I think characterizing premade groups that run instances using the IMS buff as â€œneedingâ€ it to succeed are a bit off. People want an edge, whether they need the edge or not. Nobody wants to be in those instances for a second longer than required; a damage buff is a convenient way to edge out a few more damage to save you a few minutes maybe. Thatâ€™s something thatâ€™s going to be used need or otherwise as long as it's there.
Itâ€™s not â€œdo we have what it takes to clear this?â€ itâ€™s â€œHow fast can we get it done so we can move on to the next task?â€
It may suck for the few that get booted out of premades using this tactic but c'est la vie. It isn't going to change on the player end because it's a useful tool. People like things that make their lives easier. Easier doesn't have to mean that the situation that existed before was one where the task was impossible, just slightly less convenient. Send an e-mail to the Support team and ask them to adjust human nature. I'm sure they'll fix that right after they've sorted out lag in FoK (or never, whichever is sooner, although I feel like never and fixing FoK are the same thing).
The pets are mediocre in the extreme. They, I would have thought, were supposed to be an integral part of mystics but they're not. The AOE healing totem isn't helpful either. Sure you always put it out there as a force of habit but it's not really contributing in a meaningful way that I couldn't have just used my direct heal to fix anyhow.
The other totems in the game are missing too so that doesn't help.
Mystic needs serious improvement to that entire part of the class, that is supposed to be integral, but really has no value at all right now.
It's like you're playing a fraction of a class with such a theoreticaly large part of a mystic's identity being totally unused.
I'm also not suggesting any improvement to mystic DPS. I view mystics as a utility/healer class, even though 5 man parties have no place for a utility class but that's another story. If anything mystics need a much large variety of powerful and meaningful buffs. Maybe more buffs that allow the mystic to "heal by negation" in a more substantial way, which is a great unconventional way of healing. There are also other ways to "heal by negation" in an even less direct way than stoneskin for example, of which the crit aura is almost an example. If the mystic had stronger buffs that would enable the party to kill bosses faster (in some meaningful way) then that in effect is a form of healing by negation because you've saved the party a minute or more of damage taken from boss attacks. Just some other ways of thinking about how it can best fulfill its role as support/healer.
This just in: man takes career advancement opportunity, company doesn't collapse and life goes on.
I agree completely. Even a very short message to someone doesn't make the cut nevermind the niceties.
It's completely dead. We're all zombies.
The trouble with RNG is that it's random. Person A's story about "the surefire way to succeed" is anecdotal. You don't really know with certainty that their method is right because their luck of the draw isn't necessarily your luck of the draw.
We know EME overhauled the enchanting part of the system and that different pieces have different success rates and that theoretically the white/green/blue/gold system scales properly re: success rates. How that all pans out at the end of the day who the hell knows. I usually use whites to go from 1-6 randomly and I've had plenty of success that way. Post +6 is a wall of spikes and death and no amount of golds makes an ounce of difference for me.
EME listens and moves as fast as they can.
Don't forget though that EME is the middle of the human centipede. They aren't quite bringing up the rear but they aren't really making decisions either.
There's probably a way to move one of the dat files over, but it'll break every time KTera gets a new patch (like the one yesterday). A guy back during KTera beta made a google-translate version of ALL the Korean Text so english players can use it, but eventually got a Cease-and-Desist letter from EME.
There's been a lot of changes EME has pushed, and some have been incorporated. I don't know all of them off the top of my head though. Here's a few that I think of in the next 30 seconds:
MW system - permanent once you MW, but chance is lowered (at least with white scrolls). Always get gold question mark when you use MW scroll, instead of usually getting a white one.
Trade broker - already around, just made it prominent
Enchanting Changes - Alkahest set into tiers (implemented into KTera), won't fail enchants anymore.
Enchanting easier (but they've had some changes in KTera too)
Annd 30 seconds is up.
I wonder what that Cease-and-Desist letter looked like...
Dear Person who likes the Korean version better,
Please stop doing a more efficient job of translating this game to English without ruining various aspects of the game as we are so fond of doing. It makes us look bad. If you do not cease and desist, we'll sue for injury to feelings.
Harvey T. Birdman
Attorney at Law
I can only assume EME is represented by a fictional cartoon former super hero turned lawyer. Makes about as much sense as anything else.
That solution causes more problems than it solves. It lacks a comprehensive review of the reward structure and, in any event, would cause what AliMai describes.
A suggestion might be to radically alter the way nexus participation is incentivized such that you are rewarded heavily for low-manning them such that the amount of points you get for clearing 1 nexus with very few people is greater than the amount of points that can be earned from zerging them all. Or meet that thought somewhere in the middle ie. low manning 2 or 3 of them exceeds the points earned by zerging all of them.
This incentive structure might then promote an environment in which players govern themselves accordingly and break off into as many groups as possible to simultaneously clear out as many nexus nodes as they can in order to maximize points, thus reducing congestion at any one node as a bi-product of the reward system.
There is an investigation being conducted against me too. A GM popped next to me while I was killing low level trash on my Mystic. After six or seven minutes of spamming my two attacks I managed to kill an enemy. The GM said my Mystic was overpowered and should not be able to defeat an enemy that fast. I explained that I was decked out in full T14 gear at +12 and that the enemies were 15 levels lower than myself. The GM said a full investigation would have to be conducted as Mystics were never designed to be used to kill enemies. I'll keep you posted on the results.
He's correct. Mystics weren't designed to do anything at all. Ball art maybe but nothing more. They're a vanity class.