It's probably too late to give feedback for any changes now that the publish is on Origin/Baja but I did want to offer some nonetheless.
Finally was able to check out the rewards and there are a few that I'm stoked to get (multiples), but there were 2 that I was hoping could be tweaked slightly since they are essentially the same if not weaker (IMO) than previous items:
Riftbreaker Quiver - Very similar to the Serp Skin quiver (5SSI / 10DI). Instead of +5 Anatomy & 125luck we get 3dex &5stam; this doesn't seem like a fair trade off?
Void Touched Cuirass - Essentially Balron Bone without the inherent 3 LMC.
Voidwoven strand - I'd agree with others that adding like 15-25% EP or like +4 of a stat would be a welcome addition.
I do think the price is way too high on the Shadowmane and I disagree with the notion of "well if you want it early you need to pay an inflated price"; especially because it's pretty much a nightmare without the dragon breath (ie I don't think it's going to be a "best pet in game"). Additionally EVERY other pet that has ever been a reward has never been more than 200 drops (Ozy - 150 / Ursine - 200 / wildfire ozy - 200). @Kyronix - I think 250 drops is a much more fair cost that is still more than any other pet has been. This pet will become a literal gold mine for bots/scripters who will charge 1P (due to the drop cost) and be able to corner the market if not many come across from NL. I think that is a mistake.
The rewards I think are great:
Random slayer Tali - Love this idea (especially with Fey being added).
Tabard of False Prophets - Kind of makes me think PvP because of the SDI and DI on there but I think it's an interesting item that could be used in PvM depending on the rest of your suit (Sampire might be able to lose the +5% Epps).
Shadeweave's Embrace - I think this is a great addition for some thief love... not going to lie though I was hoping there would be some LMC/LRC (for my template). Another thought I had was to potentially add like +5 hiding to the item but +45 skill points for an item is likely pushing it. Still a good item as is and probably what I'll swap out my shadow dancer legs for (instead of stacking the skills due to my LRC issue).
Voidskipper boots - Love these: luck + night sight + LMC. THANK YOU!
Voidbane Elixir - Love this thought/idea to make a reward that will help the battle down the road easier... hoping that this item has a future use though and it's not just a temporary use (but permanent craftable) item.
The two items I'm on the fence about for this event:
Veilkeeper's branch - This has potential to be a great item I will get multiple of if they allow us to enhance it, but if it can't be enhanced there won't be any place for it in my luck suit (40 luck is too much to lose).
Eldrich Vambraces - The recipe is 200 drops (same as the spellbook) for an item that I'm not really convinced will replace my cuffs. They made it closer with the 15SDI upgrade so it's a contender but I think the value of this item will depend on 1) if they actually keep void fragments spawning after this event 2) if I can still hit the SDI cap while missing the 5% SDI.
Oops didn't see this, will toss this here as well:
The waiting
I'll start off by saying I like the idea of having more things to do, more ways to participate. I think it's a good idea, as we saw with the last ToT, having different things to do breaks up the monotony, the nightmares, Tmaps, ToT, and champ spawn running was nice as it gave us choices where to spend our time. The key being that I could pick my activity for the day and jump right in then and there, no matter when I logged in, and do it. Since I'm sure the contrarians will chime in, 'Oh but username you had to wait for the champ to respawn, or the town to switch for the ToT' Ok cool, so sometimes if unlucky I had to wait like 15 minutes. 'Ok then participate' No, the ToT portion is f**king boring and there's nothing I can do about that for 4+ hours at a time, even if I participate.
That's where I think this one falls short: everything is happening in sequence and in some cases on very long timers and even dependent on other player's involvement or just purely wait , ie, nothing I can do about it.
For example, I'm looking forward to the 'void pool' portion of the event.... but it's only active for 1 run in possibly an 6-8+ hour time window? As it currently stands I have not been able to catch the void pool portion on Baja with my play schedule at all.
A player that prefers to do crafting activities spends a ton of time gathering resources to destroy the walls... again possibly every 6-8+ hours?
Why? Why not have each activity on it's own individual timer. I don't want to wait to do this, or wait to do that. As it currently stands, at minimum if I want to do a specific activity during this event it's at least a multiple hour wait, and on less populated shards, it's very possible for some of these activities sit stagnant for a long time.
My suggestion:
Have the walls respawn every X minutes (with some way of bypassing them to get in to the city, maybe a rope bridge)
Have the commanders spawn every X minutes, only one at a time (on the outskirts of the city, tether there so they don't interfere with the void pool).
Have the boss spawn X minutes after all commanders have died (on the outskirts of the city, tether there so they don't interfere with the void pool).
Run the void pool on a X minute interval in the center of the town.
Run the ToT portion on an 4hr on/off cycle. Or just remove it, ToTs are boring bot fests.
Let's get all the activities running simultaneously so players can pick what they want to do without waiting forever.
