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Arnhelm
03-09-2018, 02:58 AM
Howdy folks. Been gone a few years. Here's a few thoughts, with only point 1 in a particular order, on what I've found and rediscovered since returning:

1 - Forced grouping is what led to the demise of the original DDO. The lesson from history is apparently being ignored. Yes, I know, PnP is a group game. One simply cannot depend on always finding an appropriate group, or keeping a group together, in DDO, which is not a game one can play weekly, with solid world friends, around a table, while partaking of one's favorite vices.

2 - The new Cannith Crafting system is poor, at best. One can only apply some effects to some pieces, and even those don't always make sense in compatible effects. For example, one cannot put CHA and Haggle on the same piece. Masterful Craftsmanship, one of the primary reasons for crafting imo, is gone from the game. *sadness* I like being able to combine two effects on the same piece without raising the ML. I really like the BtA feature of this new crafting system, and would have loved to see it added to the old system instead of instituting the reduced set of effects now available. Collectables for recipes could be an issue, especially in light of what I'm seeing so far in the Collectables loot table changes. I'll watch that carefully as I play up my chars. Overall, the pluses of the system are outweighed by the current lack of flexibility, and the loss of Masterful Craftsmanship, imo.

3 - I can see and appreciate the reasons for the Reaper difficulty in quests. The addition of the Reaper Enhancement tree makes running at that level, in groups, worthwhile for those who enjoy such play and can always find groups. Refer to point 1 for those who don't like forced grouping.

4 - The addition of crowned mobs to Hard and Elite quests level 5 and above is a bother, to say the least. Refer to point 1.

5 - I like the new system of applying Ability Tomes. Makes much more sense, and provides a better, more balanced application of Ability points, imo. Makes my investment in a +6 Supreme Tome worthwhile for my Monk, my primary return character on Ghallanda. Combined with consideration for Enhancement trees the new application levels help provide an even number of Ability points per stat in character builds.

6 - The latest revamp of Enhancements leaves somewhat to be desired over what was in existence when I left a few years back. Monks are rather limited in design, which nerfs them a bit, imo. I'm still learning on those trees. My new Rogue, which I play as an alt while relearning for my 3rd life existing Rogue, also seems restricted by the current Enhancement system. Enhancements seem to be poorly split across multiple trees, which prevents effective overall use, and at times complete use, of trees for some basic builds, imo. This is potentially influenced by point 1.

7 - Seems to me the Collectables loot table has changed greatly. This is something I'll watch as I progress in levels, as Collectables are now such a necessity for all crafting. ...and I do love crafting in games.

At this time, I'm having fun relearning the game. With some of the bothersome and disconcerting aspects which I keep referring to as point 1, I cannot at this time say I'll be staying, or investing rl $$$. I've used up the old TP I had left in the account by purchasing a +6 Supreme Tome and a Greater Tome of Heroic Learning for my Monk. I'm in a great Guild on Ghallanda, so that helps quite a lot in the enjoyment of playing this game. Still, I figure if I'm playing a game I should be having fun. If this becomes work, to level or craft or otherwise increase my ability to have fun, including having to group with people I don't like, then I see no need to continue playing, and certainly won't be paying.

Again, these are my thoughts on returning, after being back online for a few weeks. I might change my opinion after playing for a while. I certainly won't work hard at this game, because that defeats the purpose of playing a game for me.

'Nuff said.

*casts Flame Protect VI*

Gabrael
03-09-2018, 03:22 AM
well, there is a nice crafting planer you can use to plan out gear at http://ccplanner.byethost14.com/gear_master.html

Ulfo
03-09-2018, 06:25 AM
For example, one cannot put CHA and Haggle on the same piece.

Pure lie. 8)

Try use craftable trinket for CHA, Haggle and Ins Haggle - it's clearly one same piece. ;)

Cantor
03-09-2018, 07:37 AM
1 - Forced grouping is what led to the demise of the original DDO. The lesson from history is apparently being ignored.

DDO is more soloable than ever before. Even in low skull reaper.



