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No one is suggesting that they be taken away though, I don’t see what’s so unreasonable about having a gradually increasing cool down when you’re using abilities too frequently, it requires more strategy than dash > disorient > ww > shell > dash > healing rain. 5 second incremental increases are significant but not that terrible and level of book still matters because all players are affected by a cool down mechanic equally.
I agree with you Souize but I still think ability damage is way too high at times and the cd is much too fast on many of the abilities. It’s rather difficult to utilize traps without prior setup and they can just end up getting dashed over anyways or if the going gets tough it is quite easy to dash away if you’ve got a better dash than your opponent.
Something that should also be resolved is screen swapping in combat. I’m guilty of doing this myself but I can certainly tell it’s a detriment to combat especially if you or the person you are fighting is playing on a phone or simply have poor internet or a poor PC and takes a longer time to load during screen switching.
So an rng mechanic makes for good combat, got it. 60% chance for a player to block a whirlwind attack which makes or breaks a fight and that is ridiculous because it hinges combat purely on burst damage and running away.
So lets say a skills cooldown is 5 seconds, the 2nd time it would be 10 seconds, 3rd time 20 seconds, 4th time 40 seconds. with stacks being removed every minute. So if you use an ability to frequently you will start stacking and you will eventually max out a 1 minute cooldowns unless you wait awhile for your number of stacks on that skill to reduce. They could just indicate the number of stacks with a number in a corner of the skill.
Yeah that sounds like a nice idea, it’s too easy to run with dash and it makes frostbite entirely useless. Ability damage is way too powerful when majority of the combat involves dashing in and out of frame waiting out the cd on whirlwind or disorient and relying mostly or only on those abilities to actually get the kill.
I don’t know why myst was chosen as the building cost but it doesn’t really make sense. My main might have a 94k cost to build structures but my alt only has a cost of 502 so obviously players are going to use alts in order to mitigate the costs and simply place an entrance with their other character(s).
It also seems a bit strange that a cost has been given to literally everything done in Wellington, perhaps this was also meant to be an anti-griefing tactic but it does not appear on its face to be anything that is meant to be helpful towards newbies. Yes, it’s cool they have been given a place that they can build and farm and in general play in safety but the costs associated with doing so aren’t anything a new player would want to pay and in fact you are only hurting their chances of successfully progressing more by forcing them to spend their myst on structures and repairing and even the placing of fires instead of upgrades.
More than likely we will see Wellington used mostly by bigger tribes/top players (or their alts rather) in order to store valuables safely.
When you have a server in which the top players enforce policies against griefing or raiding of newbies/friendly players obviously this means that they are capable of and will enforce other things as well, whether or not they are right in doing so is besides the point. That is the trade-off for having a server where newbies can flourish without fear of being unjustly stomped out.
Other servers don’t have many or any players enforcing any policy so pretty much anything goes but this also means newbs and friendly players will be harassed regularly.
You can’t have your cake and eat it too.
With that said I do recall the IP issue you mentioned happening to other players as well some time ago although I can’t really comment on your situation specifically but it’s always unfortunate when a player leaves the game for whatever reason.
One temporary solution until something better comes along in terms of security is to use personal gates so that each player can secure their own items and it still allows counters to be set and used normally, like this for example:
It’s quite nice in my opinion that this effect can be forced, I much prefer reapers out of chests now that Chaos can’t be killed upon opening
Thought you would have already known this occurs when Galebrook has reached its limit of Chaos 🙂
I can’t log in to Texas today, all other servers work fine with no other lag issues.
I can’t even log in to Texas today, all other servers work fine with no other lag issues.
May 17, 2018 at 5:15 am in reply to: SEA experiences ridiculous rubberbanding, warping, teleport lag despite restart #7327No but it stopped lagging after the restart though
May 17, 2018 at 1:01 am in reply to: SEA experiences ridiculous rubberbanding, warping, teleport lag despite restart #7324Well to be fair it’s South East Asia server… are you from South East Asia?
Dumb replies, at least a 5 minute in-game warning or something of the sort is perfectly reasonable to ask for.
For a majority of players though the altars aren’t random since you can simply create a floor tile and drop any stackable items on to it before using the altar. Arguably this leaves the player more open to attack by players or spawned altar mobs meaning the mechanic might be reasonable in this regard but as far as duping items goes it’s pretty easy when you use this method anyways.
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