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All posts created by Seraph

Seraph
Is it possible to get a "Log Out" button on the menu dropdown that takes us back to the character select screen so that we can switch between characters on one account without quitting the game entirely and going back through the launcher?
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Vault tabs and sorting would do wonderful things for organization.

I have no idea how much work it would be, but I'd love to see the deity weapons implemented. I'm not asking for all new art and animations with new models for all the weapons, although that would be important to have eventually. Right now I would just love to be able to pick up a scimitar, even if it looked exactly like a longsword, and be able to match the rank 5 keyword on my deity attacks – assuming that's how that keyword will be matched.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
I agree with Takasi. The only reason to try and spend every point of XP "perfectly" is if you're trying to be the very best on the server at something at every point. This just doesn't hold up in the long run, and feat upgrades are incremental enough that one rank here or there won't substantially impact your play experience except for at a few pivotal moments (like moving between tiers).

And you'll earn back any experience that you spend "incorrectly" eventually and still be "ahead" of anyone who joined later than you.

Two years from now, if the game makes it, the difference between someone who joined today and someone who started in January will be negligible. If you have to wait a little bit to meet your achievement gates before you spend XP or spend it on something else in the meantime (like a crafter or combat character dabbling in gathering), the game is accommodating of that. It's not like you hit a level cap and have a finite amount of XP to spend and every point has to be perfect.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Personally, as a PvE combat character, I don't think I've ever been gated by missing an achievement, period. Maybe I needed 30 kills with an axe at some point or something, but that's about the extent of it. Now, some guy with 9 DT accounts with tons of XP definitely has that consideration since he might have a ton of XP but very little play time on a character, but if you're playing the game semi actively doing the things that you want to focus in, the achievement gates come pretty easily.

Did it take me a long time to get Focus Expert 10? Yes. But I still got it a very long time before I'll need it. Category points I now have enough of to do pretty much anything I could possibly want to, just from killing things and doing escalation quests.

The only gates I think about these days are ability scores and role level.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Hey Kitsune, not sure if you're aware, but the Goblinary is down currently, I guess it has been for a couple days.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Personally I think stamina consumption and the combos are just right how they are now. I don't run out of stamina after 2 attacks (but I do run out over the course of a normal T2 encounter), and the combos mean I actually have something approaching a rotation instead of one best attack to spam against each enemy. The only thing I'm unhappy about is the huge Fire Whirl and healing nerfs that took place *AFTER* the big combat update.

I'm still convinced that the things needing the most balancing aren't actually the attacks but the PvE mobs, though. They are why there's all the kiting and people are upset about how little damage certain attacks do.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
It reflects something unusual about the state of the game when people are willing to take feats that do literally nothing themselves except for ability point increase inherent to every feat.

I personally do not think unimplemented feats should be on trainers without, like Midnight said, some clear indication that they don't do anything. No one wants to spend XP on something and then find out they can't use it.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
I think this concern is very valid. If the norm for incoming players is that they're like me and have one account with one character earning XP, having them tie up their queue for a week crafting one item means they can't do a whole lot. We either need to make sure there are plenty of things for each type of character to do (such as by reducing crafting times), make it easy for a character to do multiple things (this idea could be quite a bit crazier, like giving separate experience pools for combat and non-combat feats), or make it easy to have multiple full-XP characters on one account (as in 2-3, not enough that you could do everything yourself but enough that you could have a crafter and a combat character).
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Duffy Swiftshadow
The big issue is T1 & T2 possibly becoming mostly defunct as you only ever run around in T3

Hopefully a steady stream of new players would be plenty to keep the T1/T2 market alive. It take a long time to reach T3, and I think player turnover in most games is fast enough that there will never be a majority of players wearing T3 gear.

Duffy Swiftshadow
Think of gear more like trying to make winning hands from a deck of cards and less like a reward carrot. Gear is just a tool, what you do with it is the reward. Very different mentality and design than what a typical Themepark does.

I haven't made that jump yet. The whole point of playing RPGs for me is making my character stronger by making meaningful choices with my XP and seeing the challenges in the game become easier. Since gear is so closely tied with feats in this game, forcing yourself to wear lower gear is like throwing away the XP that you spent on the related feats.

The entire system seems to be negative (do stuff or else you lose what you put work into) instead of positive (build the best character you can, get your gear and you'll be rewarded by being able to tangle with Mordant Spire groups solo).

Sorry to hijack the thread though – I know it wasn't intended to be a debate about whether threading is a good thing or not.
Seraph
Cleric of Sarenrae
Brighthaven
Seraph
Let me preface this by saying that my background has theme park MMOs and no sandbox MMOs in it. I know my opinion is a bit controversial with regard to threading.

Personally, I think the whole idea of threading feels bad. Higher levels of gear get exponentially more difficult to craft, both in the XP invested in crafting skills and in the materials you need to gather to make it happen. Introducing threading makes things require even more resources because if you don't, you might lose it. Having limited threads and not being able to wear your best gear for fear of losing it feels even worse.

That said, I can understand the need for a big economy driven by crafters making things that people need, like gear. I think you can drive this forward, though, without creating feel bad moments where you have to decide to either nerf your character's hard-earned abilities or risk losing a significant investment.

Ways like:
1) No threading, but when you die, everything you were carrying goes on your husk and takes a durability hit (no 25% chance of permanent loss for slotted items). This would require crafting to be significantly cheaper so that you could reasonably bounce back from dying without it being a significant morale-damaging penalty. This takes the pressure off your choice – you would always wear your best gear because you have the lowest chance of dying with it on. This also has a big effect on PvP, as when you die, you're probably out of the fight.
2) A much longer gear progression. In PFO it would probably look like more keywords. I've only needed 3 different suits of armor so far – T1+2, T2+2, T2+3, and I might only need one or two more in T3 if we make it that far. Instead, each suit of armor could grant an additional keyword at every enhancement bonus, requiring you to get a new suit of armor crafted every other time you increase your armor feat. This could be applied to all other items too, not just armor. This makes sure even non-PvPers need new items crafted frequently.
3) More things needing a lot of crafting. Consumables from every crafting skill that give temporary boosts or combat utility. Items that provide small but permanent boosts to gear and are consumed on use, requiring you to get them all again every time you upgrade your armor if you want to stay optimized. Tons of games' economies have huge consumables markets.
4) More variety in gear. Magic items, ammunition, and other stuff is already moving towards this. The more things we slot, the more things will erode as we die and need replacing. Maybe varieties of weapons and armor that provide slightly different balance or situational advantages so that people have more choice of what they want to suit their playstyle or current activity, and making crafters need to diversify their offerings. Maybe I bring different armor depending on whether I'm fighting cultists or wargs.

These are just a few ideas.
Seraph
Cleric of Sarenrae
Brighthaven