2 Masterful Craftsmanship, one of the primary reasons for crafting imo, is gone from the game. *sadness* I like being able to combine two effects on the same piece without raising the ML. I really like the BtA feature of this new crafting system, and would have loved to see it added to the old system instead of instituting the reduced set of effects now available. Collectables for recipes could be an issue, especially in light of what I'm seeing so far in the Collectables loot table changes.

Multiple effects without increasing the ml combined with the new scaling dwarfs the loss of MC. There is one level where the new cc has lower stat then the old with mc (level 9), and a couple levels where skill swaps are 1 lower. Past 10 not only does scaling beat the old, but the addition of 3rd slot and insightful blows it away. What is really lost here is: mobility, greater twilight, low level alacrity.
As far as flexible shards go, from a flavor standpoint some effects make more sense in some slots more than others... I don't have a problem with it even though it causes some shuffling at times. I miss it, but it's ok.
I like that the collectible cost is high, one shouldn't be able to craft power magical items at will at no cost. You can actually craft things and sell them for shards, would that happen if there was no collectible cost?


4 - The addition of crowned mobs to Hard and Elite quests level 5 and above is a bother, to say the least. Refer to point 1.

Oh, you have been gone for a while. The game had become a stupid walk to the end of the quest on the hardest difficulty with nothing ever different and zero chance of ever dying. Champs are good, (they fixed the only really broken thing about them which was multihit spells stacking dots). If you don't ever want to encounter a mob that could possibly kill you then don't play elite. My only complaint would be that fort bypass champs should bypass a # or % of fort, not just ignore it.



6 - The latest revamp of Enhancements leaves somewhat to be desired over what was in existence when I left a few years back. Monks are rather limited in design, which nerfs them a bit, imo. I'm still learning on those trees. My new Rogue, which I play as an alt while relearning for my 3rd life existing Rogue, also seems restricted by the current Enhancement system. Enhancements seem to be poorly split across multiple trees, which prevents effective overall use, and at times complete use, of trees for some basic builds, imo. This is potentially influenced by point 1.


Take another look, the enhancement change is the biggest power creep in the game.


7 - Seems to me the Collectables loot table has changed greatly. This is something I'll watch as I progress in levels, as Collectables are now such a necessity for all crafting. ...and I do love crafting in games.


This change I don't like, the old collectible system had a lot of flavor. The new system is just whatever level of the quest and 4 categories, which is easier to farm but not nearly as interesting or immersive. There is a really good forum post by I think Ellisdee on what to run if you need a specific collectible.

Kriogen
03-09-2018, 07:48 AM
...
1 - Forced grouping is what led to the demise of the original DDO. The lesson from history is apparently being ignored. Yes, I know, PnP is a group game. One simply cannot depend on always finding an appropriate group, or keeping a group together, in DDO, which is not a game one can play weekly, with solid world friends, around a table, while partaking of one's favorite vices.

You can solo DDO just fine.


...
2 - The new Cannith Crafting system is poor, at best. One can only apply some effects to some pieces, and even those don't always make sense in compatible effects. For example, one cannot put CHA and Haggle on the same piece. Masterful Craftsmanship, one of the primary reasons for crafting imo, is gone from the game. *sadness* I like being able to combine two effects on the same piece without raising the ML. I really like the BtA feature of this new crafting system, and would have loved to see it added to the old system instead of instituting the reduced set of effects now available. Collectables for recipes could be an issue, especially in light of what I'm seeing so far in the Collectables loot table changes. I'll watch that carefully as I play up my chars. Overall, the pluses of the system are outweighed by the current lack of flexibility, and the loss of Masterful Craftsmanship, imo.
...
Old Masterful reduced ML, right? New crafting gives bigger numbers by default. Bigger numbers for single effect and extra effects do not increase ML. Everything is like Super Masterful.



3 - I can see and appreciate the reasons for the Reaper difficulty in quests. The addition of the Reaper Enhancement tree makes running at that level, in groups, worthwhile for those who enjoy such play and can always find groups. Refer to point 1 for those who don't like forced grouping.
...
Its optional. Plus solid builds can solo Reaper(low numbers) just as easy as below reaper. Not all, but many.


...
4 - The addition of crowned mobs to Hard and Elite quests level 5 and above is a bother, to say the least. Refer to point 1.

