View Full Version : My thoughts about how difficult monsters are at the end game in PL
Beanmachine
11-23-2011, 08:26 AM
Dear STS,
Why do you have to torture my poor bird. You make his self-esteem very low when he can't even kill a couple of mobs in Nuri at lv62 without being killed in 3 hits. You've modified the game to suite dev's preferences, to buy elixirs. We all know these levels past Fathom Crypt are impossible to solo without juice and that we can no longer "relax" in a dungeon, we must be constantly spamming pots. During my despicable battle with Aunt Emma in Mount Fang, I was HUMILIATED because I was dead the whole time. I read all the strategy guides and was in a good group, however this "advanced" game system of yours cannot register my 100 taps on the pot button, leading to my death every resurrection.
Another instance, STS has recently introduced the "elite" level, for hardcore wealthy players that mass loads of 4x pots with other juiced up players. Anyone without it?--->GOOD BYE NOOB! This peer pressure forces others to follow the hardcore player's steps. The reason we need these 4x pots are because:
Mobs have 5 time the amount of healh you have
They deal the same damage as you do
There are 20x the amount of mobs than your group
Killing 100,000 mobs (for elite level) is physically impossible, unless you want to be the next person who died from too much gaming
You decide to have fun by soloing 100 mobs with 5x your health in swarms of 4-8 (Impossible)
Armor doesn't increase that significantly over 10 level-.- Comparing Nuri and Fang gear to Sewers
Furthermore, people used to reach lv45 so quickly just by power leveling so STS introduced the "Advancement Curve". This increased the xp needed to reach the next level by a lot, so that players could not rush too quickly to the end of the game. Then came the new campaign level adjustment where you can only enter a campaign when your at a certain level, 2 below the requirement. (ex. Balefort Sewers recommended lv:50-55 which means you can go there at lv48). With these changes, leveling became annoying, since it was only 1-2 xp per kill and quests don't do jack. I mean really, 1xp for a quest which you put in a lot of effort?(Pots, deaths, time, etc.) And bosses now have "increased" xp gain per kill. Wow 4 more xp is so helpful.
This is the main reason I took a break, I couldn't handle this. Why can't you just be the old STS? Charge us for the campaigns, keep pvp maps in them(there hasn't been any new pvp maps in the past three releases; BS, NH, nor MF) and get rid of the increased xp. Don't you think killing 10k mobs is already enough to level from 60-61? NO! Thats way too much! I hope you understand, I am not trying to flame or troll STS, just pointing out my view.
Your best friend, Beanie
P.S I feel that having to unlock the new levels within the campaign is very obnoxious, especially with the statements above. I'm lv 62 and still stuck in Haunted Symphony, Nuri Hallows. Also "Top Level" (Leader boards->Largest Guilds) should be the max level(ex.lv65) excluding the elite level.
MightyMicah
11-23-2011, 09:00 AM
I agree, and I as well want the old sts back. For ever since I can remember sts had me hooked on gaming. Recently Ive been playing xbox and wii much, much more and I have found myself slowly tapering off PL and SL. I don't really understand their changes either, I mean mainly its to make money right? 'Cause you know my $50 is going to buy mario kart, not platinum...
MoarPewPew
11-23-2011, 09:30 AM
My thinking is... since the Global cool down gameplay is much slower. When we first started we could spam all our skills and instantly kill most mobs. Now we have to wait some time before doing a combo. I think if STS upped the damage output of our toon by a small bit and health the problem would be solved.
You can still solo most of the campaigns it just takes a long time. Even Emma. (Btw I play as a strong bird)
Arterra
11-23-2011, 09:57 AM
tell you what, check the suggestions forum in... 30 seconds
krazii
11-23-2011, 10:04 AM
Yes, the last two expansions have turned Pocket Legends into Plat Legends. :(. I understand STS bottom line is to make money, but I feel they did it at the expense of some really fun game play. You have always been able to play this game for free, the difference is it used to be fun and enjoyable as a free game (without plat) and now the same type of gameplay costs you plat (enhancer). Bummer!!!!! On the positive side, SL is geared more towards fun gameplay without enhancers.
