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All posts created by Tagnar

Tagnar
Tagnar shielded his eyes from the early morning light. His nose scrunched as the smell of a human military camp hit him. It was a long walk from the Forgeholm mountains but better to take a close look at the situation before finding a safe place to set up camp. The Dwarf shoulders his pack full of building supplies and heads towards what looks to be a small holding. Empty, possibly abandoned. Looking around he notes the terrain isn't half bad it reminds him of the meteor site west of his home. For the most part the ground wasn't a hindrance although a few mounds provided a defensive advantage to the Ustalav encampments. Tagnar was unable to find any of the Emerald Lodge inhabitants on his way south but it was not quite light then.

The Ustalav encampments varied greatly in strength. From lowly boys carrying their lords swords to great heroes and generals. Tagnar sizes up a Captain with two Sergeants judging by their uniforms. A fourth wearing a lighter outfit not quite military. The fight doesn't start at all as expected. He is almost immediately immobilized and only the quick intonation from his Holy Symbol keeps him from falling. Staggered but recovering Tagnar strides forward… as if in mud. Tagnar shakes his head and charges… not quite forward and is able to keep himself up with the appropriate intonations to Abadar as he finally shakes his enemy from him. This isn't going to be as easy as he thought.

Spending an hour studying the Ustalavs and quickly adapting his tactics to fight them most effectively the same groups went from requiring hit and run tactics to not even using any of his power without leaving the fray. Satisfied with his progress Tagnar decides to find a suitable place to rest. Seeing as how the area was crowded with construction already he shoves his tools underneath a shoddily placed cabin and crawls under to take a nap.

Tagnar awakens to the sound of metal clashing and the cries of the wounded. Perhaps the Emerald Lodge has not given ground yet. As he crawls out from underneath the cabin's flooring a Dwarf is spotted fighting with bow and sword without giving any ground to his abnormally sized Ustalav foes. Tagnar grins. This is going to be fun.
Tagnar, Ironbreaker of Forgeholm
High Priest of Abadar
Tagnar
As a cleric who is solely focused on healing/buffs and not on damage, dps or any points spent in a single weapon skill I think I have some input on how healing works and doesn't work.

- Healing people that are kiting. If they are leashing a mob and going in a straight line they shouldn't need a heal. If they are effected by a bleed or debuff that will keep them from making it out you HAVE a ranged shrug off effect so you should use that. If they are kiting in a circle it takes just a little coordination and communication to heal them as they run by. Even with a speed effect your minor cure will have no problem going off as they fly by. If they need a big heal you will need to time your chase as they pass very well or have them slow down for a moment.

- You need to be mobile to heal properly and I think that is intended and I enjoy it. I am spending my concentration on cooldowns and coordinating my heals so I am not hit by the AoE attacks (why some people don't use these in groups boggles my mind its useful enough that coordinating it is worth the effort and practice that it requires. When im in my regular group we have 2-3 people using aoes and avoid mistaken hits for the most part. Very rare to lose any rep)

- Topping off people is really only a consideration when working an escalation on fast mode where you won't be leaving combat between fights. Its noticeable to people but honestly often unnecessary as you regen very fast if out of combat.

- With the utility keywords fixed positive energy is now a great heal again. It is NOT JUST a top off spell. You can position yourself in combat so your only healing your friends and its not that hard to figure out the range it uses. Its perfect when not using AoE attacks just as an enemy dies or even if the enemy isn't dead you can heal 2-5 of your allies at once and only healing the single enemy that is being focused on the others that aren't hurt receive no benefit.