Rewards
I like the turn-in point rewards overall, especially the inclusion of luck gear, which players have been asking for a long time. The deco is great, quite a bit of it, and I like the new art. I hope this trend continues; doesn't make any sense to re-release old gear when you can put luck on it (or skills) and reduce the pure stats a bit, so we have more options.
Balron bone armor again? Kind of annoying, considering how many were given out exactly 1 year ago. Again, was a perfect opportunity to make something different: lower the stats a bit and put luck on it so players have more options. Sigh.
Phase 1 (destroying the walls) rewards aren't worth the effort spent. Crafters should be rewarded with turn-in point drops in addition to the rubble, especially for the catapulting part.
IF all the phases of this event were able to run simultaneously, each should have their own unique set of rewards that don't overlap with other activities and can only be gotten through doing that specific activity. IE, rubble only by breaking walls. Certain deco only from the generals/boss. Etc.
Travel
Having everything in Ilshenar, especially the unnecessary run through the Serpentine Passage, feels like an anti-bot measure which as always just ends up being more annoying for legitimate players as the constellation users don't care (they're afk anyway).
Overall
Like the idea, don't like the execution. Should be removed from live servers and sent back to TC1. This could be something awesome but I think falls short in it's current implementation. The multiple 'anti-bot' measures are waaay too obvious and at minimum mildly annoying for legitimate players.
This discussion has been closed.
I will be slow to reply because I cannot log in/stay logged in to the forums. Make this your signature if you are tired of Vendor Search being broken, over FIVE YEARS and counting. Vendor search rendered useless after Publish 106 – Forsaken Foes on August 14, 2019.
hmm, well, I can tell you what our warriors are doing while we're 'waiting' for it to be world wide. We're hunting void creatures or unbound energy vortices for void core and void orbs, and we're planning a trip to Cavern of the discarded for crystalline blackrock. You can fill the wait times by doing other things that will contribute to the shard's efforts.
Did not read though, so ignore if a repeat. While doing the event on Baja, what are the changes of getting a drop on Stage 2 from the commanders? I got looting rights on all but 1 of them and was there the entire stage and got 0 drops.
Not sure if this is a design decision (kind of poor one if so) or if there is some type of bug potentially? I feel that if I got looting rights I should get at least 1 drop.
Edit: Talked to three other people after the final boss dropped. All got looting rights to final boss but NO satchel. Two of the three got NO drops and looting rights each time. The third only got drops on two bosses.
Stage 1: mostly dry and boring; most people will have to wait for crafters/bombers.
Stage 2: you get most drops in short time from commanders; fast and easy.
Stage 3: fun fight; several drops but it's a short fight.
Stage 4 is the main Farm and will last several hours, but the drop rate may vary coz this place is crazy: Shadow Fiend leeches your life; big birds do similar things (poison), insta-death if not careful; not to mention the paragons. I'd rather just do Stage 2 & 3 and skip 4.
Stage 5 will end real fast; you cant get many drops here (you and corpses get ported to Humility shrine in the end).
(1st round lasted about 7 hours)
Due to the nature of this design, missing out Stage 2 & 3 will be very common for most people and therefore a bummer. Most shards will have no more than 3 cycles per day.
Good: you wont see too many bots cross-shard farming this time; no more 24/7 on ATL
Finally was able to do SOME (not all) of the event as I only have a necro on Origin (no crafter). I had to wait around for the crafters so no drops stage 1...
Stage 2: It was fun on Origin because people were working together to kill the bosses and drops were 3-4 per boss. Overall I enjoyed this stage BUT I can see this being a multiboxer-fest on ATL and these bosses dropping very quick.
Stage 3: The champ was a little bit of work here but not terrible. Again I see this going super quick on ATL because all the multiboxers will want the satchels for the cubes/etc.
Stage 4: Standard ToT. There wasn't a ton of people working the spawn so I felt it was a "good rate" but again when it gets to ATL I'm sure there will be bot trains running through so the spawn rate will need to be dialed in. I can also see the bots kiting the rift demons around which will probably be annoying. I guess the drop rate was standard... I'm on a necro so the rate wasn't anywhere close to what I'm getting on my sampire during a typical ToT.
Stage 5: Wasn't able to play long enough to see this; curious about the drop rate here.
@Kyronix - I'm sure the team will monitor things but I do think that the way things are working on Origin/Baja now will be much different than how it goes on ATL. I do have some concern about things getting a little lopsided... where the bots wait for the crafters to do all the work in stage 1 then run around Leroy Jenkins style for stages 2-4 taking all the drops away from regular players.
As for the rewards... I still think the mare is too pricey (should be 200-250) and the luck torch needs to be enhanceable.
Still no word about the luck branch and enhancing?
I know I am pushing the issue a bit more than average but hope dies last!
