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21

Saturday, November 22nd 2014, 5:16pm

Will not help much, just for a short time people play a little more but unless the old endgamers come back nothing would change.

The game has many problems, it makes it to hard to play.
so we just need to raise a few more end gamers.

22

Saturday, November 22nd 2014, 6:40pm

I've been playing other game where bosses last 5 - 10 minutes, with reasonable strats. Where HP and defense are important and every class is viable at endgame. Some are stronger ofc, but there are no useless classes. Aside of the class balance ROM used to have all this and we lost it long ago.

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23

Saturday, November 22nd 2014, 7:01pm

Will not help much, just for a short time people play a little more but unless the old endgamers come back nothing would change.

The game has many problems, it makes it to hard to play.
so we just need to raise a few more end gamers.


More than a few.

24

Saturday, November 22nd 2014, 7:43pm

Class balance hasn't existed since day 1.

Buff stacking just makes it much more noticeable.
Saito fix my wings

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25

Saturday, November 22nd 2014, 7:53pm

There are plenty of endgame/ish people out there.

What's their motivation though?

Why wipe endlessly for a chance at a chance of a piece of gear/stat when they can just wear a less than optimal crafted gear or just wear their old outdated gear and do pretty much the same thing?

Something new and refreshing would be nice for once. We've been recycling the same 4piece main set for how long now? From roughly lvl 55 to now? By now 99% of people are tired of dumping cash/time into the same <10% upgrade every content release.

New gear combinations would bring back a lot of current endgamers that are taking a break from the game.
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26

Saturday, November 22nd 2014, 9:07pm

New gear combinations would simply turn having to only replace 4 pieces of gear, into everything to match new sets together properly. So I can maybe see the excitement of something new with that, however it would only cost people a lot more time and money to gear or re-gear.
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27

Saturday, November 22nd 2014, 9:26pm

Set-skills were something that were ran for at a point...

Also just tell runewaker to make the level 90 instance 99% easier so everybody in the server can do it. This will result in everyone either getting bored and quitting, or finally catching up and waiting for the new content to come out that will be back to an actual hard difficulty.

Also, add a vendor that increases equipment to +6 or +12 for 5m/10m per piece. Ez.


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28

Saturday, November 22nd 2014, 9:50pm

WARNING! WALL OF TEXT APPROACHES!



Honestly, one of the biggest issues is that the hard mode instances are extremely difficult to run without the "perfect party". And then it gets selected down even further based on how each person is geared. Once the instance is cleared, the gear not needed by those in the "perfect party" or, if the guildies get lucky enough, the guildies, then gets sold for ridiculous prices (basing this off of Reni a few months ago when gear was actually going into the AH). Then you add on top of the cost of buying the gear, the price of stats and the price of diamonds. Many people, when selling gear, pull off the good stats that they don't need and sell both the piece of gear and the stat on it individually.


Currently, the good jungle and pillar yellow stats are going for 10mil or greater on Reni, while the fjord and horror are going for 6mil or greater (6mil and 10mil were the cheapest good stats I saw). With those prices, it costs about 52mil gold (4 of the new, 2 of the old) just to stat a piece of gear up if you're buying directly off of the AH. Then, with dias being 100k per as the average price on Reni, just plussing it up to +16 (without a sale) costs you about 34mil with 0 fails. That would make just getting one piece of gear "endgame" ready about 86mil. You then add on the cost of the piece of gear if you're buying it and didn't craft/farm it yourself. That's pretty expensive, goldwise. To just regear 4 pieces purely buying everything except the pieces, it would cost you 344mil on Reni. And that's not even including the cost of tiering the gear, nor the cost of orange stats (if you wish to buy them) which are astronomically higher than the yellow stats.

Do bag stats help reduce the cost? Yes. But you won't be as OP as the other person who's in all instance/shell statted gear, thus creating a want for the more OP person in the party over you that's wearing the gear that has bag stats on it, and god forbid if you're not one of the FoTM combos. Can farming your own stats help reduce the cost as well? Yes, but then it's gonna cost you 4 days of no minis to get the puri for the shell stats or just 1.9mil gold to buy the puri from someone else. And if it's one of the easy mode or crafted pieces of gear, you have to use one to two RAEs (3.9mil each) just to get the stat you want off of the gear without destroying it (and if you're crafting it, or farming it just for the stat, it would take either one RAE and one puri, or just one RAE). The cost to gear up to instance level is way too expensive. Before seeing a level upgrade, I'd rather see a change to instances that makes them not "burn or die", an easier easy and normal mode (which can then be used to gear up and get ready for the hard mode), and some class balancing that makes ALL class combos viable in instances. It would be really nice if we could have 18 people able to enter hard mode, which would then drop 3 pieces of gear, 12 people able to enter normal mode, which would then drop 2 pieces of gear, and 6 people for easy mode, which would still drop one piece of gear (which would have only one stat on it or two if the additional bag stat matched the kind of gear it was for and was a viable bag stat), as well as the bosses having strats to them that can be done before the boss kills you. The bosses should also force you to do the strats in order to kill them.

