imagine doing something like a 6+ menhir,hill giant, cairn giant, etc spawn. you really think 30 seconds of haste isnt going to be tedious as fuck? how about bigger mobs like dark drags, gardos, etc? tedious as fuck.
PATCH WILL NOT BE TODAY https://forums.darkfallriseofagon.com/threads/clarification-on-patch.14049/#post-208084
@Funky zeit It takes like ~10 seconds to kill 1 menhir, hg, cg, icejarl, etc with two people. It has a short cast time and the range of sacrifice. You probably won't even notice the difference because you'll get used to throwing the haste after a sacrifice/heal other combo while running toward the next mob in the spawn. Same goes for Dark Drag, but it takes ~40 seconds to kill those. (So you'll have to rebuff twice to kill one of the strongest mob tiers in-game.... lol)
It is possible to set a hotkey for your lootbag. Place the bag on your bar (it has to be a specific type of bag) and bind that key. And of course you can bind emotes using some typing wizardry. It wouldn't hurt to make it easier and more obvious.
I have a general concern that the patch is simply missing out some key elements due to it not paying attention to what we will be doing with essences now that we'll be easy to get skills to where we need em.
I kind of agree. I was thinking maybe the Essences and scrolls can still have a purpose by maybe making it so your ksill can only be level to 75 and from 75-100 you need to use scrolls, something along those lines
Iron isnt the only thing that goes into armor and weapons. Iron cost 5 gold per ore before this patch that wasn't even remotely an issue for me and never has been.
Why not? There's a keybind to toggle your Task sidebar. Good point. In that case, maybe they ought to just take it out of the recipes altogether, or make iron ingots available on vendors for 1g each. --- Post updated --- Unless you want to put a 5k enchant on it.
You put iron/ingots on NPC vendors, but at a higher price. You let players undercut at 1-2-3-whateverg if they want to harvest and sell.
I'm starting to worry a bit about changes to durability, maintenance, and reagent conservation. Where did this come from, and why is it happening? Reagent conservation is one of my favorite skills in the game. Why is it not just becoming an innate skill? It's one of the biggest quality of life passives in the game. Losing it would suck incredibly, especially for PvE. When you combine having to rebuff every 30 seconds with extra reg consumption, the amount of regs you'd need to farm for an hour go up significantly. I get the idea of lowering durability when gear is easier to get, but I dueled with a 220 dura staff for 30 minutes with maintenance and lost ~40 dura. It doesn't lower the tedium if you end up carrying two of everything because the durability is low and the dura loss is high. Please don't mess with durability on high end gear, particularly staves, or if you do, I hope you reduce durability loss across the board to compensate. Seems like an overly complicated thing to do to fix something that doesn't really need fixing though. As for buff others, I still feel like a better solution would be to reduce the magnitude to make them less impactful. Again, if the intention of this whole process is to reduce tedium, this certainly won't help make the game less tedius. Take a page out of Asheron's Call's book. They started out with ~15 minute buffs. A few years later they were up to 2 hour buffs, and later 3 hour buffs. No one ever complained because it made PvE less tedius, and you still lost your buffs when you died. Now I'm not saying I want 3 hour buff others, but my point is reducing the duration will change the balance of the skill while also creating tedium, while changing magnitude only changes the balance.
Not having maintenance can be an issue with something like daggers. If a dagger has 80 durability, you can only swing it 800 times instead of 1200. Daggers go through durability like crazy, and with not having trueforge, that forces us to bring multuple daggers to farm.
Thought about it briefly last night, and I would be fine with not having other buffs for PvP, as long as we still get something for PvE. Not sure what your plans are, but it seems like the easiest solution would be to make them give bonus damage and damage reduction against mobs. I'm sure it would be a massive headache for you to try to implement some kind of PvP flagging system to deactivate haste and protection bonuses.
I've been wondering how it would be possible to make the distinction between when the player is PvEing vs PvPing. Buff others like Haste/RapidShot give an increase in attack speed, so how would it be possible to make the increase mutually exclusive between PvE/PvP?
ehh, but why do we need otherbuffs in PVE? I mean, specially if they are just a braindead tedious extra step like they are right now where you can even have an alt do it for you.
Because they are removing a bunch of gold sinks. --- Post updated --- Haste could be disabled the moment player damage occurs.
His thoughts on it are in the thread somewhere. Basically attribute buffs would be ignored on player damage roles and hastes would nullify on player damage
So when you accidentally friendly fire someone you lose your haste? Sounds pretty annoying and vulnerable to bugs/exploitation.