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Messages - Cory

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1
Game Suggestions / Re: Kunark Item Drops that could use some love.
« on: September 12, 2022, 12:00:27 pm »
Again I will raise the issue on Masterful Shank. We have a few of them rotting in banks now. I am hoping that with the change of vizel going offhand, a change of the mind on masterful shank can happen.

Currently it's too weak to be a rogue main hand weapon for backstabbing. A ranger and rogue, if they don't have vizel and are raiding CoM... which is a low chance. Would use vizel in main over this. Even if they didn't have a vizel, all the other 1h weapons from CoM, are mainhand/offhandable. So the axe, karnors sword, the bard only weapon etc. Beast if they didn't have a vizel might use it, but again, likely they'll have a vizel.

I don't think it's overpowered to have it offhandable, and instead just creates options for people who are itemizing and gearing up for a fight. In general, since the vizel becoming an offhandable tower has come down. I essentially think every 1h item should be primary/offhand for the classes that can use it. Weapons only get worse in an offhand. I take a big penalty to put it in a offhand.

In eq originally, there was a case to make weapons OFFHAND only. They'd be quite powerful and too powerful if they went into the main hand. That I can understand, but the other way around doesn't make sense to me.

2
Game Suggestions / Quality of Life improvements and bug fixes.
« on: September 11, 2022, 05:35:39 pm »
I'll try and sort this list to things that affect people by zone, or global, by class etc.

Global:
1: Group invites - Inviting pretty much only works when in the same zone.
2: When you get disconnected and in a group, you lose the group. if you were group leader it bugs the group. In a raid, this doesn't happen.
3: Raid lockouts. They happen from the last boss killed or in CoM, per boss. If you start a raid at 5pm, and end at 7pm. The next time you'd need to start at 7pm. This makes it so your raid start times always get later. Eliminates the ability for guilds to schedule this day at this time is our raid time. Solution is to make the lockout 6 hours less.

Dreadlands:
1. Amelia only ports 1 person up for the dragon instead of 12.
2. Once you slay the dragon, no way to leave without gating. Run back times are 20 minutes if you wipe.
3. Some of Json's instruments don't have names in the xtended target window.
4. No way to leave dreadlands without gating, need a way to remove golems to leave, currently can only do it as you enter.

City of Mist:
1. Open world starting spot is too close to golems, if anyone taeks a step forward, it can cause a wipe while people are zoning in. Fix - have it be the same as the instanced version.
2. Mobs falling through the floor or ceiling, then summoning. Frequently happens in animationist room and reaver rooms. Once summoned, can't get healed and causes wipes.
3. The lost's island is flagged as pvp. If you go in there to loot an item, you have to log out to get rid of the pvp flag. Otherwise you can't be healed.
4. Soul shards from the lost get stuck in the water/wall. Have to try and get them to kite up on the sides to be able to see and hit them. Soul shards don't go away when you wipe, if you kill them, the dragon doesn't summon another set.
5. Potion bosses summon- 1 out of 5 kills we have, the tank will be summoned 1 second before the potions explode. Causing the tank to die, with no way a player could prevent it.
6. Xp mobs with old hps, a mighty golem, and a goo up on the second level each are blue/white cons with low hps.

Karnors
1. Grey mobs that hit hard and have same hps but no xp.
2. Traveling in kunark is long even with a bard. QoL improvement would be a low drop rate port items from karnors to port to karnors. CoM gets you the other side, melee have long runs from OT to dread/karnors. This hurts the chances of it becoming an xp zone.

Shaman:
Shamans CoM turn in spell is the same tnargs mending as a drop out of dreadlands.

Flagging:
A system to catch up a character I think would be appreciated. having done all the flagging 3 times already, flagging 5 more characters isn't fun. It's also hindering xp groups as my alts don't have the porter to OT, and aren't flagged yet. This is especially true as I can't use a char with the porter, to port 3 chars without the port items due to the Ip limit now. So the work to be done, basically 8-12 hours to be able to join an XP group per character just doesn't seem worth it in Kunark. Perhaps An item that drops in karnors rarely, that is tradable. low drop rate from named maybe. This gets given to alts or sold on the open market for donator tickets.

There's more class balance work to be done, but this is the stuff that isn't balancing, mostly QoL/bug fixes.

3
Game Suggestions / Instance Lockout Time
« on: September 10, 2022, 11:33:21 am »
Raid Target/instance lockouts need to be shorter than 72 hours. Needs to be like 66 hours or 2.5 days something. The problem is that the timers in CoM start when you kill the boss. Its takes us 2.5 hours to clear CoM, and then we did castle after that.

