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All posts created by Smitty

Smitty
No to teleportation, try other means to move faster. Mounts= OK, roads increase speed = OK. That is about it. ( said what I thought earlier in this thread..)
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I get some folks want to be able to run across the map to get with your buddies sooner, it is a long run and is kind of boring. Others are trying to come up with better ways to move goods across the map…. BUT …..
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My hope is more people play the game and they will make that run exciting, not sure who you will meet what they are going to want. That is part of the game I don’t want to lose. You create fast travel and that goes away. It becomes a taxi , pay a toll get to destination.

perhaps GW adds some wandering major bosses to deal with. Things like the random duregar and mordants and stuff that pop up are decent . But think about running across a random Lich in weird places every so often.

My point is do not take out travel, make the travel interesting. You can speed it up with mounts, but there probably should never be a way to go across the map in under 5 minutes.
Smitty
Agreed Doc.

These guys need to be able to play somewhere in the game, I felt conflicted Saturday night, as I didn’t like they had a tag that was reflecting on me but I also understand their preferred play style should have a place in the game as they provide content for everyone.
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When the game was in discussion mode only I always got the sense that in order to be lawful, part of doing so would be hunting down players that did these sort of things. If players like this don’t have a place to call home they may not stick around. Which means we will never have the task of hunting down ___ chaotic evil players in order to gain __ lawful points this week.
Smitty
Secondary spell slots as a wizard with no AoE.
Killing Joke ( only single target secondary staff cantrip you can buy)
Energetic field ( haven’t seen the new cool down or STA cost ) hopefully it doesn’t grow too much… btw this is a AoE .. but is super helpful and must have so leaving it here just because..
___________ ??
Every cantrip option in the the secondary staff slots will be underpowered AoE with some effect that last a couple seconds, and a 24 second cool down and outrageous STA cost. What is the option here ?

You can say they wont be used , but that leaves slotting what in its spot?
Can we slot the same cantrip with separate cooldowns yet ? ( that is going to be tons of variety and a lot of fun to play…
The only other option is a defensive buff, so I get to cast a 12 physical reistance buff for my robes and hope I don’t get squashed in 15 seconds instead of 10. .. that sounds great!
Smitty

Some additional advice.

Wizard utilities are fairly underpowered as of now ..
Visit the skirmisher ( or perhaps rogue trainer) . - pick up evasion slot in utility spot ..
Squishy or not being able to get away from things when needed is ideal.
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I usually use only staff and keep cleric on the offhand ( minor cure can keep ya up while kiting most baddies, also liberation can remove some effects that slow ya down .. virtue pre fight is helpful to some degree and agile feet for long turn speed buff is good)
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Pick up energetic field, not only is the speed buff worth it for running around . prior to engaging a camp. Hit that buff and you get a bit of a boost on attack and defense as well.
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The fire spells you listed will be good to get used to, once ammo comes in those will not cost ammo charges to use. ( keep in mind you probably want charge staff to match these spells think explosive runes, hellflune, lense of sun , winters caress etc , physic staff will match killing joke, shadow blast, cacophony)
Just remember the cantrips keywords match the staff you use ( not the evoker you slot)
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Careful with those explosive runes ( unless they remove Friendly Fire, because while it always applies distress it is an AE burst when it hits its target) , you can do winters caress or hellflume for a 50% distress chance for single targets.
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Searing armor is pretty decent to spam against a single target.
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Your evoker will match the expendable spells you use , haven’t verified all these but things like burning hands, scorching ray , fireball, lightning bolt… should all do better when you have evoker slotted ( more keywords on those spells match the ones on your evoker level). speed, hideous laughter rainbow spray will work but will be lessened effects.
Smitty
MidknightDiamond
Lee Hammock
We made these changes to try and fix two problems we know we have (neutrals acting as Reputation bombs in PvP fights by being hit by AOE attacks and the general lack of PvP involvement and weakness of wizards), but we fully admit other problems may be created in the process.
This is the worst possible reason to remove Friendly Fire. It's like putting a badly fitting band-aid on a gunshot wound. Your rationale about this is all wrong. If the problem is people dropping company so they can be reputation bombs in AOE's then the source of your problem isn't with them exploiting AOE's, they're exploiting being able to drop company in the middle of a Feud and go white instantly.

