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Old 01-13-2009, 03:01 PM   #41
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Ok well now its not so bad But maybe a gaurdian has a better chance of living with this new update than otheres HMMM guess we'll find out!!!
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Old 01-14-2009, 05:46 AM   #42
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okay, i can deal with that. means i dont have to give up on grinding spirit trophies. w00t. thanx jeff.
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Old 01-14-2009, 06:23 AM   #43
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Great news indeed,thanks for the clarification, Jeff !
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Old 01-14-2009, 07:06 AM   #44
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Thanks for clarification, remembered about guardians!

However, with this new update is it possible to increase within those timeframes (5 and 10 minutes) the amount of energy and mana of monsters? It is really sad and a bit dull to see when monsters have those 6 gems out after some time in combat and they cant use them ? or dont use them ?
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Old 01-14-2009, 12:19 PM   #45
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Jeff, thanks for another addictive game.

I agree with others who already posted that changes with great impact on certain playertypes should not be made in later stages of a game.

At level 60 the game hasn't had too many challenges. You can grind at same kind of creatures over and over and find same kind of drops over and over. You can also go into the very very exiting business of growing vegetables or mining and such *coughs*. What has kept me at the edge of my seat quite a few times have been battles above my own level, normal creatures and bosses alike. Due to this every time I had a drop I checked with great excitement if it was a new epic few if any in game had. Especially for bosses we needed to come up with how to build our characters better to withstand the major damage they deal out. I had great fun in doing this. It also allowed us to explore the map ahead of many if not all others and maybe even prompt you Jeff into adding new features to the game, open new areas or add maps even.

Jeff, I am sad to read you have a problem with people battling bosses for extended time and wasting time doing so. Even if it is by their own choice. We did nothing I think we weren't and aren't allowed to do, we had no ill intentions.

I think this pending game change will make the game a lot less versitile and a lot more boring. I also think people, like myself, who invested a great deal of time building skills up based on wielding shields are suddenly set back a lot.

Therefore I implore you to find some way to keep the game as exciting as it has been and not put this gamechange into effect or change it so it hasn't such a large effect on certain playertypes.

If the gamechange is carried out as it is currently worded, I kindly ask for an easy way to rapidly change stats. I think, like me, quite a few players will toss their shields aside and just go for damage per second.

Cheers,

DTM
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Old 01-15-2009, 12:19 AM   #46
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or, people like me, who got blocking up to fifty eight, and crushing up to fifty nine, just so when the boss targets us, we can swap our staff out for something that will keep us from dying. i would hate to think i wasted three days worth of time and tc's just to get something up that now i cant use....
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Old 01-15-2009, 12:43 PM   #47
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This change is going to seriously effect those who are level 60 and has for verious reason levels up blocking.

That is bad. It might ruin 6 months of work and a perfectly good strategy.

Not to mention that myself I like to challange hard mobs, becaus honnestly where is the fun with whacking white and oranage mobs all the time?


And that is really the key-word, Fun. This patch is going to ruin the Fun in the game for a LOT of people, me included. As an Archer I get a nice AC bonus from shields, even tho I can't Block ot Parry like you melee muppets, but it also costs me 25% attack speed, and that's a fregging lot when you ahve the slowest weapons in game already.

And for those of us at 60 who thought "So, what are we gonna do now?" and came up with the answe "I know, lets start killing of bosses"... Well lets just say that's about the funniest thing I've done in this game, it's exciting going up against a level 93 boss knowing that it very well might woop your ass and mail it pack to you.

So there's another FUN thing in this game that vanishes into thin air. And when you think about it, why shouldn't three level 60's be able to take down one level 93? Our level is after all 180... Almost twice that of the boss...
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Old 01-15-2009, 07:27 PM   #48
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As a mid level caster, I see a potential problem with the patch.
we (casters) often rely upon time to bring the gems we need into combat.
This is compounded by ever growing pouch sizes, and the gem handling limitations.
Add to this that without a staff, a caster is ineffective in combat, and that staves are pretty much ineffective weapons themselves.
Despite keeping several magic skills significantly above my level, I find that my DPS is severly lacking.
I have to make up for this with healing and defense.

