[NEW MERCENARIES] Please note that all new forum users have to be approved before posting. This process can take up to 24 hours, and we appreciate your patience.
I just wanted to let the developers know that I think they're going in the right direction with this update, I actually want to come back to the game now. Although I would like some more graphical updates. Anyone else excited for this?
Comments
I still wonder about DevCan'ts perspective--or more importantly the director's since this is his nonsense--when it comes to all of this. SWTOR was taken even closer to ruin with its last director, and it seems Vindi will do a lot to appeal to casual players but make the game even more punishing for those who really spend a lot of time trying to max their characters out.
Not a fan of the 4 man raid change even tho its probably best for the game in terms of hosting, more people will be able to. Its just more fun with an army of 8.
I was excited for hurks new weapon and thought this summer would be all about him but it appears there will be a new merc and also a new weapon for Lynn. I wonder if that's all coming at once or spread out through the rest of the year.
EDIT: http://forums.vindictus.nexon.net/discussion/5389/new-character-miri-lynn-2nd-weapon-reveal-more
Link with update info for the people looking.
I can see the appeal of four man raids, especially since victory in raids feels more like an inevitability than an actual fight. Because there's so many people, I often find myself just spacing out and pressing attack, but if I host a 2 man Rochest raid, I feel a lot more engaged in the fight, and it's usually a little more enjoyable. 4 mans will also be naturally easier to host and less laggy, so there's that aspect too. The devs might just be trying to limit people's exposure to heavy lag by limiting the size of parties, which is kind of a shady way to do things.
That being said, KR is approaching this from the wrong angle. there's nothing inherently wrong with 8 man raids, so removing them is pointless, plus it limits what a large guild can do. What they should have done is introduce some sort of incentive system for people who chose to do solo, duo, or 4 man raids. This would give small groups a boost while large groups get the bonuses from haveing an 8 man in quick battle.
I wonder how Kraken is going to be now.
And removal of Labyrinth and limiting party size to 4 man instead of 8 for raids.
4 is great for people who can't host 8 man boats but...
bad for others who can that like hosting for a large party of their friends.
About the +20, I'm hoping that means getting to +15 easier.
As the others have said. The term "Raid" was built on the foundation that bosses should be harder and require more people.
I see how some of these changes will make things easier whereas old players had to go through them and there is no compensation planned for that.
I quit Arisha at lv 88 like a year ago because i couldn't afford a full lv 80 set and lv 90 sets were more expensive and after a couple of years they start giving full armor sets with +8 weapon and i'm like wtf, are you serious? Of course my fifi has them now. It was a huge help for a casual player like me.
Edit: If this was pointed out and I missed it then I am sorry.
Sadly you are wrong, S3 raids cap @ 4 players too.
Most of the changes make sense (at least, in theory), but derpcat often fails at implementation. For example, giving new players free gear through quests = easier for them to level up = good thing right? But they screwed up the implementation by failing to make crafting them easier, so it was actually harder to craft them than to get them from quests, and there was zero reason for anyone to craft level 80 gear afterwards (unless they needed to grind expertise).
Some of the changes in particular dont make sense. Making s3 breakoffs give enchantment elixir or paradise stone is dumb, since the entire point was to get an extra chance at a scroll or OJ drop. Elixirs are worth nothing after the enhancing revamp and most veterans are sitting on hundreds of para stones from Muir. The problem with breakoffs was that most of the time, they were too hard to do unless you had a kai/chain vella, because nobody wastes theri time trying to spear Regina's head. Making breakoffs easier for non kai/chain vella would have been a better option IMHO.
Then you get the absolutely retarded changes like buffing additional damage to encourage people to buy runes, nerfing AP restore to encourage people to buy runes, and +20 to again, encourage people to buy runes. You can tell the director is desperate to sell more runes to make himself look good to the CEO.
Removing instead of revamping old stuff like lab is also dumb. Its pretty much derpcat's easy solution fix to old, dumb, ideas like lab. Instead of fixing it, just remove it and screw everyone who wants to get the lab sets.