The fix for that should be that anytime you're in a Feuded company and you drop/leave it, you're still red for the duration of the Feud.

If that's too complicated to add in, then try something like this. Anytime ANYONE (feuded or not) drops company they become a totally rep loss free target. Now, they don't flag as hostile since the rests of the map wouldn't know they'd just dropped company, but maybe they abandoned their group - just up and left them…. maybe they stole something and are running. Their former company members might want revenge, justice, etc. Their enemies, or former enemies, wouldn't yet know they weren't still allied and might want to continue their hostilities. Plenty of good RP stuff there. And this condition wouldn't last a long time, say a half-hour or an hour. Enough time that people couldn't use the drop company in pvp to be 'rep bombs', but not so much time that those legitimately leaving one company for another would be seriously screwed. And for those not doing pvp stuff, you'd just be more careful about your activities for that hour. New players would be told "Don't move your stuff" during that hour lest you become a really juicy walking resource node. It wouldn't be a huge inconvenience, but it'd be a much better fitting 'band-aid'.

Or just take the drop command and apply command out of the game and off of the player ui and add the interface to do those things at a keep in a settlement.
Smitty
Warning lots of text …

Thought I would give myself the evening and a good nights sleep and see how I felt about things in the morning. I do not have a test account ( not sure I want one, I can usually always find something productive to do on the live version, so I spend my evenings there).

My thoughts on AoE have been steered by the information folks have provided on these forums, and I still hate what I see.

Wizards had a damage reduction that went into effect from late feb to EE7( mid april), our damage was a whole lot less, the thought process behind that was that wizards were able to wear heavy or medium armor with no penalty. In EE7 the damage went back to the original numbers because we had to deal with arcane armor failure.
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The new screenshots not only have similar damage numbers to the arcane armor reduction, but also have 24 second cooldowns and the STA has increased to 75 -80 ( most of these increased from upper 60 to upper 70).
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I still just do not get the rationale, the AoE FF removal feels like you are standing at a dart board trying to hit a bulls eye, but instead of throwing a dart you throwing a nuclear weapon at the target.
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The other changes should have a great impact on group PvP engagements, the third party participants will now gain attacker flags if they help. Any settlement company will now be flagged as participating in the feud during the PvP window in a PvP hex. These were the concerns and the solutions you came up with addressed them.
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Can people still bring extra folks to a fight? Sure but as a wizard I have 4 secondary AE abilities trained to rank 4 +, I have been having to decide when to use them to not hit those folks already. I also could use those abilities at reasonable cost with reasonable cool downs. With the changes I saw on the screen shots I am wondering what single target options I am going to have.
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As a staff user, there is only 1 single attack secondary cantrip. I use it a lot, perhaps if there were other options I would look into them. I also have energetic field on my secondary bar. It has a long cool down and is an AE( which will probably get worse, usually it is a pre fight buff now I will have to cast it wait till the effect is pretty much gone to get my STA back and perhaps get one attack).
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That leaves 1 secondary slot to use. I rotate through a few depending on the terrain, and the force that shows up to fight. Artic winds for slow , gravity flux for knockdowns, wilting surge for a 2 second stun, wraiths cry for farming low level escalations and occasionally kiting, electric brand for a streak attack which is good for discipline fights where going red was an issue.

On the primary side I have 3 AoEs I use as well .. not at the same time but rotate those as well. Cacophony for PvE farming, shadow blast (usually preceded by wilting surge to open), explosive runes as a sure fire way to apply distress for 1 round ( which is now meaningless if i dont have STA for killing joke in time to use the distress).