Sorry for the wall of text, but just my 2 cents with some numbers thrown in.

EDIT: To clarify, by pieces of gear, I'm talking about pieces that aren't weapons/shields/tali, though those should also drop. I was thinking something like, 1 piece of mage gear drops, 1 piece of healer gear drops, 1 piece of plate gear drops, weapon/shield/tali for any class drops.
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This post has been edited 4 times, last edit by "Zerienga" (Nov 23rd 2014, 3:09am)


Zerienga

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29

Saturday, November 22nd 2014, 10:23pm

Class balance hasn't existed since day 1.

Buff stacking just makes it much more noticeable.
It's about time we actually try to get RW to make class balancing a reality, then! :D

About the warrior rage.... Honestly, I think warriors should get a couple skills changed to cost nothing and to generate some rage, or make a 5 minute buff that increases the rage received from white hitting things, just like the champion class's Forge. This would help eliminate the rage problem warriors have.

About ch/wl.... I've just started working with ch/wl on an alt trying it out. from my current observations on it, it seems like it should be able to do close to the amount of dps a ch/r does with the biggest difference being the need to use rage for Dark Energy Strike and Indomitable Spirit, thus removing some of the possibility to use Rune Overload. And with a healer that doesn't just heal the tank, hp pots, and using indomitable spirit, ch/wl should be able to have really good sustained dps. I'm gonna have to get it to lvl cap and get all of it's elites as well as gear it just to test how it does in an instance, but from the looks of it, it looks like it should have decent dps. Ch/wl Forge buff is currently broken and only boosts patk by 1% per stack, whereas other champs get it 2% per stack, even though there is no elite that changes the % patk Forge gives, and this has been posted in bug reports, with Grimthar currently looking into it.

About healing.... Healing is extremely overpowered (except on sw gates. Then it takes quite a bit to even get it anywhere close to above what a herald torn does to it.) One of the biggest things that makes healing so overpowered is the amount of healing point boosts healers get from their gear and their set bonuses. Should it be reduced? Yes, but only if boss and trash mob damage is reduced a little to compensate. Other classes only get a 3 digit number to their damage stat from one or 2 pieces of gear and from set bonuses, whereas healers get a 4 digit number to their damage (calling it damage cause it affects the healing damage you do, pretty much a negative damage being done to someone xD lol) stat. And remember... this is coming from a healer.

About warlocks.... I agree, warlocks should not be given OP damage when they are mainly a buffer. However, warlocks have an option of support or dps, which is something no other class has. Currently, warlocks can match or outdps an equally geared mage in the easy and normal instances as well as the older instances, but not the newer hard mode instances. If their damage calculation was changed to be the same as the damage calculation of the other magic classes, this issue would be resolved. And about their support capabilities... their support skills, with the exception of wl/m and wl/r (wl/r actually has some pretty nice support skills, though they aren't good for "burn or die"), are pretty useless to an endgame party. Their support skills need revamped to be more useful in instances, or the instances need to be changed to make support classes more useful.
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30

Saturday, November 22nd 2014, 11:11pm

About warlocks.... I agree, warlocks should not be given OP damage when they are mainly a buffer. However, warlocks have an option of support or dps, which is something no other class has. Currently, warlocks can match or outdps an equally geared mage in the easy and normal instances as well as the older instances, but not the newer hard mode instances. If their damage calculation was changed to be the same as the damage calculation of the other magic classes, this issue would be resolved. And about their support capabilities... their support skills, with the exception of wl/m and wl/r (wl/r actually has some pretty nice support skills, though they aren't good for "burn or die"), are pretty useless to an endgame party. Their support skills need revamped to be more useful in instances, or the instances need to be changed to make support classes more useful.
To make them more viable for party support they need to make the wl/m's warp charge, and all the warlocks Surge of Awareness hit ONLY players. :/
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Zerienga