Directly from the Devs:
"Being unable to enhance the Veilkeeper's Branch is by design. Feedback from players over the last several events has included concerns that crafters are being overshadowed by event items, and in this event we are attempting to make crafters more relevant. Enhancing the Branch would make it a best-in-slot offhand luck item, which also includes a lot of desirable stats. This would take away from a crafters ability to reforge and enhance 190 luck shields, or to search for a randomly generated artifact with 150 luck that you can further enhance. We appreciate everyone's feedback on the item."
Still no word about the luck branch and enhancing?
I know I am pushing the issue a bit more than average but hope dies last!
Directly from the Devs:
"Being unable to enhance the Veilkeeper's Branch is by design. Feedback from players over the last several events has included concerns that crafters are being overshadowed by event items, and in this event we are attempting to make crafters more relevant. Enhancing the Branch would make it a best-in-slot offhand luck item, which also includes a lot of desirable stats. This would take away from a crafters ability to reforge and enhance 190 luck shields, or to search for a randomly generated artifact with 150 luck that you can further enhance. We appreciate everyone's feedback on the item."
Meh... the crafting skills requirements are quite low, to my
opinion... it is "almost" like one can make a crafter on a Shard with
starting 50 crafting skills and be good to go...
I
would have hoped that the Devs made the crafting "skills" requirements
sigificantly stronger (maybe even with a combination of high level
crafting skills) at that point yes, we could have talked about a
significant participation of "real", dedicated crafters in the Event...
But
some stuff takes 40 or 50 crafting skill to make, only the Siege
Ammunition kit takes 75 Blacksmithy which is not that hard to get to,
especially with Alacrity and Transcendence scrolls... I never liked
"mule" crafting characters... I always wished that crafting could have
been a profession on its own, played in a focused way by players and not
just to be of a service to one's own fighting characters...
"Being unable to enhance the Veilkeeper's Branch is by design. Feedback from players over the last several events has included concerns that crafters are being overshadowed by event items, and in this event we are attempting to make crafters more relevant. Enhancing the Branch would make it a best-in-slot offhand luck item, which also includes a lot of desirable stats. This would take away from a crafters ability to reforge and enhance 190 luck shields, or to search for a randomly generated artifact with 150 luck that you can further enhance. We appreciate everyone's feedback on the item."
Where was that sentiment for all the previous event rewards with regard to the other item slots?
It's interesting that the "Oh we don't want to overshadow crafters with a 'best-in-slot Luck item'..
These same devs literally made the "Mark of Wildfire" 250 luck (60 higher than any crafted+Enhanced item" with better stats and resistances than something reforged could ever get) the orc helmet same thing, but it was/is enhance-able to 290 luck.
. They detract from multiple sources of magic sashes (where there are only ~4-5 options) with one sash literally best in slot by far, even over the other option within the same event.......for the same cost no less.
the only thing that's been consistent is the inconsistency around here.
Remove or change casting focus & poison immunity it reduces the need for "Player Skill" it's garbage. Bring timing back and eliminate chance in pvp!
Still no word about the luck branch and enhancing?
I know I am pushing the issue a bit more than average but hope dies last!
Directly from the Devs:
"Being unable to enhance the Veilkeeper's Branch is by design. Feedback from players over the last several events has included concerns that crafters are being overshadowed by event items, and in this event we are attempting to make crafters more relevant. Enhancing the Branch would make it a best-in-slot offhand luck item, which also includes a lot of desirable stats. This would take away from a crafters ability to reforge and enhance 190 luck shields, or to search for a randomly generated artifact with 150 luck that you can further enhance. We appreciate everyone's feedback on the item."
Luck fanatics will not lose luck no matter how good other stuff is and to make other players profit margins part of the decision is ridiculous
Comments
and it wasn't showing the options in CC for me
I'm glad that we can now do that
Finally was able to check out the rewards and there are a few that I'm stoked to get (multiples), but there were 2 that I was hoping could be tweaked slightly since they are essentially the same if not weaker (IMO) than previous items:
I do think the price is way too high on the Shadowmane and I disagree with the notion of "well if you want it early you need to pay an inflated price"; especially because it's pretty much a nightmare without the dragon breath (ie I don't think it's going to be a "best pet in game"). Additionally EVERY other pet that has ever been a reward has never been more than 200 drops (Ozy - 150 / Ursine - 200 / wildfire ozy - 200). @Kyronix - I think 250 drops is a much more fair cost that is still more than any other pet has been. This pet will become a literal gold mine for bots/scripters who will charge 1P (due to the drop cost) and be able to corner the market if not many come across from NL. I think that is a mistake.
The rewards I think are great:
- Random slayer Tali - Love this idea (especially with Fey being added).
- Tabard of False Prophets - Kind of makes me think PvP because of the SDI and DI on there but I think it's an interesting item that could be used in PvM depending on the rest of your suit (Sampire might be able to lose the +5% Epps).
