Sorry Shiny, gotta call this one. A lot of us who want seasonal leaderboards are not crying about it. We have valid reasons for wanting them as a game-wide benefit.
I refuse to do 10K flags, and I'm fine with that. That's not why I want seasonals. A large number of people on many of the leaderboards don't even play anymore and haven't for 2,3 or 4 seasons. They got their numbers by exploits that have now been closed. In the case of PvP, they are covered dummy farmers taking the players of legitimate players. Leaderboards should be based on the current version of the game, not banners being handed out to people who got their numbers when it was still easy, and figure they are set for life. For all intents and purposes, they are.
Sure, the AP board will still go to those who free flagged their way to it (or used other methods), which I personally find distasteful, but that doesn't mean I'm crying about it. If someone wants to run like a mouse in a maze 10K times for a banner, that's their prerogative. If they do it honestly, I'd respect that, but there's less than 10 players that I am aware of who got there without free flagging or using other methods. However, those who did it in the early seasons had it a lot easier than the players do now.
If seasonals were implemented, at least the boards will be cleaned of all the dummy farmers who have now quit, the pve farmers who have quit, and give current players a fresh shot. After all, why should someone be rewarded when they haven't played for the last year?
For botting or dummy farming, anyone rising in kills too fast could be easily spotted, and if STS got off their collective butts, they would be able to stop a lot of the farmers and keep things fair. We have been asking for fairness in the game for 2 years, and it's very discouraging that people who spend weeks and months working on their toons are ousted by cheaters or have no chance to catch up to those who got their PvE kills when boulder was still active.
Elite kills board is still something I want to see implemented. It would only count for elite maps that give kills - the difficult ones - and would eliminate most if not all of the ability to exploit one's way to a banner.
Cool story, but not everyone is able to afford to pump money into the game and loot a samael. And my 100k bow jumps to a 5m dagger. GG. That's a pretty big gap.
And I never said the entire leaderboard needs to be wiped each season. So before you rudely blow things up again, I meant for an additional leaderboard for seasonal players. I agree, it wouldn't be fair to those who did play day and night for their kills to mean nothing, which is why a separate leaderboard should come for people to work up for. Leaderboards are a competition and believe it or not, competitions are fun.
Well yes, that's just logical. The thing is the banners are made with the season numbers on them. There should be an all time banner and then the banner for the season. After all someone who quit in season 5 should not be getting a season 7 top kills banner. Sure they can have their all time banner 'cause they earned that, but they didn't earn it in season 7, so why should they have a banner that says they did the most in season 7?
Not on the overall board, but still on the PvE board. That's the point. It's not just about overall top player, it's about all the other boards as well. Timed boards are reset each season, after all.
This wasn't thouht off well. I used to be a professional mercher. and I used to despise farming with a passion due to it's gold value being almost half of what merching gave , and merching was easy, when farming was work. But now the merching is off.
1st of all) luck crates and x2 weekend dont give money anymore. The locked goes from 4k to 7k for first few hours, then drops back down to normal value. The game doesnt have enough gold.
P.S Dont assume. Because you may be wrong! :J
You actually called someone lazy look again. And you can't just "loot a recipe". Lol. I know someone who has been farming arena for a long time, they still haven't looyed one. I don't want to be a leaderboard, this thread isn't about that. It's about the difference in gear. I said 4 hours of farming, not leaderboard. Please actually read what I'm saying.
While I fully agree that there is no substitute for hard work to get more advanced gear and the stats that come with it, I also think it's too simplistic and dismissive to call threads like this a cry made by undeserving players wanting equal stance with the arcane players without putting necessary work. Today's farming scene is different from 1.5 year ago when lockeds were selling around 13k and there was a brisk legendary pet egg market and elite farming was alive and well. You have to work much harder at farming nowadays to get what used to take a month or two to accumulate back then. There is also limited alternatives for newly capped legendary players to work their way into better gear. There were the events, yes, but these weren't as straightforward as it would've seemed to people with years behind them to prepare. The Goblin event with its lack of energy crafting, Ursoth and the people who fled the second they heard Helena, for instance. You couldn't take full advantage of Goblin event unless you were prepared to fork over plat or gold for energy. And with Ursoth unless you had friends or guildmates with the gear to make short work of Helena and the guts to not poof midfight, you ended up wasting energy. But all right, events aren't the only time you can make money in the game and there are players who missed out on some of them. That leaves farming. And where will you tell a newly capped player to farm these days? The same places a lot of veteran players farmed 1-2 years ago, except now the value of what you loot there is different. Are there new areas to farm? Yes, but they're the ones that call for investments like ankhs and where it will be hard for you to get party if you aren't geared to the teeth. So back to square one.
I'm in a guild where unlike in a lot of established capped-only guilds we have players who only started playing early this year or a few months before. We help them get to cap level and once there to start on what endgamers are preoccupied with, amassing wealth and getting better gear. For the most part they don't mind putting the effort into farming, even if it will take them much much longer to get what they want. I just wish I could tell them something new, some middle ground. We now have low-risk, low-yield farming areas, and high-risk, high-yield areas. I think it would be nice to have some middle-ground to progress to or fall back on, because let's face it, most farming is luck-dependent. That's why I think it would be good to update Kaden's merchandise and stock the vendor with other desirable items farmers can set their goal on. And do something about elite loot table. For now many people who are not ready to farm Planar maps may be ready to farm elite Tindirin. They just need better incentive to do it.