I can admit that some, perhaps a great deal of the problem is my own inexperience. I am sure that there are casters out there that have much more spectacular builds than mine.

but....why penalize me for that?

I will have to reserve final judgement for after the patch is put in place, but
for now, I see a potential problem here.
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Old 01-16-2009, 10:48 AM   #49
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raise your melee and sink points into str and dex. it helps bunchs, trust me on that. my staff, 90% of the time, does over eighty damage per hit.
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Old 01-16-2009, 01:13 PM   #50
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The heads up for the raising of the level cap by 10 levels is very nice.

The more I think about the rest of the patch, the less I like it. Previous patches have fixed a bug or added a feature. This patch will fix a problem I don't see. One of the game tips encourages you to group for bosses otherwise out of reach. The patch will also fix the "problem" in a way that will affect a lot of characters and specific types of players. The "problem" however is caused by very few characters for the time being.

Shields already make for bad trading goods and also are poor for player versus player as all armor does very little in player versus player. Why people do use shields is especially to be able to battle creatures otherwise out of reach, or not have to group for bosses. A nice thing about shields is it allows you to battle creatures above your own level at times.

Hence I suggest fixing the "problem" so it doesn't affect certain characters or specific player types. How about making it so you can't battle a boss that is level 100 or above? Or altrnative suggestion how about making it so a player can no longer battle a boss that is over 10 levels above your own?
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Old 01-16-2009, 01:59 PM   #51
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The people actually killing the creatures 22 levels above them don't see it as a problem. *shocked*
Obviously the whining about everything being too easy wouldn't start until you actually killed every creature in the game, but it would be coming from the very people saying this patch is fixing a problem that doesn't exist.

All you need to be debating now is how to best cope with the changes and how to tackle high level bosses (not ones 20+ above your level) without it taking 2 hours because the enrage/berserk patch is absolutely necessary.
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Old 01-16-2009, 02:04 PM   #52
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Quote:
Originally Posted by Glitchless

All you need to be debating now is how to best cope with the changes and how to tackle high level bosses (not ones 20+ above your level) without it taking 2 hours because the enrage/berserk patch is absolutely necessary.
Please include the raising of mana and energy of monsters, since they run out of it very quickly and are unable to use the few gems they have.
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Old 01-16-2009, 02:56 PM   #53
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I just hope that the individual stats (melee, defense, magic, recovery) will be lifted as well with this patch (so one can go above 100).
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Old 01-16-2009, 02:58 PM   #54
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Just a slight note to you Jeff, no boss so far has taken longer then 56 min to compleat for me Dennis and RayRay.
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Old 01-16-2009, 07:24 PM   #55
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I am a little concerned. All these things you have put in place, Jeff, tend to suggest you have no thought whatsoever to extending the game beyond 100 levels. Is this true?

If it is then you are being incredibly shortsighted, as this appears to be a very good game for you commercially.

If it isn't, then you are spending time stalling players, when you should be extending the game further.

My question is, Is there ever going to be a player who is level 101?
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Old 01-18-2009, 12:10 PM   #56
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Old 01-18-2009, 05:11 PM   #57
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Quote:
Originally Posted by Glitchless
The people actually killing the creatures 22 levels above them don't see it as a problem. *shocked*
Obviously the whining about everything being too easy wouldn't start until you actually killed every creature in the game, but it would be coming from the very people saying this patch is fixing a problem that doesn't exist.

All you need to be debating now is how to best cope with the changes and how to tackle high level bosses (not ones 20+ above your level) without it taking 2 hours because the enrage/berserk patch is absolutely necessary.
I doubt you spend as much time playing this game as the top players don't even take more than half an hour with such high level bosses.