- Shadeweave's Embrace - I think this is a great addition for some thief love... not going to lie though I was hoping there would be some LMC/LRC (for my template). Another thought I had was to potentially add like +5 hiding to the item but +45 skill points for an item is likely pushing it. Still a good item as is and probably what I'll swap out my shadow dancer legs for (instead of stacking the skills due to my LRC issue).
- Voidskipper boots - Love these: luck + night sight + LMC. THANK YOU!
- Voidbane Elixir - Love this thought/idea to make a reward that will help the battle down the road easier... hoping that this item has a future use though and it's not just a temporary use (but permanent craftable) item.
The two items I'm on the fence about for this event:The waiting
I'll start off by saying I like the idea of having more things to do, more ways to participate. I think it's a good idea, as we saw with the last ToT, having different things to do breaks up the monotony, the nightmares, Tmaps, ToT, and champ spawn running was nice as it gave us choices where to spend our time. The key being that I could pick my activity for the day and jump right in then and there, no matter when I logged in, and do it. Since I'm sure the contrarians will chime in,'Oh but username you had to wait for the champ to respawn, or the town to switch for the ToT' Ok cool, so sometimes if unlucky I had to wait like 15 minutes.
'Ok then participate' No, the ToT portion is f**king boring and there's nothing I can do about that for 4+ hours at a time, even if I participate.
That's where I think this one falls short: everything is happening in sequence and in some cases on very long timers and even dependent on other player's involvement or just purely wait , ie, nothing I can do about it.
For example, I'm looking forward to the 'void pool' portion of the event.... but it's only active for 1 run in possibly an 6-8+ hour time window? As it currently stands I have not been able to catch the void pool portion on Baja with my play schedule at all.
A player that prefers to do crafting activities spends a ton of time gathering resources to destroy the walls... again possibly every 6-8+ hours?
Why? Why not have each activity on it's own individual timer. I don't want to wait to do this, or wait to do that. As it currently stands, at minimum if I want to do a specific activity during this event it's at least a multiple hour wait, and on less populated shards, it's very possible for some of these activities sit stagnant for a long time.
My suggestion:
- Have the walls respawn every X minutes (with some way of bypassing them to get in to the city, maybe a rope bridge)
- Have the commanders spawn every X minutes, only one at a time (on the outskirts of the city, tether there so they don't interfere with the void pool).
- Have the boss spawn X minutes after all commanders have died (on the outskirts of the city, tether there so they don't interfere with the void pool).
- Run the void pool on a X minute interval in the center of the town.
- Run the ToT portion on an 4hr on/off cycle. Or just remove it, ToTs are boring bot fests.
Let's get all the activities running simultaneously so players can pick what they want to do without waiting forever.Rewards
I like the turn-in point rewards overall, especially the inclusion of luck gear, which players have been asking for a long time. The deco is great, quite a bit of it, and I like the new art. I hope this trend continues; doesn't make any sense to re-release old gear when you can put luck on it (or skills) and reduce the pure stats a bit, so we have more options.Balron bone armor again? Kind of annoying, considering how many were given out exactly 1 year ago. Again, was a perfect opportunity to make something different: lower the stats a bit and put luck on it so players have more options. Sigh.
Phase 1 (destroying the walls) rewards aren't worth the effort spent. Crafters should be rewarded with turn-in point drops in addition to the rubble, especially for the catapulting part.
IF all the phases of this event were able to run simultaneously, each should have their own unique set of rewards that don't overlap with other activities and can only be gotten through doing that specific activity. IE, rubble only by breaking walls. Certain deco only from the generals/boss. Etc.
Travel
Having everything in Ilshenar, especially the unnecessary run through the Serpentine Passage, feels like an anti-bot measure which as always just ends up being more annoying for legitimate players as the constellation users don't care (they're afk anyway).Overall
Like the idea, don't like the execution. Should be removed from live servers and sent back to TC1. This could be something awesome but I think falls short in it's current implementation. The multiple 'anti-bot' measures are waaay too obvious and at minimum mildly annoying for legitimate players.I will be slow to reply because I cannot log in/stay logged in to the forums.
Make this your signature if you are tired of Vendor Search being broken, over FIVE YEARS and counting.
Vendor search rendered useless after Publish 106 – Forsaken Foes on August 14, 2019.
"Being unable to enhance the Veilkeeper's Branch is by design. Feedback from players over the last several events has included concerns that crafters are being overshadowed by event items, and in this event we are attempting to make crafters more relevant. Enhancing the Branch would make it a best-in-slot offhand luck item, which also includes a lot of desirable stats. This would take away from a crafters ability to reforge and enhance 190 luck shields, or to search for a randomly generated artifact with 150 luck that you can further enhance. We appreciate everyone's feedback on the item."