As a side note, call me noob, but I started playing this game because of one thing: it lets me kill monsters. That's what makes it fun for me. I love to go try myself out on new areas and work out how I can do better at what I do. I try to get my hands on better gear, because when it comes to killing monsters, who wouldn't want to do it faster. But gear disparity has never stopped me from venturing out onto new places. It never really bothers me that other rogues have twice my damage. It might take me longer to accomplish what might take them five minutes, but why should that stop me. It took me a long time but I finally understand how the skills, pets, and gear work and I want to explore them to the fullest. Killing monsters is still the chief fun I get in this game, be it while farming, helping guildmates or just answering some errant curiosity (recently it's been: how hard does healing aggro?). It's a game, it's supposed to be done for fun. If grinding isn't fun for you, find other things that make it fun. If you don't find your gear adequate, work on making it adequate or work on your build, skills and tactics to compensate. Bottom line is simply enjoy it, or make it enjoyable.
Pay to win. Oh no. Pay to test your luck and maybe you win. =)
That's all. I've already spent more money on this game then on all games I played before (there was a lot).
I'm still lower-middle in this game. I just realized that i have to spend 10x-100x more money to progress and I've stopped my main and moved to twinking.
I agree that there is a wide gap between the average and the best in game, stats wise. Gear needs to be released which narrows that gap and creates a middle ground and that gear should be easily accessible to the majority of players. The root of imbalance is badly distributed stats in current gear, rather than the skill system. While ideally an arcane item should have been slightly better (or more than slightly better) than a mythic item, in reality the gap is enormous. For example -- Scorch and Nekro/Singe. And mythic ring and arcane ring.
Also while designing gear, the stats should be specialized instead of giving everything out to one item. There should have never been one single item (arcane or not) which enables one class to godmode and not need another class. If you are giving one attribute to a particular item, take something away from it. In order to maintain the usefulness of each class, measures need to be taken which ensure that the specialties of one class do not get distributed to another through gear-stats, other wise why would they need each other?
Last edited by Earlingstad; 03-12-2015 at 02:42 AM.
Sts obviously mainly cares about pleasing the paying customers, people who are usually maxed out or close to. This is understandable, but they should focus of creating some sort of balance instead of making these maxed so ridiculously strong. IMO, sts should have released a mythic ring instead of the planar amulet. They also should have focused on buffing scorch before they buffed nekro. I can understand that they are a business and will prefer to please the paying customers, but the imbalance is ridiculous. Back at 36 cap, all you needed was a mythic set to compete. I played without a mythic ring or amulet for the longest time and I managed to compete. Mythic weapons were not seen in every map and they were actually something rare that only a handful of players could boast to have. Now pretty Mich everyone has a mythic weapon and you need at the very least samael, a mythic weapon, mythic set, mythic ring and planar amulet to compete. Even if you have those you are still ridiculously out geared by the ring + imbued set and nekro players, but it is possible to clash in that gear. I'm sure the next cap will have some new item(s) to widen the gap and sts will not do anything to fix it.
Ok. i want arcane Rocket launcher. Lets nuke arlor
The problem is real.
The game is seriously becoming P2P. There are, when you come down to it, 2 legitimate ways of making money - by farming or by opening crates. The former is impractical for earning enough gold to be max geared. We're looking at nearly 100 million - how does a player earn that much? Sure, he or she may be lucky by looting a recipe which gives him or her 10M give or take 1-2 million - the odds of that are as likely as getting an arcane in a locked crate! (Probably isn't true, exaggerating to make my point) And how does that same player loot 10 of them to gear himself out completely? The odds are simply out of this world.
So, what is left? The locked crates. If you open tons you may get super lucky and loot something but by the end of the day its hard - no, damn near impossible - for an average, working-class person to ever earn enough money to get the top gear.
That may not seem like such a big problem - you either work or pay for your gear, right? - but one must look at the vast stat differences in gear. A mythic amulet gives more or less 500 HP more than, say, a Wild Talisman! Coupled with the arcane ring (which gives like 300 HP I believe) you already have 800 HP more than a regular player! And we're not even looking at the damage differences here.
If you count a full mythic player with a mythic pet as middle class - gear worth ~15m depending on your class - we're looking at almost 100 damage and 800 hp difference not to mention the advantage an arcane pet user has over a mythic pet! Case in point: Nekro. Its great for all classes and makes you pretty damn invincible in a 1v1 with a non-Nekro user.
While I agree players who pay to get their gear deserve a better sporting chance than players who don't as much as they do, the game shouldn't be this much P2W, its saddening.
What my suggestion is? I have 2 -
1. Actual middle class gear that is competitive. Let's say legendary is the lower class, mythic is the middle class & arcane the rich elites. Differences between mythic and arcane gear should not be so high. Payers should pay to have that extra edge (and farmers should farm for it too) - but that "extra edge" should not involve crazy stat increases like it is this season. The maximum stat increases from middle-class gear to higher-class gear should be 30 damage and 200 HP.
2. a.Pets that cancel out certain abilities. Farmable pets that have arcane abilities that nullify other pets' arcane abilities would be cool. For eg, a pet which removes shield buffs. Another that removes stat buffs. Etc.
2. b. Pets which form a bridge between the higher and middle classes. Pets should have weaknesses and strengths; there shouldn't be ones which get the best of both (all?) worlds. A rogue with Nekro has a mage's shield coupled with their own high armor along with the high damage the class already has. Fair? No...Each pet should have a particular use. A buff pet, a stun pet, a pet with cool stats but a crappy AA, a pet with an awesome AA but crappy stats - you get the picture.
My special kudos goes out to those players who prevail despite gear and class disadvantages. Good job!
Oh, and apologies for the 1 week necro. Saw the thread just now and thought I should have my say.
Last edited by Alhuntrazeck; 03-20-2015 at 02:04 AM.
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