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31

Saturday, November 22nd 2014, 11:21pm

About warlocks.... I agree, warlocks should not be given OP damage when they are mainly a buffer. However, warlocks have an option of support or dps, which is something no other class has. Currently, warlocks can match or outdps an equally geared mage in the easy and normal instances as well as the older instances, but not the newer hard mode instances. If their damage calculation was changed to be the same as the damage calculation of the other magic classes, this issue would be resolved. And about their support capabilities... their support skills, with the exception of wl/m and wl/r (wl/r actually has some pretty nice support skills, though they aren't good for "burn or die"), are pretty useless to an endgame party. Their support skills need revamped to be more useful in instances, or the instances need to be changed to make support classes more useful.
To make them more viable for party support they need to make the wl/m's warp charge, and all the warlocks Surge of Awareness hit ONLY players. :/
But then that would still make wl/m more viable than the other combos. Though, yes, all of the aoe party buffs from warlock support skills should only affect players across the entire raid.

All group heals (unless the number it effects is specifically stated) should also be able to hit everyone in the raid, and not just one group of the raid.
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If you want to contact me quickly and efficiently, try the US IRC channel.
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32

Sunday, November 23rd 2014, 12:47am

If a Priest's GH could hit everyone in a raid they'd be able to heal an entire raid solo. Then again.. druids can pretty much do that now, but I don't think that it should be possible for one healer to heal 11 other people. Ever.
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Zerienga

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33

Sunday, November 23rd 2014, 1:34am

Well, I'm saying that should be in addition to decreasing the effectiveness of heals and the damage from bosses/adds.
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34

Sunday, November 23rd 2014, 2:05am

I'll be happy when normal mode instances drop decent loot. 1 in 80 chance on last boss to get decent stat was the worse idea ever. Also, normal mode is challenging enough that gear drops should be actually decent, and not crap with accuracy ghost stats.


Otherwise NM is actually fun for midgame guilds. Difficulty is not unreasonable for midgame guilds (except Bela), and requires only pretty simple strats like avoid this thing on the ground here, which is nice for non-hardcode players.

And yeah, I miss ISS. If they bring ISS back, I hope they'll let you get it from normal too.
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This post has been edited 1 times, last edit by "ruisen2000" (Nov 23rd 2014, 2:10am)


35

Sunday, November 23rd 2014, 3:15am

They've needed to look at healing for awhile now. Druids being ridiculously superior to Priests is only part of the problem. Healing in general is just way overpowered and easybutton in this game. Having tried out a healer in "that other game"... it makes healing in RoM look like child's play.
Well, I'm saying that should be in addition to decreasing the effectiveness of heals and the damage from bosses/adds.
Borella - 100 W/M/S/R/P/K
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Zerienga

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36

Sunday, November 23rd 2014, 3:18am

The only thing a priest has that's superior to druids.... They get a nice rez in same spot after dying, and their group heal that hits for far more than a druid aoe heal. Unfortunately, that only hits the party that the priest is in. xD
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37

Sunday, November 23rd 2014, 4:43am

I think it would think it would be a good idea if they fixed Mem pulls, and then up the mems for all instance runs, this will mean that people will be ok with running norm/easy for a chance at gear stats.... if they are the same as instance runs, and the stats a decent drop. I just think that will be better than just like BB said making all the instances easier. Back when mems were introduced, pulls were better. Gear could be put on the same level as the instance gear and the drop amount tweaked. I remember running DOD for mems and you could actually get pulls at a decent rate... Today it is ridiculous even on Hard mode runs.

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38

Sunday, November 23rd 2014, 5:02am

The only thing a priest has that's superior to druids.... They get a nice rez in same spot after dying, and their group heal that hits for far more than a druid aoe heal. Unfortunately, that only hits the party that the priest is in. xD
And shield of derp. OP damage reduction half of siege is OP.
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This post has been edited 1 times, last edit by "ruisen2000" (Nov 23rd 2014, 5:50am)


Zerienga

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39

Sunday, November 23rd 2014, 5:45am

That's only for p/k though xD and it's actually 63% damage reduction, not 50% :3
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40

Sunday, November 23rd 2014, 5:50am

That's only for p/k though xD and it's actually 63% damage reduction, not 50% :3
I meant 50% of the time lol, I will fix that. Huge damage reduction half of siege is annoying -.-
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