- Healing someone who is down is hard. No issue with that statement. This happens typically in two cases if its someone who was kiting and wasn't expected to be hit but was for some reason then they have a low survivability rate because it takes so long to get to them. If it is someone else though I am typically already on my way to heal them before they went down and as long as I have a cure minor/positive energy off cool down which I should unless I miscalculated then they have a rather high survival rate with a small heal followed by a larger but longer casting expendable typically. Your heals are NOT greyed out. Sometimes ill pick someone up 2-4 times as they immediately fall down over and over if they aren't able to quickly react as they get up. I pick people up off the ground all the time (maybe too often, I should not let them get there as often I suppose)

- Charge feats are awesome when they work but I haven't used them since I was in tier 1 stuff as every time I test them out I get blue screened after a few uses. They suck and will add a great option some day when that doesn't happen. (I fight in the mountains often Ive heard in less cluttered terrain they work without issue)

In summary healing works extremely well out of combat AND in combat. I can tell you right now that the effectiveness of the groups I join is SIGNIFICANTLY increased when fighting t2 mobs. There are many people between OV, Alderwag and Forgeholm who can attest to how sought after a pure healer is.

Back to OPs question. I'm not sure how much of an increase unbreakable's effect has been given in the last update. +3 by level 20 seems pretty meh however +5 by 20 I think would be very solid. I use a similar ability, the protection domain and it currently gives me +3 to all resistances which IS significant.

Any type of attack will have its base damage lowered by 3. A damage factor 3 attack is lowered by 9 or a damage factor 5 is decreased by 15 on each hit. That is significant to me as this includes all types of attacks whether its a mage, cleric, rogue, fighter, boo boo the bear it lowers each attack. I think Unbreakable would need to increase your resistances by 3 in tier 2 and 5+ in tier 3 for it to be a good choice. Although I wonder why it doesn't have a slightly better advantage with hps which would increase the effectiveness of cleric heals since those changes were made.
Tagnar, Ironbreaker of Forgeholm
High Priest of Abadar
Tagnar
I think judging each role 1v1 vs another role is just not away to judge whether the role is "balanced."

Each role is a piece with a specific role, or job, to do in a group setting. I would never expect each class in an mmo to be just as good 1v1 any combination. I expect that each will bring some piece to the table which will increase the effectiveness of a GROUP. That isn't as easy to balance honestly but trying to balance each role for 1v1 pvp leads to an uninteresting and bland game experience as each character comes closer and closer to re-skinned clones with differently named feats and only slight variations in mechanics. Paper rock scissors is a valid way to balance pvp to some degree however I am more interested in small group dynamics. Match up 2 roles vs 2 roles and go through all the combinations including 2 of the same roles and find out which ones just don't "contribute" to any of the team ups. I suspect this will show that wizards contribute significantly in a group dynamic (as well as fighters and clerics as most would agree) where rogues don't quite bring anything different or better than the other roles.

The best role a rogue can fill right now I think is as a maneuverable bow kiter. A wizard built properly can do something similar to this as well though with the added benefit of having the fastest buffs which can affect party members.
Tagnar, Ironbreaker of Forgeholm
High Priest of Abadar
Tagnar
A large part of the sub fee is being able to contribute to the development in the game. The biggest draw for me is the vision the developers have and how they communicate with the player base so openly and constantly. I have posted my feelings and ideas on different subjects and seen changes made to the game that were directly impacted by discussions I began. There is nothing more encouraging than posting a bug report/game issue and receiving a follow up from Ryan Dancey CEO of Goblinworks. There is just so much more here than a game. It is a subscription fee to be a part of a games development and that isn't just a tagline for a beta. It really does feel like OUR game.

As far as the issue of veterans claiming everything and out competing new players who join that is a very poor description of what is happening. We are currently playing on a very small portion of a world that will continue to expand for a long time. There will always be plenty of room to create settlements and holdings in the world for new companies not to mention the ability to take these places away from the veterans. It takes about a months xp if focused to be able to compete on the same level. Lets face it us veterans will not have as streamlined character as we would like as things are changing and some of our spent xp will not be the most efficient expenditure. Something that seems OP now may no longer be optimal later. We will be more diversified for sure but that doesn't make us more powerful. ("Wait you ranked up agile feet to 5? Wow what a noob. Everyone knows its not worth the xp and cost of ammo when you can just use boots of the Effrit…."smile