Gaunab
11-23-2011, 10:08 AM
The Main problem I see with the MF mobs is that they are simply strong and very high in hp, however don't require much tactic to them other than just brutal skill and combo spamming. That's why some (most non-plat users) find them very hard to beat, while others (elixier users/other advanced players) think they are boring and don't require enough strategy, like there was in Nuris or the Sewers. No roundups needed, no special mob combo abitities (like 'gravestoned') or debuffs.
That makes the runs kinda monotonous and I hope STS will find a better balance between pure mob-strength and the strategic elements for future campaigns (hey sts, noone minds if you take sone more time to develope those ;) )
As for the point that these 100,000 exp is nearly impossible to achieve, I can't agree.
I ran on 4x pots all the way from 65 to 66 and it took me about 8hours in total, maybe a bit less.
With a fully potted group of decent players I grinded at an average speed of 12-14k exp/h with boss and about 16k/h without.
So let's do some maths: an unpotted group will be slightly slower, especially with boss, so let's assume it takes them twice the time (this is propably too slow, but just to see how it works out).
Makes about 15 hours. Without x4 pots: 50-60hours I assume. (could be faster when in a good group)
You have 3 months to reach every levelcap (about 100 days), that means you should Be leveling about:
60/100 *7 = 4.2 hours per week and you would Be reaching lvl66 in time.
I think this time should be achievable by everyone, and again, with a decent (also non potted) group of players it would taken even less, so consider these times as "worst case".
I think it's more about motivation, I recommend reading Whoisthis' thread regarding the vanities in the PvP section.
Some words about GCD
-- when it was first introduced I was also really pissed of, since it ruined PvP IMO and I was very close to quit.
-- since than the duration of the cooldown has drastically been reduced and now I don't think anyone would call a birds or mages combo really slow or affected by the gcd
--In PvE most powerful combos (cruel blast, nature strike, hot flash, crushed) need a little time gap to trigger and I don't think that the cooldown has any significant impact on the speed.
My two cents :)
Whirlzap
11-23-2011, 10:12 AM
Agreeing with you Bean, but Mount Fang is much easier for EXP than Nuri's.
In fact, in 14 hours, I've done 50k exp for 65-66 already.
And that's from using 1.5x EXP elixirs.
Gaunab
11-23-2011, 10:19 AM
Agreeing with you Bean, but Mount Fang is much easier for EXP than Nuri's.
In fact, in 14 hours, I've done 50k exp for 65-66 already.
And that's from using 1.5x EXP elixirs.
So my estimates where kinda high, exactly what I expected...
Updated numbers: On 1.5 pots it will take about 30 hours total, that means 20min/day or 2.5h/week and you will reach it EASYLY in time. C'mon that is doable without dying from gaming for anyone ;)
Tip: It is very helpful to set yourself goals. (eg: "I will be doing crypt runs 3h per week")
BodMaster
11-23-2011, 10:19 AM
Yes, the last two expansions have turned Pocket Legends into Plat Legends. :(. I understand STS bottom line is to make money, but I feel they did it at the expense of some really fun game play. You have always been able to play this game for free, the difference is it used to be fun and enjoyable as a free game (without plat) and now the same type of gameplay costs you plat (enhancer). Bummer!!!!! On the positive side, SL is geared more towards fun gameplay without enhancers.
Only a matter of time before it catches up to SL tho bud :/
I do agree to a certain extent, I quit (Not officially tho havent been on since Nuri/Halloween) PL due to the long grin sessions, dont find it fun any more glad that 'Cinco Loco' was implemented for players but thats only for a time period. STS need to look into other ways to get out of just doing these longgggg grinds and maybe gain XP (high-ish) in other ways, though looks like all maybe the even the new un-released/whole franchise is going to be geared towards in the end.
wvhills
11-23-2011, 10:25 AM
I think his main point (at least to me anyway) was that mt fang and nuri's both are set up to sell elixirs. I agree that it's very very difficult for a non potted group to beat any of the mt fang bosses except for the guy in crypt and the fat baron. That's why 75% of the games are crypt. Crypt has become crush the keeper part 2.
I agree that sts should start charging us for the maps and do away with plat elixirs.
WoundedEagle
11-23-2011, 10:53 AM
Way to be dramatic lol :) sorry you feel this ways and that this happens. But that's what you get with games that mimic reality, reality.
