2018-03-20 04:12
#0
While I know for the experienced veteran player base with guild contacts and such, it's less of an issue, I've attempted several times to blind build a character based off the Haven tutorial and the island itself.
While the tutorial area itself isn't great, it does do a nice start of getting you to 50 in certain skills before sending you out in the wild.
The problem is, somewhere over the last year, most of the wild got tuned up for 90-120 skill level or 1-50 and there's not much to do in that 40 skill gap, combat wise.
The dungeon revamps -really- have hurt this, as some of the earlier floors were good spots to skill up but they've all been tweaked too low, or too high.
I would say more "training quests" that encourage a player to explore other parts of the world map, where they get an "alacrity" style bonus like the haven quests, would be a good solution, but overall, the game just seems to be built around being capped in skills, without providing the path to get there.
I would also voice the concern I feel way too much of the game is balanced around entertaining tamers at this point. The pet hp versus player hp has caused a pretty hard balance disparity that makes PVM a pain as most other types. (I realize the sampire is an exception.)
The main concern is that damage from NPC mobs seems based off being able to damage pet HP in the 300+ range, and as a result, players can take 50+ damage hits with max resists and two bad defense checks spell doom. Or something hits for 2-3 damage and is easily shaken off with no threat. There has to be a "sweet spot" DPS wise for mobs to have between the two, but it doesn't seem like most enemies in the game employ it, it's just one of the two extremes. It's extremely discouraging while trying to skill up to the cap where more content opens up.
Just a few thoughts.
While the tutorial area itself isn't great, it does do a nice start of getting you to 50 in certain skills before sending you out in the wild.
The problem is, somewhere over the last year, most of the wild got tuned up for 90-120 skill level or 1-50 and there's not much to do in that 40 skill gap, combat wise.
The dungeon revamps -really- have hurt this, as some of the earlier floors were good spots to skill up but they've all been tweaked too low, or too high.
I would say more "training quests" that encourage a player to explore other parts of the world map, where they get an "alacrity" style bonus like the haven quests, would be a good solution, but overall, the game just seems to be built around being capped in skills, without providing the path to get there.
I would also voice the concern I feel way too much of the game is balanced around entertaining tamers at this point. The pet hp versus player hp has caused a pretty hard balance disparity that makes PVM a pain as most other types. (I realize the sampire is an exception.)
The main concern is that damage from NPC mobs seems based off being able to damage pet HP in the 300+ range, and as a result, players can take 50+ damage hits with max resists and two bad defense checks spell doom. Or something hits for 2-3 damage and is easily shaken off with no threat. There has to be a "sweet spot" DPS wise for mobs to have between the two, but it doesn't seem like most enemies in the game employ it, it's just one of the two extremes. It's extremely discouraging while trying to skill up to the cap where more content opens up.
Just a few thoughts.