More importantly haven't you ever played a game filled with well developled NPCs where it seemed like they made the world come alive? Haven't you ever wished for just a bit more from them? How about a lot more? Veteran players are going to be akin to the NPCs fleshing out a populated world for the new players and providing these players with a living thriving world. It won't even take long for these new players to transition from the new player to a seasoned player carving out their own destiny into the world which will only enrich the story base for the new batch of new players coming along after.
Tagnar, Ironbreaker of Forgeholm
High Priest of Abadar
Tagnar
What I want from the factions:

I want to be able to make an RP decision based on my character's perspective to join a faction. I hope that the rewards/costs are balanced enough I don't feel the need to min-max my decision in an out of character way.

Honestly I want a Dwarven faction like the Ninth Battalion to join. I am a Dwarf and we have a whole group of people that play Dwarves that want to distinguish themselves.

I want to be able to work my way up in ranks getting SOMETHING back as I rank up that distinguishes me from other people outside the faction (like special gear or even just armor/weapon skins, or special faction specific title, something that can be seen)

I want settlements or companies to have the ability to show their majority faction allegiance through custom buildings or npcs)

I want the risks and rewards of being pvp flagged once a decision is made.

I also want the ability to rescind my choice and join a different faction. I would expect to lose all rewards I had and lose any time/exp I invested in the faction thus far.

(#TL;DR- Make faction choice visually noticeable and the decision a meaningful risk vs reward decision)
Tagnar, Ironbreaker of Forgeholm
High Priest of Abadar
Tagnar
1) Mostly its something I can get together to do with friends. I also enjoy the recipe drops even if I have a tier 2 recipe its still fun getting one.

2) Boss mobs have guaranteed drops. Even if its a string bolos (sometimes its not!) its nice to know I will get something and even have a small chance at a higher level manuever/spell. I like the varied loot by Duergar and elementals like the tier2/3 raw materials.

3) Varied spell and attack use by mobs. The low hanging fruit would be to have different weapons used by the same mob names each with their own attack. This would be even more obvious for spell casters. Of course ideally each individual would vary their own attacks to some degree. I would love to see more rare spawns which could be quest related or not. Make them mini boss fights that have some varied attacks/tactics. Intermingling with other escalations would be interesting as well. Similar escalations could intermingle a diplomat/ambassador/honor guard or something similar. Opposing escalations could send an elite attack squad into the enemy hex. Interesting behaviors can be fun
Tagnar, Ironbreaker of Forgeholm
High Priest of Abadar
Tagnar
Thanks for all of the feedback smile
Tagnar, Ironbreaker of Forgeholm
High Priest of Abadar
Tagnar
I like Quijenoth's table. Really without a +4 or better holding the rest are still nearly useless. Who is oging to pay 30 bulk resources a day for a +2 with the ability to train up to level 6?
Tagnar, Ironbreaker of Forgeholm
High Priest of Abadar
Tagnar
Killing someone in an open world pvp game is not bullying. The best part of the game is the possibility of a chance encounter and not knowing who it will be and how it will go. If there wasn't a possibility of being attacked by a player I would not be interested in the least.

Now if a player griefs you by killing you at a shrine over and over, breaking all your gear that would be equivalent to bullying. Although I know other people have different definitions for griefing.
Tagnar, Ironbreaker of Forgeholm
High Priest of Abadar
Tagnar
The Holdings with trainers are just laughable at this point. Even a +3 holding is just as good as just going to an npc settlement and of course anything lower than a +3 is extremely limited. These are mostly all obsolete to begin with however when settlement upkeep comes into play then even the extremely difficult to obtain +4s and +5s will be obsolete as it is more expensive to run a high level holding than a settlement at level 12+.

Am I missing something? Is the watchtower going to have some other benefit than a low level skirmisher trainer someday?

Thanks for your time
Tagnar, Ironbreaker of Forgeholm
High Priest of Abadar