FluffNStuff
11-23-2011, 11:00 AM
Mobs have 5 time the amount of health you have
They deal the same damage as you do
There are 20x the amount of mobs than your group
All True ... But Mobs can't think, and that is all the advantage we need:
Players can pick their targets
Our Birds can target their Mages First
Players can group target individual mobs, greatly reducing the overall damage output of the enemies
Players can put our bears up front taking damage while we target their birds
Players can work together to debuff mobs, reducing them to armorless, dodgeless, damageless noobs
Riccits
11-23-2011, 11:06 AM
But Mobs can't think, and that is all the advantage we need
sometimes it seems that players also cant.....
SUPAPRODIGY
11-23-2011, 11:07 AM
Way to be dramatic lol :) sorry you feel this ways and that this happens. But that's what you get with games that mimic reality, reality.
how is this dramatic again hes only stating his opinion not dramatic ...
FluffNStuff
11-23-2011, 11:09 AM
sometimes it seems that players also cant.....
That is most definitely a HUGE problem. 4X seems to be the substitute for strategy.
I am having the hardest time leveling my Mage because I am at the mercy of noobs. My bear can at least gather mobs, and my bird can snipe enemy mages, both of which make the leveling go faster. With my Mage, all I can do is rev the group after the inevitable auto-targeting of the bear that keeps getting healed and then scattered.
Battlelock
11-23-2011, 11:19 AM
Elixirs make it easier but who wants zones easily soloed. That's ridiculous. Get a group & stop trying to solo & you wont die. I personally think the zones are TOO EASY.
WhoIsThis
11-23-2011, 11:20 AM
That is most definitely a HUGE problem. 4X seems to be the substitute for strategy.
I am having the hardest time leveling my Mage because I am at the mercy of noobs. My bear can at least gather mobs, and my bird can snipe enemy mages, both of which make the leveling go faster. With my Mage, all I can do is rev the group after the inevitable auto-targeting of the bear that keeps getting healed and then scattered.
Stay to the rear and use a wand/bracer. Against mobs, it can be done, but expect heavy casualties from most PUGs. Also, the bosses will be quite tough. Not all PUGs will be able to do them.
Conradin
11-23-2011, 11:25 AM
Mynas gens, keeper gens, elixir gens??!?
mackjack
11-23-2011, 12:00 PM
Mynas gens, keeper gens, elixir gens??!?
Elixir gen is the worst by far. As long as there are 4x combo elixirs, they won't go away.
Samhayne
11-23-2011, 12:16 PM
Hey Beaniemachine!
Nice to see you again. It has been a while. Thanks for taking the time to write us with your feedback. I can well understand how you feel. No one likes to feel underpowered :( As I'm sure you can imagine, balance in a MMO game like Pocket Legends is always changing and evolving as the game grows. I think, in part, some of the design philosophies from Star Legends are bleeding in a bit to the latest content, so that might be why it's not quite as solo friendly. Find a group (or duo, or well, more than one) and I think you'll see that things get a lot easier.
Have you looked into guilds? There are some great ones out there that might mean more people you can play with too.
Not that grouping really answers your original complaint, but it's a thought.
Regardless, I've added your feedback into my latest round-up for the design team to consider. Thanks again for posting your thoughts.
PS. I changed your title to be more accurate to what your thread was about.
octavos
11-23-2011, 12:33 PM
I think, in part, some of the design philosophies from Star Legends are bleeding in a bit to the latest content, so that might be why it's not quite as solo friendly. Find a group (or duo, or well, more than one) and I think you'll see that things get a lot easier.
Regardless, I've added your feedback into my latest round-up for the design team to consider. Thanks again for posting your thoughts.
PS. I changed your title to be more accurate to what your thread was about.
This would help, It would keep "me" playing more in PL. SL is better for overall play because if you just want to play (one-2 levels solo. next 3-5 lv need a team), EG: from SL ATM, you can solo first two in shipyard. but the rest of shipyard is ment for the team. I would love to see a difficulty from low to high as you progress through a campaign. my 2 gold coins :p
Beanmachine
11-23-2011, 12:34 PM
Thank you Samhayne and everyone else who shared their thoughts and replies.