I don’t need to train up the AoE attacks to test them out, I can look at the reduced damage and see they do less damage cost more STA and have drastic cooldowns. I don’t even know if I can cast energetic field, wait for STA to replenish.. hit wilting surge, followed by shadow blast as a good opening combo. Im going to be out of STA and waiting on shadow blast which means the stun has worn off, and it isn’t even going to be worth trying the combo.

When you have read wizards are suffering in PvP, I disagree that we suffered in PvP in group fights. Working with a group we were actually pretty feared, that is why we were targeted. The issue people were having was the 1v1 fights and smaller scale engagements. Our damage is horrible in those situations, these changes are going to make that even worse. If I compare it to the reduced damage we had in March in half of April, we are going to be in even worse shape because everyone has more HP than they did then.

Anyway just thought I would share why I feel these changes are terrible and will probably have me looking for another role if they are pushed through and remain.

….

Short version dot nerf wizards to the point where i feel i have to switch roles to enjoy playing.
Smitty
Warning lots of text …

Thought I would give myself the evening and a good nights sleep and see how I felt about things in the morning. I do not have a test account ( not sure I want one, I can usually always find something productive to do on the live version, so I spend my evenings there).

My thoughts on AoE have been steered by the information folks have provided on these forums, and I still hate what I see.

Wizards had a damage reduction that went into effect from late feb to EE7( mid april), our damage was a whole lot less, the thought process behind that was that wizards were able to wear heavy or medium armor with no penalty. In EE7 the damage went back to the original numbers because we had to deal with arcane armor failure.
.
The new screenshots not only have similar damage numbers to the arcane armor reduction, but also have 24 second cooldowns and the STA has increased to 75 -80 ( most of these increased from upper 60 to upper 70).
.
I still just do not get the rationale, the AoE FF removal feels like you are standing at a dart board trying to hit a bulls eye, but instead of throwing a dart you throwing a nuclear weapon at the target.
.
The other changes should have a great impact on group PvP engagements, the third party participants will now gain attacker flags if they help. Any settlement company will now be flagged as participating in the feud during the PvP window in a PvP hex. These were the concerns and the solutions you came up with addressed them.
.
Can people still bring extra folks to a fight? Sure but as a wizard I have 4 secondary AE abilities trained to rank 4 +, I have been having to decide when to use them to not hit those folks already. I also could use those abilities at reasonable cost with reasonable cool downs. With the changes I saw on the screen shots I am wondering what single target options I am going to have.
.
As a staff user, there is only 1 single attack secondary cantrip. I use it a lot, perhaps if there were other options I would look into them. I also have energetic field on my secondary bar. It has a long cool down and is an AE( which will probably get worse, usually it is a pre fight buff now I will have to cast it wait till the effect is pretty much gone to get my STA back and perhaps get one attack).
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That leaves 1 secondary slot to use. I rotate through a few depending on the terrain, and the force that shows up to fight. Artic winds for slow , gravity flux for knockdowns, wilting surge for a 2 second stun, wraiths cry for farming low level escalations and occasionally kiting, electric brand for a streak attack which is good for discipline fights where going red was an issue.

On the primary side I have 3 AoEs I use as well .. not at the same time but rotate those as well. Cacophony for PvE farming, shadow blast (usually preceded by wilting surge to open), explosive runes as a sure fire way to apply distress for 1 round ( which is now meaningless if i dont have STA for killing joke in time to use the distress).

I don’t need to train up the AoE attacks to test them out, I can look at the reduced damage and see they do less damage cost more STA and have drastic cooldowns. I don’t even know if I can cast energetic field, wait for STA to replenish.. hit wilting surge, followed by shadow blast as a good opening combo. Im going to be out of STA and waiting on shadow blast which means the stun has worn off, and it isn’t even going to be worth trying the combo.

When you have read wizards are suffering in PvP, I disagree that we suffered in PvP in group fights. Working with a group we were actually pretty feared, that is why we were targeted. The issue people were having was the 1v1 fights and smaller scale engagements. Our damage is horrible in those situations, these changes are going to make that even worse. If I compare it to the reduced damage we had in March in half of April, we are going to be in even worse shape because everyone has more HP than they did then.