I hope you realize you're severely cutting the flexibility of endurance builds in the game and, thus, making it less versatile as a whole. That leads to a game that's more cookie cutter, and, in general, WORSE.

A lot of us love Nodiatis because of its versatility. Now everyone is going to pick up the highest damaging builds and that's it. No one will go for endurance, no one will go for anything short of what's best for the game.

Please undo this Jeff.


and PLEASE UNDO the magic regen for monsters. A lot of people who have spent time focusing on physical dmg mitigation because it was the majority of monster dmg past their "out of mana/energy" time, now are being PUMMELED into the ground with unlimited spells.

And what can we do about it? Enchanting stones are limited and to start putting points into CNT is much too late for many players, and for us to just re-roll is just screwed up.
Daze was already ridiculously penalizing for having MORE dmg you have a HIGHER chance to die to monsters, and now they can perma-cast that all day. What about those non-healing classes? What about those non-melee classes?

This game was already heavily biased towards DW-ers/Archers with a gem pouch packed with healing gems, but now you just made it worse since the penalties you put just make it even more biased towards them. We have to maximize dmg without killling ourselves. And it seems NO ONE can survive without healing spells period. How about just make them mandatory for every class? Oh, wait, that'd be a retarded idea!

This patch made too many negative changes across the board in this game and I came back from a hiatus to see that, past the somewhat good news of a clan system being made in an unknown time somewhere in the future and the bittersweet news of a not so far away permanent level cap, this game just LOST a lot of what was good about it.

I'm going to put a list of nothing less than common-sense-based change that need to be implemented into Nodiatis into the Suggestions forum. I never complain about this game because I thought it would IMPROVE. I was seriously wrong. I'm not going to sit idly by as the bullcrap in this game hits the roof. It had the foundation to be an awesome game (and it was definitely going that way) but now it's made a turn for the ugly.
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Old 01-18-2009, 08:06 PM   #58
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Quote:
and PLEASE UNDO the magic regen for monsters. A lot of people who have spent time focusing on physical dmg mitigation because it was the majority of monster dmg past their "out of mana/energy" time, now are being PUMMELED into the ground with unlimited spells.

And what can we do about it? Enchanting stones are limited and to start putting points into CNT is much too late for many players, and for us to just re-roll is just screwed up.
Daze was already ridiculously penalizing for having MORE dmg you have a HIGHER chance to die to monsters, and now they can perma-cast that all day. What about those non-healing classes? What about those non-melee classes?
After the patch, i have noticed a very large amount of my life missing per battle.
As if daze wasnt a big enough isssue.

I have leveled my grey magic 7-9 levels above my level just to use stronger Blue Resist Auaras, and even those are only +20% blue resistance, and Daze still gets through about 3-7 times per fight, thats huge.

We have all heard of the way to " stop daze ". but you all know, it never works, maybe once or twice, but when they cast daze the exact milasecond you are striking, theres no way, no matter what you do.

and NOW, with the mobs having unlimited magic attacks, its a huge advantage for them VS us, as if they didnt already have one.

The bombardment in the begining of a battle V.S a mob use to be pretty bad, but now the bombardment lasts the ENTIRE FIGHT.

This is wasting so much RT per fight, and yes, i remember what Jeff said " you should be collecting resources while you regen " Thats not nearly enough time to regen the Now much larger amount of health missing per fight.

So, my suggestion is to take it back to the way it was, or to lessen the now super fast regeneration speed mobs have.


-Relic

Side note, I have been level 60 for over a month, and i notice how much life i lose per battle, i have been losing exactly that much per battle for litterally thousand of fights, to be exact i hit level 60 at 700million exp, and ended at OVER 2 billion, and to think that i wouldent notice that im losing a MUCH LARGER amount of life per battle, would be crazy.

and yes, im fighting same mobs, and im the same level.

Last edited by Relic; 01-18-2009 at 08:12 PM..
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