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Hot Topic (More than 35 Replies) Class Archetypes and changes to Completionist (Read 11561 times)
Head-Meat
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Re: Class Archetypes and changes to Completionist
Reply #25 - Aug 11th, 2022 at 9:13pm
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contessor wrote on Aug 11th, 2022 at 8:20pm:
stick build, 



The main melee stick builds I've run use sticks that look like mauls or falchions. For a while I ran a stick build with a stick that had string from one end to the other and launched arrows.
« Last Edit: Aug 11th, 2022 at 9:14pm by Head-Meat »  


Strake wrote on Mar 31st, 2020 at 1:51pm:
Like every group, there are schlubs and there are stars, and a lot in between. Pick your cause and I can say the same thing about the associated group.
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noamineo
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Re: Class Archetypes and changes to Completionist
Reply #26 - Aug 11th, 2022 at 10:04pm
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Head-Meat wrote on Aug 11th, 2022 at 9:13pm:
The main melee stick builds I've run use sticks that look like mauls or falchions. For a while I ran a stick build with a stick that had string from one end to the other and launched arrows.


  

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liljiggy
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Re: Class Archetypes and changes to Completionist
Reply #27 - Aug 12th, 2022 at 4:47am
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noamineo wrote on Aug 11th, 2022 at 10:04pm:


Maybe he's just trying to have a "conversation."
  
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higgildypiggildy
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Re: Class Archetypes and changes to Completionist
Reply #28 - Aug 12th, 2022 at 5:03am
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The quests are way way too long.

The mobs are horribly overstatted - they wanted to make "challenging" quests as players were complaining everything was too easy.  II strongly disagree with this sentiment, a level 7 quest should be balanced and statted as a level 7 quest, not a level 15 quest.
  

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Binkey
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Re: Class Archetypes and changes to Completionist
Reply #29 - Aug 12th, 2022 at 6:55am
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I avoided TOEE for years due to bad experience with getting squished in 2 secs at the end of part 2 after taking two hours to get there.

I decided last week I wanted an elemental bloom and read somewhere that the third completion you'd be likely to find it in end rewards - this isn't true btw, just the sentient trash weapons only.

I used the wiki and got the runs down to under 30 mins for the whole thing, part two especially you only need to explore one node, it makes it a 10-12 min quest. Boss was no trouble with a spell absorb ioun stone, but maybe I got lucky.
  
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Re: Class Archetypes and changes to Completionist
Reply #30 - Aug 12th, 2022 at 8:37am
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The idea of Archetypes is good, but more past lives is not, specially since they will probably (certainly) introduce legendary past lives at some point. People are not obliged to do them, but you know how DDO works...So we are looking at dozens of more PL, all stacking with each other.
  
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noamineo
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Re: Class Archetypes and changes to Completionist
Reply #31 - Aug 12th, 2022 at 2:06pm
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Binkey wrote on Aug 12th, 2022 at 6:55am:
I avoided TOEE for years due to bad experience with getting squished in 2 secs at the end of part 2 after taking two hours to get there.


This is the main reason they're breaking it up. A lot of people aren't running it because its too fucking long and if you die near the end or can't commit the time to complete it, it sucks.
  

I'll never understand the propensity of people to brag about being good at a video game. Its a toy you play with for fun. The only person who should be proud of you is your mother. If you're 3.
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Re: Class Archetypes and changes to Completionist
Reply #32 - Aug 12th, 2022 at 3:21pm
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ToEE came out before reaper was a thing. But they still wanted it to be a challenge for the (then) endgame crowd. So this EE was arbitrarily much harder than a typical EE. Now you add reaper scaling on top of that and it's a real meatgrinder. Like the room with 20 water elementals that each spam polar ray every .5 seconds that can oneshot most characters on R10.

So now that reaper is the default difficulty nobody runs it anymore because it's harder than it should be, and the loot is obsolete, and you don't get legendary scaling on the RXP. Oh, and it takes too long even if you know the paths.
  

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ManyCookies
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Re: Class Archetypes and changes to Completionist
Reply #33 - Aug 12th, 2022 at 8:29pm
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Maybe they will revamp slave lords after TOEE. Its also stupidly hard, very nasty without a trapper and has some of the longest dungeons in the game.
  
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Head-Meat
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Re: Class Archetypes and changes to Completionist
Reply #34 - Aug 12th, 2022 at 10:22pm
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ManyCookies wrote on Aug 12th, 2022 at 8:29pm:
Maybe they will revamp slave lords after TOEE. Its also stupidly hard, very nasty without a trapper and has some of the longest dungeons in the game.



I'll agree it's long...

Traps? Meh. Hard? With the exception of the end fight in part-3, it doesn't seem bad to me.
  


Strake wrote on Mar 31st, 2020 at 1:51pm:
Like every group, there are schlubs and there are stars, and a lot in between. Pick your cause and I can say the same thing about the associated group.
Gunga wrote on Oct 5th, 2022 at 2:27am:
Bitcoin. lul
--Who is luling in March 2025?
*Proud FORCCer*
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noamineo
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Re: Class Archetypes and changes to Completionist
Reply #35 - Aug 13th, 2022 at 2:57pm
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Head-Meat wrote on Aug 12th, 2022 at 10:22pm:
I'll agree it's long...

Traps? Meh. Hard? With the exception of the end fight in part-3, it doesn't seem bad to me.


I actually kind of like having one or two ultra-long quests in the game, especially one like Slave Lords where one dungeon connects directly to the next. I prefer shorter quests but every so often I enjoy the odyssey.
  

I'll never understand the propensity of people to brag about being good at a video game. Its a toy you play with for fun. The only person who should be proud of you is your mother. If you're 3.
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Re: Class Archetypes and changes to Completionist
Reply #36 - Aug 14th, 2022 at 12:07am
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IMO Slavers is another one of those packs which is mostly fine, but needs a few easy fixes:

1. Rebalance the monsters. Slavers is by far and away more difficult than any quest in the level 8 range. Even more difficult than most level 13 quests. This should not be the case if SSG wants a consistent game (which they pobably don't)

2. Buff the experience. One of the reasons nobody runs it is because the exp is shit. Long quests are fine and people still do them, provided the exp is worth it, i.e. Crucible or The Pit.

Aside from that, the quests are fun in theory, with varied challenges and decent monster diversity. The loot is still good. Just needs those two easy fixes. Same with a lot of other packs, really
  
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ManyCookies
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Re: Class Archetypes and changes to Completionist
Reply #37 - Aug 14th, 2022 at 9:13am
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Head-Meat wrote on Aug 12th, 2022 at 10:22pm:
I'll agree it's long...

Traps? Meh. Hard? With the exception of the end fight in part-3, it doesn't seem bad to me.


Heroic slave lords at least is full of traps that can easily one shot parties without a trapper, mobs are also way tougher than most other quests at that level range. The skeleton archers for example are way higher CR than they should be and have a LOT of health.
  
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noamineo
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Re: Class Archetypes and changes to Completionist
Reply #38 - Aug 14th, 2022 at 1:30pm
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ManyCookies wrote on Aug 14th, 2022 at 9:13am:
Heroic slave lords at least is full of traps that can easily one shot parties without a trapper, mobs are also way tougher than most other quests at that level range. The skeleton archers for example are way higher CR than they should be and have a LOT of health.


I was wondering wtf was up with those archers. Even on epic R1 they seem to take way more hits than they should.
  

I'll never understand the propensity of people to brag about being good at a video game. Its a toy you play with for fun. The only person who should be proud of you is your mother. If you're 3.
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