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+1 :/
Funny story.. Right after making this post I realized that my tribemate needed a bunch of myst for mastery 9 unlock for the blue he’s working on but doesnt want to overlevel anything because its a particularly nasty skill to train… So I told him he could go kill someone and not have to worry about xp gain while he gathered myst. So, of course, he did. The guy he killed turned out to be some high level player’s alt, but after some apologies and explanation, I think it was alright. I log in 5 minutes later, not knowing any of this had happened… I end up killing the same alt cuz I can just buy off infamy and #yolo (I also didnt know it was his alt). He was pretty pissed..
On the other hand, I could see reincers abusing this to get myst without getting hunt, armor, weapon, etc xp. And in that case, it acts as an incentive for otherwise random player-killing. This wasn’t well thought out. xD
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This reply was modified 7 years, 1 month ago by
Derick.
March 31, 2018 at 11:54 pm in reply to: 4 player teams for uw outside tribe and more leadership positions in tribes #6614Logged in just to +1 this
March 28, 2018 at 5:40 pm in reply to: Does a experience table exist for the different levels? #6498I’ll see about finding a way to figure it out and posting it to the wiki. Might take a bit of time.
Yea, I’m sure it’s not just a different shroomie. I’ve waited this long to post because I wanted to be certain that it’s not just a mistake on my part.
I have to agree with Seryn here. The daily quest system was always intended to give low levels and reincers a slight edge in xp gain because they tend to have very little myst at any given time. It’s a system that ascenders aren’t meant to use and is given up when you make the decision to ascend.
OP makes a decent point. You are basically required to equip a shield to maximize slot-specific bonuses such as runes and enchantments, as well as shield specific bonuses, like block chance and increase defense bonus. Shields are very strong in their current state. As such, it seems pretty important to give them some drawback, such as the formentioned cooldown increase on weapons.
That said, I don’t see the problem with this. Just use a shield. At high levels, the bulk of your dps doesn’t usually come from auto-attacks, anyway, unless you’re using a dagger. And if you’re using your dagger for dps, you’ll unequip your shield while you do so.
I think that it should just be damage based. The only argument I’ve heard against this is that healers wouldn’t get any myst, but… Healing is simply far too weak to be a viable role in a combat situation. I’ve tried it a couple of times and it has failed miserably. If you’re going to bandage your allies, it should be done outside of battle.
The damage option makes the most sense because low level accounts will simply miss constantly on enemies that give lots of myst, anyway, and likely wont recieve any if being carried by a higher level player.
I like the prefix option. I wouldn’t want to devalue supporter but I hate when people use tribe chat color and then I have to figure out if we recruited someone while I was sleeping or something.
Strongly support.
Additionally, a /allow tribe elders would be really nice for rented doors. I had a market house raided by a new tribe recruit once and now no one in my tribe is allowed to use my market house, even though I’d really like for my elders to have access.
I have used lanterns many times to escape both while raiding and defending against a raid and I am really going to miss them for both.
That said, there should be an alternative method for transporting resources in large quantity. It should probably be a much more expensive option than lanterns were as well, otherwise the burdened mechanic is rendered effectively useless. But an option should exist none-the-less. As previously mentioned, rafts aren’t really viable for crossmap transportation because roads and buildings are bound to pop up in the way of them. Aaand people love digging up rivers.
I guess I dont really have anything new to add other than a long and wordy “+1.”
If there was a way of quickly getting loads of myst or trading myst to another player, I would make an alt, give it 5m myst, and run around killing everyone with it and avoiding infamy.
I might also make a reinc account and easily power through 100 reincs because I NEVER have to myst farm on the account. I could just do all the farming on my high lv ascension accou t until the reincer becomes OP.
This just seems too easily exploitable.
I usually like to post informed responses to the conversation as it evolves, but I simply cant be bothered to read through all these comments… Anyway, on the subject of ghost swords and mind flayers, I do have a thing or 2 to say.
First off, they are not impossible to deal with. My strat has been to Whirlwind, then run away. Then come back and WW again when it’s off CD. Finally, when either is at abt half hp, you can finish it with a full ability combo and an auto atk or 2. The trick is to not let them hit you.
That said, these things are ridiculously overpowered. Disorient on GB’s needs to have a cooldown (can be much shorter than the player’s, but it needs to be there) and mind flayers just need less health OR a cap on defense reduction. Either is fine, imo. I enjoy the new level of difficulty these mobs bring to a UW that was starting to feel dull, but they’re seriously becoming a problem. I’m burning through WW3 books and those things are NOT cheap.
So when are you gonna mass murder everyone?
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This reply was modified 7 years, 1 month ago by
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