The reason I'm discussing how soloing is impossible is because I need to unlock new maps in NH, so I join an almost completed game. However, nobody ever completes the levels, which results to them leaving. So there I am in Haunted Symphony with only 7 mobs till I can clear the level. I don't want to trouble anybody by asking them to help kill 7 mobs so I can move on to the next level. Perhaps your team could take away the restriction (in which you need to clear the previous map) as it is very tedious when hardly nobody goes to NH.
Also I would like to point out, elixirs are still active during loading screen when joining a game. If you're lagging, boom, 15 seconds gone. I know it's not a lot but it adds up overtime and before you know it, you've just lost a half hour pot. STS you might want to check this out.
Thanks.
PL Playa
11-23-2011, 01:03 PM
As a bird u do have better range than mobs and they do not have a move to pull u in, so just kite
nazgulking
11-23-2011, 01:09 PM
I have to say that I'm loosing interest in PL. This is because there are no new game mechanics. Recently I am moving to a PC MMORPG, not for the graphics, but mainly for the lack of things to do besides grinding and farming. I can list you a few.
- Quests that actually give you some XP compensation, lower level campaigns should give less EXP, while higher level one should give more. As someone has stated in this forum, questing should guide our grinding, to give it a meaning. In my head after I finish all quests in a zone I should have reached the MAX level (not the elite level) for that campaign. This means quests should get longer to be turned in, as the level raises. There could be even a quest that continues thorugh campaigns.
- More uniqueness to the ambience. We are seeing now that some of the newest dungeons are a copy-paste of the same campaigns at lower levels. Here I am not asking for astonishing levels from a graphical point of view (there are a lot of PC MMORPG for that), rather details that give you the feel to walk into different camapigns.
- More unique mobs. Cyclops, werevolves, elementals, just to name a few. There are so many we can take inspiration from, we don't have to re-invent the wheel after all.
- More uniqueness to the trash, uncommon, rare and epic items. From Nuri we are seeing a recycling of the old AO3 items with just the name changed.
- A better crafting system. We had at least 3 campaigns to evolve this aspect in-game to see it unchanged so far. There should be room for gathering primary resources (not only drops from mobs in the dungeons) for using with crafting recipes. I would like to see more general recipes that gives better stat to the actual non-legendary equipment.
- Define a pet system. We have some pets in-game that are just Vanities, it would be interesting that we could make grind our pets, maybe with pet-oriented quests from the campaigns. Maybe we could introduce a system to gather pet eggs and breed them somehow. They would never assist us in battle, but rather give us a boost in our stats.
- Professions. This is just an appendix to the crafting system.
As you have seen I've never mentioned graphics per se. What PL needs now, IMHO, is to stop dishing out new campaings and give more game dynamics. I don't know if my fellow forum coleagues agree with me, though.
Yvonnel
11-23-2011, 01:38 PM
Thank you Samhayne and everyone else who shared their thoughts and replies.
The reason I'm discussing how soloing is impossible is because I need to unlock new maps in NH, so I join an almost completed game. However, nobody ever completes the levels, which results to them leaving. So there I am in Haunted Symphony with only 7 mobs till I can clear the level. I don't want to trouble anybody by asking them to help kill 7 mobs so I can move on to the next level. Perhaps your team could take away the restriction (in which you need to clear the previous map) as it is very tedious when hardly nobody goes to NH.
Also I would like to point out, elixirs are still active during loading screen when joining a game. If you're lagging, boom, 15 seconds gone. I know it's not a lot but it adds up overtime and before you know it, you've just lost a half hour pot. STS you might want to check this out.
Thanks.
We'll get you there Bean! Be on tonight and we'll get Nuris Hallows cleared for you! :)
Tapatalk'd from my PowerWashed Fascinate
Beanmachine
11-23-2011, 06:43 PM
We'll get you there Bean! Be on tonight and we'll get Nuris Hallows cleared for you! :)
Tapatalk'd from my PowerWashed Fascinate
Thank you for you time an effort but because of time zones, my playing/sleeping time is your working time:P
Yvonnel
11-23-2011, 06:56 PM
Thank you for you time an effort but because of time zones, my playing/sleeping time is your working time:P
K. I have the next four days off though! :p
Tapatalk'd from my PowerWashed Fascinate
SUPAPRODIGY
11-25-2011, 04:18 AM
I have to say that I'm loosing interest in PL. This is because there are no new game mechanics. Recently I am moving to a PC MMORPG, not for the graphics, but mainly for the lack of things to do besides grinding and farming. I can list you a few.