I agree. But once you boost your char enough, they are nothing but "extra loot" bag.




6 - The latest revamp of Enhancements leaves somewhat to be desired over what was in existence when I left a few years back. Monks are rather limited in design, which nerfs them a bit, imo. I'm still learning on those trees. My new Rogue, which I play as an alt while relearning for my 3rd life existing Rogue, also seems restricted by the current Enhancement system. Enhancements seem to be poorly split across multiple trees, which prevents effective overall use, and at times complete use, of trees for some basic builds, imo. This is potentially influenced by point 1.
...
I think you are wrong here. Monks are not even close to being weak.


...
7 - Seems to me the Collectables loot table has changed greatly. This is something I'll watch as I progress in levels, as Collectables are now such a necessity for all crafting. ...and I do love crafting in games.

Remember that its BtA. So you can share the same items with alts. While the cost for a single item may be high, its "one and done deal".

Aelonwy
03-09-2018, 07:50 AM
Pure lie. 8)

Try use craftable trinket for CHA, Haggle and Ins Haggle - it's clearly one same piece. ;)

He's returning to the game after some time... perhaps we should also inform him there are craftable trinkets from the store if you do not have one from risia turn-ins and shroud Power shards can be disjuncted to make a craftable trinket but they're minimum level 13 (IIRC) no matter what.

Saekee
03-09-2018, 07:56 AM
that is an interesting perception on the changes of the last years. I feel like the forum tendency has been to bemoan powercreep and the heavy emphasis on soloing; champs and reaper were two efforts to stem that tide.

As for grouping, I think that is definitely server and time of day. On Cannith, I can easily get people to join and elite run of some regular heroic content. Reaper--less likely; I think a lot of vets are running with guilds or soloing reaper on builds designed to do just that.

zehnvhex
03-09-2018, 07:59 AM
The only annoying thing about Cannith Crafting right now tbh is the lack of a mass deconstruct. They told us they would 'look into it' and it's been 3 years now. Still waiting. 8(

HungarianRhapsody
03-09-2018, 08:02 AM
that is an interesting perception on the changes of the last years. I feel like the forum tendency has been to bemoan powercreep and the heavy emphasis on soloing; champs and reaper were two efforts to stem that tide.

As for grouping, I think that is definitely server and time of day. On Cannith, I can easily get people to join and elite run of some regular heroic content. Reaper--less likely; I think a lot of vets are running with guilds or soloing reaper on builds designed to do just that.

Forced grouping is bad.

Having enough people on the servers at every level band to make grouping viable when we choose to group is good.

Those two concepts are not mutually exclusive.

HungarianRhapsody
03-09-2018, 08:04 AM
Pure lie. 8)

Try use craftable trinket for CHA, Haggle and Ins Haggle - it's clearly one same piece. ;)

Everyone should do what I do - my Cha/Haggle item is a helm. Which is extra awesome, because when I die in a quest and then decide to sell my loot while I'm at the 12 Tavern right next to the airship entrance, I get to die a second time. Because I forgot that I have all those bonus HP in my helm when I'm sitting at 1 HP and swap to my haggle hat.

Chai
03-09-2018, 09:03 AM
DDO never had forced grouping in quests, save for the few that required multiple players to throw levers. (<1% of quests). I do see the myth still gets perpetuated more than a decade later, but its simply not true.

I suppose raids could be defined as forced grouping, but are you really supposed to be able to solo the demi-god-like-being behind every storyline? IMO the fact that some raids do get soloed, even when its not the majority of the population that can do it, is still questionable. In most MMOs this is not statistically possible.

CSQ
03-09-2018, 09:43 AM
I actually think some of these initial points are pretty accurate, with one significant exception:

Forced grouping isn't really a thing in most quests in DDO. I have run entire lives solo (with minor exceptions, like when playing with real life friends or guildies when our levels align). Some quests do require multiple people or specialized builds, but even on higher difficulties it is not impossible to run from level 1 to level 30 without ever interacting with another human being (though epic may shove you back down to normal or hard even if you can solo heroic Reaper).

