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A stopgap to handle the item loss issue.

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Poll: What would you prefer to see?

Add vendors
35
27%
Push cap
86
66%
Do nothing
9
7%
Total votes: 130

User avatar
PartizanRUS
Posts: 612

Re: A stopgap to handle the item loss issue.

Post#61 » Sat May 30, 2015 10:37 pm

Well Push cap is just stupid, we don't have T2 yet. Do you want to wreck noobs in T1 or what ?
I vote for total 100% wipe all inventory+banks and gold.
Sulorie wrote:Why not push the level cap to 15, like the level cap for T1 was on live?
Because its Bullshit. T1 wasn't balanced for that and Mythics just screwed tier cap.
Luth wrote:Iirc original tiers of WAR:

Tier 1: level 1-11, player gets bolster buff to level 11 from level 1 to 10
Tier 2: level 12-21, player gets bolster buff to level 21 from level 10 to 20
Tier 3: level 22-31, player gets bolster buff to level 31 from level 20 to 30
Tier 4: level 32-40, player gets bolster buff to level 40 from level 30 to 39
This is how it must be done.

Luth wrote: These are the tiers introduced with patch 1.4 (low-tier PvP armor set changes came with 1.41):

Tier 1: level 1 -15
Tier 2: level 12-26
Tier 3: level 22-39
Tier 4: level 40

The fail-by-design-problem with 1.4 was, that mythic released "Tier 5/6 gear" without "Tier 5/6 areas". This made all the alterations after 1.4 necessary that ruined major parts of the game.
So i can't see any reason why the new tier caps should be necessary, without the RR80+ crap used in RoR.
...and this is what you must not do if you don't want to screw your game. Also 1.4 is most awful patch ever.
Burn heretics and mutants, purge the unclean. ingame - Partizan . Hammer of Sigmar guild [RUS]
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User avatar
Coryphaus
Posts: 2230

Re: A stopgap to handle the item loss issue.

Post#62 » Sat May 30, 2015 10:52 pm

Look people are going to hit 15 eventually and if devs just full wipe item+gold it will do nothing to address the current gear differential raise the cap to atlest 14 new players can get full Dom those who want to think can go farm their pve twink gear and even if your gear disappears your suddenly not unable to play rvr cause you can just spend a few silvers and everything will be all right
Zegota wrote:I bet that all the votes for increased lvl cap are from dps AMs.
Don't forget all the wps and kotb's
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User avatar
PartizanRUS
Posts: 612

Re: A stopgap to handle the item loss issue.

Post#63 » Sat May 30, 2015 10:59 pm

Coryphaus wrote: raise the cap to atlest 14 new players can get full Dom those who want to think can go farm their pve twink gear
Whats the meaning of this nonsense. 14lvls will be farming lowranks ? Where the hell is logic in this.
Total wipe will solve all problems, permanently.
Let me remind you this is ALPHA PHASE and wipes are fine in alpha.
Burn heretics and mutants, purge the unclean. ingame - Partizan . Hammer of Sigmar guild [RUS]
Image https://i.imgur.com/Un7WASp.jpg Image Image

Sulorie
Posts: 7461

Re: A stopgap to handle the item loss issue.

Post#64 » Sat May 30, 2015 11:03 pm

PartizanRUS wrote: Because its Bullshit. T1 wasn't balanced for that and Mythics just screwed tier cap.
T1 was fully balanced with working bolster. Rank 10 had 50% more stats from gear and slotted talismans, having less skills but more stats in result. The only trouble for old T1 was the availability of shoulders/cloaks and helms, because they removed them from drop list.
Dying is no option.

User avatar
Azarael
Posts: 5332

Re: A stopgap to handle the item loss issue.

Post#65 » Sat May 30, 2015 11:07 pm

I love how Divine Fury is so good that it's singlehandedly causing players not to want a 15 cap.

User avatar
Jayzboi
Posts: 196

Re: A stopgap to handle the item loss issue.

Post#66 » Sat May 30, 2015 11:14 pm

Azarael wrote:I love how Divine Fury is so good that it's singlehandedly causing players not to want a 15 cap.
:lol:
does it depress you to know just how alone you really are?
Guild: Warbuddy - Orz
Chars: Sixtyniner - Thefatone - Zlota - Gemini.

My Youtube Channel
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User avatar
Shivashanti
Posts: 58

Re: A stopgap to handle the item loss issue.

Post#67 » Sat May 30, 2015 11:14 pm

i just hear mimimi here and mimimi there.....and why the **** is every discussion just taken to t3 or t4? it's miles away! both would be good but i prefere the lvl raise because more abilitys=more fun

/cheers

User avatar
Ototo
Posts: 1012

Re: A stopgap to handle the item loss issue.

Post#68 » Sat May 30, 2015 11:24 pm

Azarael wrote:I love how Divine Fury is so good that it's singlehandedly causing players not to want a 15 cap.
IT IS, for DPSs, but thats not the point. 15 no, please. LOTS of unbalanced tactics lay in the 15 barrier. Runefang is 15, Lingering Fires is 15, Hastened Divinity, Wild Gambit, Ensorcelled Agony, etc.... That barrier is noticeable. 14 is good. One more ability and one more tactic, most if not all PvE, or f*****ing useless like Focussed Offense.

http://waronlinebuilder.org/#
Spoiler:

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Sulorie
Posts: 7461

Re: A stopgap to handle the item loss issue.

Post#69 » Sat May 30, 2015 11:27 pm

Azarael wrote:I love how Divine Fury is so good that it's singlehandedly causing players not to want a 15 cap.
A balanced tactic, no idea what is so bad about it. I mean, they will heal less. Heals from damage rise but they are weaker to begin with.

All complain about dps healers, without realizing why they are strong. Not because of their skills or tactics.
Lacking heals in pug matches, no resist buffs or no jewels for resists (new chars), where bolster is useless. No cleanse and no group UI in sc, where healers don't see easily, where they are needed.
Dying is no option.

User avatar
Azarael
Posts: 5332

Re: A stopgap to handle the item loss issue.

Post#70 » Sat May 30, 2015 11:54 pm

Ototo wrote:IT IS, for DPSs, but thats not the point. 15 no, please. LOTS of unbalanced tactics lay in the 15 barrier. Runefang is 15, Lingering Fires is 15, Hastened Divinity, Wild Gambit, Ensorcelled Agony, etc.... That barrier is noticeable. 14 is good. One more ability and one more tactic, most if not all PvE, or f*****ing useless like Focussed Offense.

http://waronlinebuilder.org/#
Yeah, I know exactly which tactics are in there for obvious reasons :)

It just seemed like special attention was being devoted to Divine Fury in particular.

Focused Offense 25% damage when?

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