j.camp633 wrote: ↑Wed 9 Jan 2019 11:10 PM
Most people who play are old now, have busy lives, busy jobs, and just want to log in casually and take a few runs. And those people, believe it or not, are what will keep this server going.
People are just looking at this the wrong way.
Bottom line, if you want to enjoy this server, which could be the best version of this game ever, don't gimp the population by making it harder to play casually.
Being one of the older players with a busy real life, who will likely spend a great deal of time soloing--- I politely want to point out why I wish all potion buffs and clickable item charge buffs were removed from the game--- because it requires grinding to craft or buy, because it adds nothing but arbitrary numbers, because when I go out to pvp, its one more thing to manage and worry about. If it was all removed, I'd not have to worry about every soloer, be it stealther or otherwise-- being decked out to the nines with every sort of advantage. Most experienced players already know and understand that certain self buff classes should be feared and respected-- the same way a soloer should avoid enemy small and 8 man groups unless they're supremely confident in their ability to kill a couple before their demise.
I level up a character falling in love with what the character offers on my journey to PVP, potions and charge items are foreign intrusions to that persona-- 'clickies' that everyone has access to that do nothing to build upon what the character developed as--- its simply an arbitrary boost to underlying numbers. Honestly if someone without potions loses, your answer would be to 'get potions' but if everyone is using potions, what purpose are they serving-- we're back to square one but with more micromanagement. ***radical possibly stupid ideas added at the end of this post
Unpopular opinion but I feel the same way about Purge, and Ignore Pain-- they're just clickes that are available to everyone that provide a grinding hurdle before I can start taking the realm abilities that further enhance the things I actually like about my character.(like Volley, Reflex Attack, bonus to crit-- fun stuff) ****Another scandalous idea at the bottom
I didn't mean to make this such a long reply-- but somethings are absolutely required to reliably compete--people shouldn't be forced to 'grind' to obtain it, lest they feel excluded and punished for not having the time to play as much as others--- yes having some levels of Mastery of Pain would be fun on my dps toon, or falcon's eye on my archer-- but they're enhancing features for parts of what define those class-- and not the locked gate to an enjoyable experience like Purge, IP, Det, MoC, crafting potions/raiding for clickies feel like at times.
Ok you want to hear my increasingly crazy ideas...
*** Yes I understand that removing charge items makes a lot of end game loot in PVE undesirable-- replace them with procs, or make them functional in PVE only-- Hell I'd be fine with all the expansions if they were PVE only (artifacts from ToA, etc). And if that severely limits the interest in end game PVE-- then add mini relics to each boss-- things that have to be docked in keeps other than the relic keep that add a few percent to defense, offense, crafting, cash/drop rates or RP/EXP rates--- the other realms would salivate at gathering these up and could steal these once and only once if we don't protect them and if/when we capture them back, they're destroyed--- giving us a reason to go do the raid again and the cycle repeats (and I think raid content should award realm points to those that do the raid and obtain the 'artifact' but perhaps capped per month to avoid guild lockdown). Yes, it is a radical idea.
**** Cap Det per class and remove purge--Better that cure mez was both a spell in its current form, and also an ability that everyone had access to that required you run within melee range of your friendly and free them with a 0 damage whack (with root taking longer to undo than simply waking up someone from mez, and stuns having no cure) - the attacking team would still have time to attack, as the tanks with determination would either be peeling to protect their mezzed comrades or trying to wake them up. As for things like Det, I feel like it should be level unlocked like Evade-- with heavy tanks getting something like Det VII by 50 (49%), hybrids and light tanks getting Det V by 50 (35%) and stealthers getting Det III by 50 (21%). Similarly for casters and healers stuff like MoC could become an enhanced Quickcast (1cast at creation, with up to five casts at 50-- and a minute cooldown for every cast you make of those five). Perhaps instead of RA vanish--stealthers could reduce arbitrary detection and radii have an increasing percentage chance to vanish for free at any time with a 30 second cool down (with only a second or two of perfect stealth and no purge or immunity [dots bleeds tick without popping stealth]) by speccing higher in stealth (even beyond comp 50 if they so choose) trading spec points for other lines for more stealth survivability. You could then set a general base detection radius for everyone and either visi or stealther you then know the easier to spot stealther will probably be tougher but you'll have that split second or two more to see them coming and react.