I also disagree with the monks being limited thing, as they're one of the few classes that can do a bunch of things relatively well, but I also have a soft spot for monks (the U38 nerfs will make me a little sad, but I'll live).

Arnhelm
03-15-2018, 12:26 PM
Righto - Been a bit of time, and many hours of playing and crafting. Updating this a tad, as I'm having some second thoughts.

First, on Point 1, the forced grouping is not as bad as I'd initially thought for questing at Heroic levels, including Elite runs. Still there for Reaper level Difficulty, imo.

My thoughts on Cannith Crafting are better solidified. It's a major Cluster. Don't know why this "improved" system was implemented. We had a system that worked, and yielded good gear to people who invested the time, energy, effort, and at times real dollars, into building a high-level crafting character. There was a goodly amount of flexibility about where Ability and Skill points could be added to items, allowing crafters to imbue a variety of items complimentary to named items. Most of that flexibility is gone, and once one has a crafted item set there is at some points little room for flexibility even when excellent named items are acquired.

The Collectables table has been borked beyond my ability to comprehend. I understand the need to sell new Adventure Packs and Expansions. Turning Cannith Crafting Collectables, especially for previously available items, into a selling point is despicable, imo. Worse, the idea of selling Collectable Crates in the DDO Store to get further income is a **** shoot of major proportions. If Collectables are going to be offered in the Store, at least let us buy the specific Collectables we want for our crafting.

btw, what am I supposed to do with all the Shards of Potential I crafted up, long ago, to raise my crafting level? There is no turn-in for those at all. Another slap-in-the-face move, imo.

tl;dr -- Bottom line, imo - Someone decided crafting was "overpowered", and wants it crippled if not removed from the game. A giant slap-in-the-face to everyone who, like me, invested time and effort, and sometimes real dollars, into building a crafting character. Whoever decided this was a good idea overall deserves some serious consideration regarding customer service and retention skills.

'Nuff said for now.

Cantor
03-15-2018, 01:34 PM
The Collectables table has been borked beyond my ability to comprehend. I understand the need to sell new Adventure Packs and Expansions. Turning Cannith Crafting Collectables, especially for previously available items, into a selling point is despicable, imo.

btw, what am I supposed to do with all the Shards of Potential I crafted up, long ago, to raise my crafting level? There is no turn-in for those at all. Another slap-in-the-face move, imo.

tl;dr -- Bottom line, imo - Someone decided crafting was "overpowered", and wants it crippled if not removed from the game. A giant slap-in-the-face to everyone who, like me, invested time and effort, and sometimes real dollars, into building a crafting character. Whoever decided this was a good idea overall deserves some serious consideration regarding customer service and retention skills.


Not arguing that collectibles aren't a little borked, but there is no possible way you can argue it's to sell content. It is now 100% level based and not specific to content. The old style was far more specific to content since it was based on mob types.

Old shards could be traded traded in prior to the change over with several months notice, that is just a loss you must accept for not playing the game. It sucks as a returning player, but it wasn't a big finger to people who were playing.

IDK how you can say that the new system is weaker than the old one... So I assume by crippled you mean it takes more resources to make items? I'm ok with that, it should be hard to make items at max stats for the level and 3 effects. As far as time put in, the new system is much much easier and less expensive to level.

edit: if you want to craft stuff every time you level up to fill in one random stat in the one slot you don't have a named item and throw it away when you level up, then no, it's not as friendly as the old. If you plan your gear making items that will be useful over multiple builds (TRs and alts) then it is miles ahead: with all BTA gear (not having to farm end rewards of certain chains for BTA blanks), and way higher stats. It looks really bad when you are starting into it and want lots of gear all at once, but it is very sustainable to make an item every now and then with little-no farming collectibles.

Deslen
03-15-2018, 01:57 PM
Someone decided crafting was "overpowered", and wants it crippled if not removed from the game.

I don't know that you've fully explored the new crafting system...

I've crafted gear sets for leveling that blow *most of my old raid gear out of the water o.o; I have a *LOT* of raid gear cluttering up my TR cache.

*Edited "Most of". My crafted sets are around a few pieces of raid gear. I used to wear nothing but raid gear from 9+ when leveling.

