ace52387's Post History

The games potential lies only in its combat system. There were always problems. In pve, relatively bland dungeons, a weak story in pacing and conception, and a really limited endgame. The methods for keeping players subbed is also quite forced. Low availability of crystals, low drop rates in hardmodes.

In pvp, there are no bgs, an its heavily limited by draw distance and technical issues.

The only hope was content added after release, and there has been substantial stuff added, en masse is certainly busy. Many changes were completely unnecessary and even the most basic bugs have not been fixed since launch.

I too agree that this game doesnt have legs
First and foremost; probably the single biggest problem with this game: the death penalty. Its way too high due to the immense power of crystals and how rare the useful ones are.

This is why people think the community sucks. Too many players get kicked because of how detrimental a wipe is. Crystals need to be Much more accessible, if en masse wants us to grind more there needs to be another way. High death penalty is a bad move for attracting new players or keeping old ones.

Second: plain as day glitches that occur 20-50% of the time in the most farmed instance in the game (fane) that have been in the game since launch is embarassing. This game has too many major glitches. Story quests like unveiling the mask, kaprima enrage bug, tower bugs. Removing a bugged quest was pretty sad.
The crystal market was fine during the egg hunt; good crystals sold for a bitover 100g. Thats Still quite expensive but forgiving enough. These boxes only cone with lfdgroups and rarely yield good crystals.

This game is once again too punishing to explore. This is why people think the community is terrible; why ppl get kicked and theres little tolerance for beginners. It all cones down to the penalty of death which is far too high. Something drastic needs to be done. The egg hunt was good. Perhaps it offered too many other overpowered
Items but the crystals were absolutely necessary.

If this is an attempt to lengthen the grind, using a death penalty is absolutely the worst way to go.
I actually think the spy kill feeding could add to the game (though i doubt this will be very prominent). So could kill feeding as long as there is a large cost associated with it.

The max points was a nice bandaid, but it's still broken because feeding your opponents points doesn't cost you anything relative to any of the other competitors aside from that opponent. There has to be a cost. Being killed should subtract points, such a simple fix.
Minea on 07/09/2012, 06:13 PM - view
The original post is updated with the following information:

We are taking these steps to resolve a GvG kill trading exploit a few guilds chose to abuse for the vanarch position. This exploit is achieved using a guild of alts, this behavior is not something we condone.

During the regular maintenance hours tomorrow morning. the GvG score of the few guilds that have abused the system will be reset to 0. We will also be reducing the maximum points that can be earned from an opposing guild per day from 600 to 100 to help with the issue.

As mentioned below, we will continue to monitor the political system and make improvements as needed.


Please do 0 sum? cross guild alliance kill feeding shouldn't benefit both guilds
You don't NEED insane sniping skills as an archer. It's actually somewhat forgiving. Traps and keeping track of opponent CDs and your own are important.

I highly disagree with warrior though. One of the toughest classes to play well in pvp. In most matchups, you really have to use your evasive CD's wisely.

warrior 4
archer 3
sorc 2 (not that they're op, they're just more or less a one trick pony)

Warrior and zerker are definitely harder to maximize than an archer. As an archer you tend to have control of most fights with the exception of healers which is attrition based and slayers who just maul. The opportunities are yours to take and the mistakes are yours to make. Defending yourself as an archer is relatively basic. Just use your escapes, and run while charging. The one trick is to know when to lay down a trap. whereas zerkers and warriors heavily rely on timing and predicting just to defend themselves.
Personally, I would do a 0 net value thing where every point gained means a point lost for the opposing team. This alone stops political kill trading alliances. If guilds want to alternate (this month i kill you for points, you lose on purpose, next month i'll scratch your back), I don't think it's a problem and really adds an element of betrayal to the politics which is cool.

There is still a way around this, which is using an alt guild registration as fodder, and to that the easiest fix to make the level requirement for point gains to be 58+ since there are way more players with 40+ alts than 58+ alts but the best loophole free way would be to make the vanarchy gvg 1 per account per server, similar to voting. Only 1 character per account can participate in vanarch gvg.
I find my fights with warriors involve a lot of running away from them, with them eventually catching me with something other than backstab. I like the blue buff for that. movement speed is really important while attack speed is marginal since i rarely use CQ against them (they interrupt it too much and the skill often misses in of itself).

While warriors will catch me eventually, I like to lengthen the time I have to kite them.

While warriors get a couple of small pokes at me when i kite them, slayers get big hits every time they catch me with a KD in there, so I would use the orange buff just for a faster CQ. I don't get space as frequently as I do with warriors.
slick for both shots, is a must for me, penetrating power, salvo-pen charge time, you can go w/ poison arrow glyphs or go with backstep and restraining arrow glyphs after that.

glyph RoA completely, and ranged explosive trap. No room for any melee traps.

If I had a pure pvp build, yeah i'd glyph the melee explosive trap.
Seyon on 07/06/2012, 04:18 PM - view
dont believe so, the main part is the +50 power


The ranged and melee trap glyphs used to be linked, penetrating arrow how a shorter CD and RoA was much faster cast at the peak of archer power i think. The +50 power buff was always there but we had to sacrifice more attack speed before.