People with Pale Order should try running without Pale Order and see how it goes.
Turtle_Bot wrote: »For some context, here's the build I was using to solo the trash packs within the Night Market:1 Bar build, using Oakensoul, Sorcerer class (pure), Lightning staff heavy attack.
Skills:Gear:Some Notes:
Mundus is Shadow (Crit Damage + Crit Healing)
Food is Jewels of Misrule (max health + tri-recoveries, it's what I had on hand at the time)
All armor enchants are Max Magicka
Weapon Enchant is "Hardened" or the damage shield enchant
Jewelry enchants are all spell damage
Slotted champion points:
Blue:
Arcane Supremecy (max mag)
Fighting Finesse (crit damage/healing)
Master at arms (direct damage done)
Weapons Expert (increased light/heavy attack damage)
Red:
Siphoning spells (restore mag on kill)
Slippery (1 free break free every 21 seconds)
Boundless Vitality (max health)
Celerity (movement speed)
No Addons used (I don't have them installed in my PTS folder, so they are disabled by default on PTS)
No Scribing Skills
No Sub-classing
That's my impression as well, though probably the other way around than you meant.Currently, one side is trying to shut out and silence the other with insults, accusations and manipulation towards the devs as to why our feedback isn't as valuable.
That's my impression as well, though probably the other way around than you meant.Currently, one side is trying to shut out and silence the other with insults, accusations and manipulation towards the devs as to why our feedback isn't as valuable.
To make things more clear from where I come from:
This will be the only dungeon-like content for the entire year.
There will be lots and lots of solo and quest content.
But for dungeon groups, this is it. Nothing else.
And even that only for a limited time.
Which is, frankly speaking, scandalous, and a truly horrible design approach that should generate more outrage.
Time-gating content is bad, period.
And because they decided to not have variable difficulty, we get this awkward in-between that's neither completely right nor wrong for almost anyone.
But because this is the "dungeon" content for this year, players who like dungeon content would probably like to have at least a bit of a challenge, and that the difficulty not be turned down too much.
Because again, there will be lots of other stuff, that will be there forever.---
As for the feedback questions:
"How have you found the difficulty of the Night Market?"
Went in yesterday with basically a DK tank, with some adaptations. Survival was fine, and I could dragonbreathe down trash packs consistently, even though it was a bit slow.
Briefly grouped with another player for the Brazen Crow boss but had to disband because of time. Main issue were the adds, and with a full four-man group, they should die quickly enough.
"How do you feel about the distribution of rewards during this event zone?"
Didn't get a lot. A blue Mother's Sorrow robe, I think, from the "kill 25 enemies" daily. Shall I really tell you how I feel about that? ;D
"How did you enjoy the Event Zone?"
Quite ... confusing.
The UI is unhelpful and shows too much unnecessary information (faction score? why?) and too little information (what is a Skirmish, and why is it inactive? why is it under "Scoreboard"? how to get the keys for higher-tier bosses? etc.). Honestly, that needs a complete overhaul from the ground up.
The overworld entrance is well hidden and not reflected on the map at all.
The quest didn't work (see my post in the bug thread, and I also sent it in-game).
Couldn't accept quests and so on because of that bug.
When I die, I respawn on that platform in the centre. Why is that there, why do I respawn there and potentially very far away from what I actually wanted to do, and why is the respawn timer so frelling long? Also, the portal was sometimes non-interactable.
"How do you like the new Patrons?"
I liked them quite a lot. I'm not sure about the account-wide pledge - that may lead to one faction dominating the Night Market every single time it is up, if a dynamic develops in the first few days. (Currently, 1000Eyes has more than double the points than any other faction. If I went in for the first time now, I would of course join that faction, leading to a kind of snowball effect.) That remains to be seen but I think it'd be good to keep open about a change there if the competition never becomes one.
"Do you have any other general feedback?"
If keys are really character-bound (couldn't test that myself, if not true, then disregard), then that's a terrible idea.
Players want to be flexible in a group. Population is low and groups often don't fill. Real life means someone has to drop out on short notice. So many players can and will switch on short notice.
If they first have to go through a tedious key farm just because one of the healers didn't show up, that's (sorry) exceptionally **** idea.
Respawning should work like everywhere else. I don't understand the benefit of the current system, other than making the zone more tedious and frustrating.
That's my impression as well, though probably the other way around than you meant.
To make things more clear from where I come from:
This will be the only dungeon-like content for the entire year.
There will be lots and lots of solo and quest content.
But for dungeon groups, this is it. Nothing else.
And even that only for a limited time.
Which is, frankly speaking, scandalous, and a truly horrible design approach that should generate more outrage.
Time-gating content is bad, period.
And because they decided to not have variable difficulty, we get this awkward in-between that's neither completely right nor wrong for almost anyone.