Memnir
03-15-2018, 02:07 PM
https://media1.tenor.com/images/be45971e66e214e2e94686c5519d4b4c/tenor.gif?itemid=4481039

UurlockYgmeov
03-15-2018, 02:16 PM
https://media1.tenor.com/images/be45971e66e214e2e94686c5519d4b4c/tenor.gif?itemid=4481039

and remember to yell "CROM! Count the bodies!"

https://media1.giphy.com/media/nkbHJf196TV7y/200.gif

Arnhelm
03-17-2018, 05:41 AM
Let me get this straight...

Those who want to participate, and actually work, the mimic "event" are prevented from doing so because the highest concentration of chests in the game no longer spawns mimics. Those who don't want to participate, or find the event annoying (including the "joy" of finding an end chest with a mimic 6 levels above one's level) are required to participate even though there is no thought of getting any of the "rewards" for the event.

Did I get that "logic" right?

Edit - I was wrong. All I had to do is go out of my way to get sprayed with mimic repellent in the Hall of Heroes. Better than damned mimics as "rewards" in my chests.

Uska
03-21-2018, 11:40 AM
Loss of grouping is why I quit playing almost 2years ago there are plenty of solo gsme s out there ddo was best before hirelings and nerfing of the game. I just come to four s now and then I dont see myself coming back to play they ruined long ago what I loved and added many things I hate DRAGONBORING CHEESE and hirelings being the main. If you like solo it’s more so than ever before.

bracelet
03-21-2018, 02:20 PM
Righto - Been a bit of time, and many hours of playing and crafting. Updating this a tad, as I'm having some second thoughts.

First, on Point 1, the forced grouping is not as bad as I'd initially thought for questing at Heroic levels, including Elite runs. Still there for Reaper level Difficulty, imo.

My thoughts on Cannith Crafting are better solidified. It's a major Cluster. Don't know why this "improved" system was implemented. We had a system that worked, and yielded good gear to people who invested the time, energy, effort, and at times real dollars, into building a high-level crafting character. There was a goodly amount of flexibility about where Ability and Skill points could be added to items, allowing crafters to imbue a variety of items complimentary to named items. Most of that flexibility is gone, and once one has a crafted item set there is at some points little room for flexibility even when excellent named items are acquired.

The Collectables table has been borked beyond my ability to comprehend. I understand the need to sell new Adventure Packs and Expansions. Turning Cannith Crafting Collectables, especially for previously available items, into a selling point is despicable, imo. Worse, the idea of selling Collectable Crates in the DDO Store to get further income is a **** shoot of major proportions. If Collectables are going to be offered in the Store, at least let us buy the specific Collectables we want for our crafting.

btw, what am I supposed to do with all the Shards of Potential I crafted up, long ago, to raise my crafting level? There is no turn-in for those at all. Another slap-in-the-face move, imo.

tl;dr -- Bottom line, imo - Someone decided crafting was "overpowered", and wants it crippled if not removed from the game. A giant slap-in-the-face to everyone who, like me, invested time and effort, and sometimes real dollars, into building a crafting character. Whoever decided this was a good idea overall deserves some serious consideration regarding customer service and retention skills.

'Nuff said for now.

I have a crafter that was / is max level in both old Cannith and new Cannith crafting. There are two things that are worse in the new system than the old:
1) lack of flexibility -in particular with rings, but generally with all items, and
2) ingredients -people that have not been clicking collectibles forever are at a serious disadvantage.

Looking past those things though, the new system is phenomenally better than the old one. It is much easier to level. It scales far, far better with ML. You can put three effects on items at ML 10 and above, and, as others have pointed out, everything is powered almost at the peak end of what you can find in random loot (yes, you can find better, but it is incredibly rare to do so, and basically never in a combination that one would voluntarily make).

New CC does not let you create some combinations that exist on random loot, like speed and feather fall on boots, or a useful third effect on a caster weapon. But neither did old CC.

I wouldn't ever want to go back to the old CC. I think many of us are forgetting how incredibly painful that was.

