of a set that offers extra buffs maybe, this would really make these items sought after.
Bosses also drop some artifacts that feels underwhelming as they do not scale like other items from the congiarium, I'm thinking of the glacial signet from icemancer exemple, why some artifacts do not scale as the congiarium raise up ? Make them scalable or make them part of a future set ( sets of 2 pieces, sets of 3 pieces etc )
PvP :
1. Dungeon outposts : I really like the idea even tho I have no clue of the mechanics inside since we haven't been able to get a queue to pop with 3 groups queuing
Apparantly on beta it takes 4 or 5 groups minimum of 2 to start a dungeon outpost, this really needs to be reduced to 2 groups minimum if the queue finds no more groups after 2 minutes.
If the dungeon outpost is meant to be a 3 way fight for design reasons, well 3 groups minimum then, but not 4 or 5. Even prime time atlantic I believe would be rare to have 5 or 6 different groups of enemies online.
I could see this being used by players to create tournaments or just have a fair fights against your arch-enemies, where everyone stands equal.
Will probably input more whenever I get a chance to test this
2. champion spawns : when a champion spawn is finished, it need to reset a new one within the next 15 minutes, not wait the full timer of 3 hours.