If you want to keep things on lockdown, you'll have to raid later and later. For me it runs into time conflicts. i raid at specific times cause that makes sense. I'll be missing raiding tonight and tomorrow due to family obligations. If it was 66 hours like it was a week ago. I'd be raiding and finishing CoM instead of making this post on a Saturday.

4
Game Suggestions / Beastlord Suggestions
« on: September 05, 2022, 11:27:54 pm »
So I've raided all of CoM on a beastlord and these are my suggestions to spice up the class a bit.

Beastlords only get dual wield and 1 aa to enhance that which is ambidexterity. Which means each combat round, I get 1 full damage hit and decent change a second hit will hit for half damage.

Compared to all other melee, beastlords have the least attacks, as they have no double attack. I'd like this class to play differently than other melee, I suggest giving us Weapon Affinity up to rank 5. This would have the class focus on fun procs from weapons instead of swinging the weapons more. Alternatively, Burst of Power that would give us some double attack would do something similar.

Next, in kunark, pets didn't get many aa. I believe that adding companions fury ranks 4-10 would be a step in the right direction. (i'd also add this to mages also) This will increase the crit chance and flurry chance. Flurry right now is quite rare.

TLDR-

More weapon affinity or double attack
Add ranks of companions fury to rank 10 to make pet more relevant.

There are still some drops I haven't seen and a beastlord only weapon could address these issues, but so far these are things I think would improve the class.

5
Game Suggestions / Re: Kunark Item Drops that could use some love.
« on: September 02, 2022, 09:15:47 pm »
(Attachment Link)

Confused on this weapon. Comes from CoM and has really bad ratio for 2hb and no heroic stats or anything. I was thinking maybe was an oversight and was suppose to be 1hb prim/sec? Then the ratio would make way more sense. Either way looking forward to some love for this weapon.

I am also hoping this to be 1h if this is the only beastlord weapon to drop from the guy. As we have no 2h aas.  Also adding the wu staff from WC that was dropping and the sk 2hander that drops for comparison if you're tuning 2h for monks. [ Guests cannot view attachments ]

6
Game Suggestions / Cleric Spell Upgrades
« on: August 28, 2022, 05:32:18 pm »
Supernal Remedy the level 51 kunark spell heals for 1450 and costs 400 manage, with a 1.8 cast time.

The level 50 spell Remedy, is 200 mana, 1.8 cast speed and heals for 1483. Supernal remedy should be a better heal being 11 levels higher. [ Guests cannot view attachments ]

7
Game Suggestions / 64 Beastlord Pet
« on: August 25, 2022, 09:49:25 pm »
Spirit of Kunark summons a level 61 beastlord pet. This hits for less than the 62 pet also. [ Guests cannot view attachments ]

8
Game Suggestions / Re: Duration increase
« on: August 24, 2022, 09:37:42 pm »
Can shield of prick the druid spell get a duration increase, it's only 15 minutes when the rest are like 4 hours.

9
Game Suggestions / Re: Kunark Item Drops that could use some love.
« on: August 24, 2022, 04:26:21 pm »
a raving lunatic dropped: [ Guests cannot view attachments ]

10
Game Suggestions / Re: Kunark Item Drops that could use some love.
« on: August 24, 2022, 04:17:02 pm »
A dark reaver dropped this. [ Guests cannot view attachments ]

11
Game Suggestions / Re: Kunark Item Drops that could use some love.
« on: August 23, 2022, 09:00:42 pm »
From the Lost raid mob. Can this become offhand usable also? [ Guests cannot view attachments ]

12
Game Suggestions / Re: Kunark Item Drops that could use some love.
« on: August 23, 2022, 08:11:42 pm »
[ Guests cannot view attachments ]

13
Game Suggestions / Re: Kunark Item Drops that could use some love.
« on: August 23, 2022, 05:23:38 pm »
my suggestion is to add beastlord to this item. Beastlords get block, and have healing. Kinda the odd man out on this item. [ Guests cannot view attachments ]

14
Game Suggestions / Re: Kunark Item Drops that could use some love.
« on: August 23, 2022, 04:43:00 pm »
a mighty golem [ Guests cannot view attachments ]

15
Game Suggestions / Re: Kunark Item Drops that could use some love.
« on: August 23, 2022, 04:26:57 pm »
a gyrating goo [ Guests cannot view attachments ]

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