Orratti
04-03-2018, 08:57 PM
I miss my characters. I haven't played since 2012 I guess and I was years behind on equipment goals and months behind on tring goals. I see the game hasn't met DOOM!!!! and I see that some of those prophets of doom are still here. One thing I noticed in looking over the forums is a lack of the old this or that is overpowered threads. That has to be nice in game.

I would love to come back but I was years behind on grinding when I left and that was a long time ago so the problem is exponentially compounded. I'm just too **** lazy to do all that work. I'm not all that sociable either so I'm not likely to make lots of friends that would help me out. I do miss playing my characters though.

mr420247
04-03-2018, 09:00 PM
Ravenloff gear op as f and fast farms come back have fun

Orratti
04-03-2018, 09:35 PM
I got sucked into the game like a crack addict for 6 years. It was all I thought about. I was a good player too but never good enough to suit myself. Nah. I left for a good reason. Too much work to get where I wanted to be and it is only a game. My focus is better off staying in real life.


I still get that urge to get a fix every now and again though. Just a little taste. I don't regret those years. I had a blast playing too despite the eventual frustrations.

LazarusPossum
04-03-2018, 11:42 PM
I have come back after three years, and find the crafting changes (levels and binding) suit my characters much better now. With a two-weapon assassin, my inventory was becoming extremely cluttered, but now I can swap out many BtA items between him, my acrobat, and my mechanic to keep the junk factor low. I also enjoy the higher ability numbers compared to what used to be, which makes soloing a little easier.

The only gripe I have is that the crafting halls themselves are still just as buggy as always. My assassin got stuck in the grinder for about 15 minutes last night, and finally got free just before I was going to force a hard logout. He doesn't even wear a tie.
When working next to other players, I often find myself having to reopen the machine for every action, which is irritating. To top it off, after converting all the essences I had, I can't see or count the converted ones. Essences passed from my alts show up just fine, but my main/crafter has to log out and back in for the machine to recognize that I have many essences, but I can't see them in my bags or know how many there are. All I can do is craft a shard and hope there's enough.

xberto
04-04-2018, 02:39 AM
Welcome back! This is the original DDO. It’s just evolved a lot. What this game needs, like any MMO, is more players. Stick around please and enjoy! I’d love to see the streets bustling with activity. I don’t agree with many of you points and if ya stick around I think your opinion might change. There are plenty of things need fixing but overall I still love playing this game.

Applefritter
04-04-2018, 09:29 AM
I was going to contend your first point regarding required grouping but it seems others have already done so. That said, I've read somewhere that reaper was intended to foster grouping. The self-healing penalty in reaper seems to support that assertion.

The collectible system is perhaps the largest sore point for me in an otherwise excellent game and will whole heartedly aggree that the collectible system is a complete "Cluster". The collectible drop rates and required materials to craft items are so low and high, respectively, that you either:
A - Craft nearly nothing until you are ready for max level gear, making the system a waste for the majority of the leveling curve
B - Grind the same missions for hours and hours (and more hours) for collectibles, probably on a high level farmer toon, just so you can craft a couple pieces of gear. What fun!

Now some will likely level accusations of "entitlement" and impatience for wanting fewer hours of mindless, unvaried grind. Unlike running full missions completely there's nearly no variation, or entertainment, in running a quarter mile to click on a few nodes, recalling or finishing out and repeating ad nauseum. Some grind is acceptable and even welcome, and we all know there is consideralble variance in individuals' grinding tolerances. However, this system is so at odds with the rest of the game design, ostensibly built around players actually having fun, one can only presume it exists as an attempt to frustrate players just enough so that they purchace collectible boxes, but not enough that they quit, like most freemium models. Also, before others remind everyone that Standing Stone is a business and exists to make money. That's completely true, but that's why some pay subscriptions and others purchase ddo points for adventure packs, cosmetics and convenience items. The crafting system however, feels like mobile freemium game levels of exploitation. Good thing the other game mechanics appear to be designed with player fun as a higher priority. If there was one thing I'd vote to change about DDO, it'd be to relax the collectible system, even before server merges.

Hydian
04-04-2018, 10:35 AM
DDO never had forced grouping in quests, save for the few that required multiple players to throw levers.

