NOTE: This thread doesn't make much sense by itself. It is part of a bigger thread that was split into several pieces to keep discussions on a single subject per thread, otherwise things would get too messy. See the full thread HERE.
- Some boss fights were very well designed [ex: Most of the 55 and below dungeons, Grafu Castle 4th/5th/7th, all of ToSH, KBN 3rd/6th/7th, Bethomia 6th/7th, Belathis 2nd/3rd/5th, Pillars of Morfan 5th, Crypt of Eternity 5th, Bone Peak 2nd/3rd (even though parts of the strat made doing it impossible after a certain amount of time, needed some fixes for bosses 2/3), Madro Troll Nest 4th, Raven Heart 1st (My personal favourite boss in a long time), Vale of Rites 1st/2nd/4th (before nerf).
- A lot of these instances seemed like they had interesting strats, although general problems with the development prevented us from being able to view them, for example: Grotto of Horror - some of the bosses seemed like they had interesting mechanics if the fight lasted long enough, although the bosses were designed so weak that they were just burned immediately. Also, all of the 92 dungeon bosses seemed interesting although the dungeon was broken for so long, even 3 caps after it was released and endgame, fixes were still being made to it.
- We know that all the bosses named were the more strat based bosses; this does not mean that instances need to ONLY be purely strat. Having certain DPS check bosses in dungeons is fine, although there must be a balance between the two, not one strat and 6 burns. Bosses with super simplistic strats that lead into a burn do not count as a strat boss. Runes of Magic has a history at this point of making dungeons super burn based, causing the content to be super dull. On top of that, the burn content is super easy to burn.
- Older instances like HoS always had portals to avoid having to run the entire length of the instance back, a very tedious job especially for a healer which would be very frustrating. Why not reimplement the portal system in the newer dungeons? With this in mind, sigils should disappear upon zoning into dungeons so that they cannot be abused in order to burn bosses
- World Bosses and Proof of Myths
- It is nice to have some of the content be open world rather than everything being instance based! Proof of Myths also allow for some stats to be accessible without always needing to clear the endgame content.
- Proof of Myth events, even though easily and highly exploited by a lot of people, are an absolutely amazing way to drive down the prices of this currency, allowing for a ton of stats to be more accessible to the majority of the community. This reduces the cost of this currency drastically so buying them is not overly expensive, as well as usually most people end up with a decent share from just farming.
- Sometimes the proof of myth events can be overly dull or tedious. Maybe create some new ways in order to earn them rather than just running super old dungeons a bunch of times everyday.
- Stop increasing the price of Proof of Myths and simply cycle between stats just like shell stats. All increasing the price does is remove the value this provides as a currency to those not running endgame content (as it will eventually become too expensive for most people, taking away from its value to the mid-game players).
- Continuously add world bosses every cap to provide more content!
- Runewaker has the tendency to advertise or have content/gear be viewable to players and then release it DRASTICALLY late. What is the point in showing us it’s coming if you are going to take so long to release it. Content should be viewable/advertised when it is guaranteed to come out as functional as possible soon. We do not need any Veiled Crypt of Kashaylan or Hall of Chaos repeats! The appropriate time should be allocated for working on content to release it functional and on time.
- The Hall of Chaos legendary weapons were able to be seen for so long and then released when they were out of date and barely viable anymore. It is very frustrating to know that content should be available to you at a certain point in time but is being delayed. I’m sure the player base would rather be blissfully ignorant and not know of its existence until it is ready to be released and functional.
- Knocking off buffs
- I understand this was a measure that was taken in order to keep things balanced, setting a buff limit so that people can’t simply superbuff with everything in the game. One major flaw about how this was implemented is that the buff counter that knocks off your buffs should not include your debuffs which it does. There’s also certain buffs that should not be knocked off. I find it ridiculous that one can knock off their Zodiac or their housemaid buffs and then not be able to get those buffs back due to restrictions placed on them within the game.
- Not only does this not really set back players that much in regards to super buffing, but it is simply frustrating and annoying.
- (Suggestion) It would be more logical, and moreso balance the burning aspect if people’s short term buffs were knocked off if they were over buffing, aka Caviar Sandwich, Moti Blended Sausage, Unknown Choice (rogues), etc etc.
- I understand this was a measure that was taken in order to keep things balanced, setting a buff limit so that people can’t simply superbuff with everything in the game. One major flaw about how this was implemented is that the buff counter that knocks off your buffs should not include your debuffs which it does. There’s also certain buffs that should not be knocked off. I find it ridiculous that one can knock off their Zodiac or their housemaid buffs and then not be able to get those buffs back due to restrictions placed on them within the game.
- Zones
- Coast of opportunity was a great idea, and it certainly would be an attractive reason for new players to start playing. The only problem is that if you chose to go about the adding a “speed quest zone” route instead of simply buffing the XP from other zones to streamline the early level questing, you would have to create some sort of incentive to revisit previously created zones so they aren’t just a waste of space. This could be as simple as having a specific NPC that can only be found in zone X. (Examples of zones not ever visited anymore - Ravenfall, Aotulia Volcano, Limo Desert, Northern and Southern Janost Forest, Tergothen Bay, Dragonfang Ridge, Elf/Dwarf Starting Zones, Sascilia Steppes)
- (Suggestion) Buff the oldest zones in terms of experience and talent points gained from quests. Add incentives to visit them more often even after being endgame.
- Buffing the XP in the original questline zones would allow players to also have quests available for leveling other classes!
- (Suggestion) Buff the oldest zones in terms of experience and talent points gained from quests. Add incentives to visit them more often even after being endgame.
- Even the NPC for crafting in Weeping Coast was enough for players to revisit that area time and time again.
- Coast of opportunity was a great idea, and it certainly would be an attractive reason for new players to start playing. The only problem is that if you chose to go about the adding a “speed quest zone” route instead of simply buffing the XP from other zones to streamline the early level questing, you would have to create some sort of incentive to revisit previously created zones so they aren’t just a waste of space. This could be as simple as having a specific NPC that can only be found in zone X. (Examples of zones not ever visited anymore - Ravenfall, Aotulia Volcano, Limo Desert, Northern and Southern Janost Forest, Tergothen Bay, Dragonfang Ridge, Elf/Dwarf Starting Zones, Sascilia Steppes)
In this thread you can discuss about adding positives and/or negatives regarding PvE content in Runes of Magic.