Anyway just thought I would share why I feel these changes are terrible and will probably have me looking for another role if they are pushed through and remain.

….

Short version dot nerf wizards to the point where i feel i have to switch roles to enjoy playing.

Smitty
From what I can tell the damage for wizard cantrips are going back to pre EE7( mid April it was increased due to not being able to wear armor) the cool down timers are doubling ( did the STA increase as well?) for AEs.

So I feel like I have a pretty good idea of what my damage output is going to be, it is going to be worse than it was when I was allowed to wear heavy armor with no penalty (because now the cool downs are pretty much doubled and I get beat on more because all I can wear is robes.)
Would like to verify the single target spells are unaffected , if someone could check on those.

Also what are the fighter AE numbers like compared to what they are live now ? did the cooldowns for AE go to 24 seconds? STA increase and damage reduce as well?
Smitty
Going to rehash what I said in the thread where the FF announcement was made.

We have already played with the reduced damage, it was not fun. Cant recall the cooldown being so bad, that seems new and is a lot worse now and will make things even less fun.
The entire change is based on something that could happen, not on something that has been happening(at least not on purpose and at least not regularly).

If rep sponges are a huge concern, I will restate what I think they should do about it and what they should do about the use of AoE.

First off since this game wide change was put in to cover a very specific instance of PvP, I feel they should go back and address the instance that is bothersome instead of changing the entire system.
It is my feeling that PvP hexes during PvP windows during feuds should limit rep hits to any attacker on any person. I feel the rep hits should mirror to some degree the rep hit third party participants take when participating in battles.

I feel 125 on first hit and an additional 125 on death should be acceptable rep hit to any attacker during these times in these areas. We are suppose to be on heighten alert status, people who wander into the area during those times are not safe bystanders they are potential spies and threats. Protecting your area should not give you massive rep hits if you happen to kill a third party participant by accident.
The second part of of my idea is to give people a way to do AE into crowds, and base it on wizards terrible utilities ( perhaps even reactive feats).
Basically I feel metatmagic and selective fire feats should be utility abilities.

Would like it to be if a utility..
Rank 1 = 1 round 50% chance
Rank 2 = 1 rounds 75%
Rank 3 = 1 rounds at 100% chance
Rank 4 = 2 round at 75% chance
Rank 5 = 2 rounds 100% chance.
This could work on many meta magic type feats to mirror the core rulebook,

Extended range seems to be an option, those lich crystals had a pretty good range on them.

Friendly fire - certainly an option , and when combined with the max 250 rep hit, isn’t a horrible idea in a major conflict even at low levels.

Instead of still spell – have mobile spell …

Empowered spell would be welcome as well.

Extended spell duration for buffs or dots ..
Anyway you guys get the idea, I feel it addresses 2 problem areas. 1. It does not dumb down AoE. 2. It gives wizards useful utilities to utilize ( something we are lacking)
Smitty

First sorry for the gathering derail to this thread earlier…
Couple PvE ideas..

Think GW is on the right track, with the addition to random mobs from escalations throughout the world. They have been welcome and they give players something to think about before running AFK through the world.
Love the random hero monster idea, don’t think the pathing part is an option for now, but just having a high level spawns spawn for few hours or so, could make for mad dashes to try to take them out.
Reuse the Lich, have him pop up and stay up for a few hours , once killed he doesn’t make an appearance for 2 downtimes or something. Not sure of the limitations of hex types. I think he has been showing up in non monster hexes with out escalations can just that quest part show up? I have seen other escalation mobs out and about (alphas from molochs come to mind)? how about adding him to the wandering list.
And make a few more like him, perhaps with the next monthly escalation we get another big baddie of another role type. And eventually they can all make scattered appearances.
Also legends were removed from escalations, perhaps think of putting a few rare sightings of those guys roaming the world and their respective escalations for the time being.
All those things like pretty low hanging fruit, but haven’t seen the code.