But because this is the "dungeon" content for this year, players who like dungeon content would probably like to have at least a bit of a challenge, and that the difficulty not be turned down too much.
Because again, there will be lots of other stuff, that will be there forever.
Enemoriana wrote: »That's my impression as well, though probably the other way around than you meant.
To make things more clear from where I come from:
This will be the only dungeon-like content for the entire year.
There will be lots and lots of solo and quest content.
But for dungeon groups, this is it. Nothing else.
And even that only for a limited time.
Which is, frankly speaking, scandalous, and a truly horrible design approach that should generate more outrage.
Time-gating content is bad, period.
And because they decided to not have variable difficulty, we get this awkward in-between that's neither completely right nor wrong for almost anyone.
But because this is the "dungeon" content for this year, players who like dungeon content would probably like to have at least a bit of a challenge, and that the difficulty not be turned down too much.
Because again, there will be lots of other stuff, that will be there forever.
Aren't gold and platinum bosses designed more dungeon-like?
With how it is designed, it looks like "open zone for everybody, gold and platinum for those who wants hard vet content". Doesn't harder part fulfill their role too?
Enemoriana wrote: »That's my impression as well, though probably the other way around than you meant.
To make things more clear from where I come from:
This will be the only dungeon-like content for the entire year.
There will be lots and lots of solo and quest content.
But for dungeon groups, this is it. Nothing else.
And even that only for a limited time.
Which is, frankly speaking, scandalous, and a truly horrible design approach that should generate more outrage.
Time-gating content is bad, period.
And because they decided to not have variable difficulty, we get this awkward in-between that's neither completely right nor wrong for almost anyone.
But because this is the "dungeon" content for this year, players who like dungeon content would probably like to have at least a bit of a challenge, and that the difficulty not be turned down too much.
Because again, there will be lots of other stuff, that will be there forever.
Aren't gold and platinum bosses designed more dungeon-like?
With how it is designed, it looks like "open zone for everybody, gold and platinum for those who wants hard vet content". Doesn't harder part fulfill their role too?
The glittering bosses are dungeon bosses but there’s no hard mode, no trifecta, they’re only one boss per instance (as opposed to 3 + trash + side bosses), and I’m not sure on difficulty. You also have to do the overland portion every time you want to do the dungeon instance. I will note that I noticed one of the Argent (silver) bosses does their hard mode mechanics from the dungeon they were introduced in.
The opulent are a mini trial (akin to cloudrest or asylum sanctorium), no hard mode, no trifecta, and people have said it’s not very hard (but it does seem to be fun so there’s that). Not all dungeon players do trials.
So i spend some time in Night Market. I dont think its that hard. Its mostly balance issue. I mean..
I walk in, start a fight with a trash group and die in 3s. I try again and i last longer but i still die. What i see in recap?
3 instances of Bleed, each 6 ticks with 7k dmg. Thats almost 3.5k damage per second. Kinda a lot. I adapted and i didnt have a problem with that anymore. Except when all my passives bugged out and stopped working but whatever.
But that's me. How less skilled players are supposed to deal with that when their class skills heal 800 - 1500 hp every 2s?
Not only the self heals (DoTs) are on average weaker but they also tick less often so you need like 2 or 3 of them to just outheal 1 DoT from a trash mob. And thats just DoTs. While DoTs from boss easly hit for 6k...
Like CMX told me i was taking 10k dmg per second. So i only need 10 dots to heal myself? Or just spam burst heal/shield i guess.
And thats the thing. If you compare defensive options of Pale Order Ring or Fatecarver to other options... the other options are hot garbage. Like my vigor is healing me 6.4k on crit. Crazy. Or i can slot some channeled aoe skill, Pale Order, healing cp and do 100k dps on trash and im healed 21k each second, and thats a low number as you can easly do 50k/s per target with beam. I think thats enough of an example.
I could also do the same examples for AoE skills. Channeled aoe skills are vastly superior to other aoe options.
Now, do not get me wrong. I like the current difficulty. In some cases i think it could be even harder as with good group it wont rly be hard. I like that i need to get build for this. I love the fact we are getting harder zone.
I hate that everything is hot garbage compared to best options there are. Im not expecting some amazing balancing but when best defensive options outperform other options over 5 times then i dont know what i can say.
So yeah thats my issue. That all my theorycrafting tells me to slot Pale Order.
I will enjoy the content. But im pretty sure more players will be able to enjoy it too if we get some better aoe and defensive options that arent Channelled aoe attacks and Pale Order Ring.
Im kinda worried about Favour being to grindy but i dont know how much i will get playing with my friends. But it can be adjusted on live so i dont think thats a big problem.
Visually im happy. Style pages are nice too. A little dissapointed in dyes. Still waiting for Dark Red/Green that isnt mostly black.
And i hope you wont forget about this content like you did with Scribing and IA.