This is not true. Prior to DDO going FTP, it was all but impossible to solo quests. I know this because I used to do it and there were only a handful of quests where it was at all possible and none where it was a good use of your time.

I mean...unless your definition of forced grouping doesn't include needing a group to complete the quest in which case, sure, you weren't forced to group. You were more than welcome to sit in the tavern with a LFM up while you waited for a healer or a rogue so you could actually go do something. But unless you were a glutton for punishment like I was, you weren't going into a quest by yourself and if you did, chances were close to 100% that you were coming out with less than you started with.

Hydian
04-04-2018, 11:18 AM
1 - Forced grouping is what led to the demise of the original DDO. The lesson from history is apparently being ignored. Yes, I know, PnP is a group game. One simply cannot depend on always finding an appropriate group, or keeping a group together, in DDO, which is not a game one can play weekly, with solid world friends, around a table, while partaking of one's favorite vices.

This has already been touched on, but let me add to it. I was a pretty hardcore player prior to FTP, but I have been very casual since coming back after the game went free. I've got a few dozen different builds, nearly all first life, at all different levels and in the game's current state soloing is dead easy. A decent first life build can easily handle both Heroic and Elite Hard solo. I recently reincarnated a couple of characters and have been playing with hirelings (which I normally don't do) and they have been handling 1 Skull Reaper without much trouble. I don't even have their gear maximized or anything. Outside of one or maybe two quests and raids, there is no actual grouping requirement. Just don't get caught up in the need to push for difficulty levels that are beyond your skill and/or build capabilities. I know that I could be doing Epic Elite on a few of my builds, but I do Epic Hard instead because I don't find EE to be any more fun or challenging...just more of a slog. There are only a few quests that I don't run and that is simply because I don't enjoy them...and I solo exclusively so when I say that it can be done, I mean it.


2 - The new Cannith Crafting system is poor, at best.

Overall, it is a vast improvement over the old system. I do miss a lot of the effects that are gone, but I am in the minority (I think I'm the only person to ever craft stability armor). The collectables thing is starting to become a pain for me, but I was always a packrat and am only now starting to burn through all of my stuff. Overall, that is an improvement too, as it is easier to predict where they can be found and farm for them.


3 - I can see and appreciate the reasons for the Reaper difficulty in quests. The addition of the Reaper Enhancement tree makes running at that level, in groups, worthwhile for those who enjoy such play and can always find groups. Refer to point 1 for those who don't like forced grouping.

You *can* solo low reaper. Most of these people are going to tell you that it is simple and you are a loser if you can't do it. What they aren't telling you is that is only after a lot of past lives and grouping reaper enough to get a lot of reaper XP. You can do R1 with a hireling though. It just isn't going to be easy at first.


4 - The addition of crowned mobs to Hard and Elite quests level 5 and above is a bother, to say the least. Refer to point 1.

Champion mobs are the most overrated addition to the game in terms of difficulty. Even at their worst and when people whined about them constantly, they were nothing special. They are a larger sack of hitpoints with a couple of buffs/debuffs. All they do is change your target priority. They are just as susceptible to crowd control as they normally would be, so easy enough to park until you can get to them. They just take a few more seconds to burn down and they tend to hit a bit harder. I've always loved them.


6 - The latest revamp of Enhancements leaves somewhat to be desired over what was in existence when I left a few years back. Monks are rather limited in design, which nerfs them a bit, imo.

Enhancements are much better than they were. Monks are rather limited in their design, by design, and as they should be, but they are currently one of the most powerful melee classes so it isn't hurting them any. Most trees could be better, but only a few of them are in real need of a revamp.

slarden
04-04-2018, 11:30 AM
Reaper doesn't really force grouping. If you want to solo you can ignore it entirely and I've solo'd alot of reaper and if anything I solo more because of reaper rather than grouping more because of reaper. You just need to cover the self-healing aspect, have enough hp/prr/mrr to avoid one-shots and have a plan for dealing with some of the reapers and bad champs - with cc being the easiest way.

The crafting system is great until you get to 28 where named items are generally better. The collectible cost is too high in general so it takes longer to make your items.