- Quests that actually give you some XP compensation, lower level campaigns should give less EXP, while higher level one should give more. As someone has stated in this forum, questing should guide our grinding, to give it a meaning. In my head after I finish all quests in a zone I should have reached the MAX level (not the elite level) for that campaign. This means quests should get longer to be turned in, as the level raises. There could be even a quest that continues thorugh campaigns.
- More uniqueness to the ambience. We are seeing now that some of the newest dungeons are a copy-paste of the same campaigns at lower levels. Here I am not asking for astonishing levels from a graphical point of view (there are a lot of PC MMORPG for that), rather details that give you the feel to walk into different camapigns.
- More unique mobs. Cyclops, werevolves, elementals, just to name a few. There are so many we can take inspiration from, we don't have to re-invent the wheel after all.
- More uniqueness to the trash, uncommon, rare and epic items. From Nuri we are seeing a recycling of the old AO3 items with just the name changed.
- A better crafting system. We had at least 3 campaigns to evolve this aspect in-game to see it unchanged so far. There should be room for gathering primary resources (not only drops from mobs in the dungeons) for using with crafting recipes. I would like to see more general recipes that gives better stat to the actual non-legendary equipment.
- Define a pet system. We have some pets in-game that are just Vanities, it would be interesting that we could make grind our pets, maybe with pet-oriented quests from the campaigns. Maybe we could introduce a system to gather pet eggs and breed them somehow. They would never assist us in battle, but rather give us a boost in our stats.
- Professions. This is just an appendix to the crafting system.
As you have seen I've never mentioned graphics per se. What PL needs now, IMHO, is to stop dishing out new campaings and give more game dynamics. I don't know if my fellow forum coleagues agree with me, though.
yup ive moved on already i play mostly on my xbox 360 and my pc as for my ipod and iphone they just sit there for gathering dust ....
ahhh hey PM for what type a game you wanna play i got many mmorpg games... we can play
Sorcererssoul
11-25-2011, 05:06 AM
I have to say that I'm loosing interest in PL. This is because there are no new game mechanics. Recently I am moving to a PC MMORPG, not for the graphics, but mainly for the lack of things to do besides grinding and farming. I can list you a few.
- Quests that actually give you some XP compensation, lower level campaigns should give less EXP, while higher level one should give more. As someone has stated in this forum, questing should guide our grinding, to give it a meaning. In my head after I finish all quests in a zone I should have reached the MAX level (not the elite level) for that campaign. This means quests should get longer to be turned in, as the level raises. There could be even a quest that continues thorugh campaigns.
- More uniqueness to the ambience. We are seeing now that some of the newest dungeons are a copy-paste of the same campaigns at lower levels. Here I am not asking for astonishing levels from a graphical point of view (there are a lot of PC MMORPG for that), rather details that give you the feel to walk into different camapigns.
- More unique mobs. Cyclops, werevolves, elementals, just to name a few. There are so many we can take inspiration from, we don't have to re-invent the wheel after all.
- More uniqueness to the trash, uncommon, rare and epic items. From Nuri we are seeing a recycling of the old AO3 items with just the name changed.
- A better crafting system. We had at least 3 campaigns to evolve this aspect in-game to see it unchanged so far. There should be room for gathering primary resources (not only drops from mobs in the dungeons) for using with crafting recipes. I would like to see more general recipes that gives better stat to the actual non-legendary equipment.
- Define a pet system. We have some pets in-game that are just Vanities, it would be interesting that we could make grind our pets, maybe with pet-oriented quests from the campaigns. Maybe we could introduce a system to gather pet eggs and breed them somehow. They would never assist us in battle, but rather give us a boost in our stats.
- Professions. This is just an appendix to the crafting system.
As you have seen I've never mentioned graphics per se. What PL needs now, IMHO, is to stop dishing out new campaings and give more game dynamics. I don't know if my fellow forum coleagues agree with me, though.
Agreed with all of these points, they really should add new flavours to this game.