Best Of
Re: [EU] Nephilim [PVX] [18+] [Semi Hardcore] [Competitive] [Close Knit Community]
Glad i found this guild with amazing ppl. Going to have so much fun together in AoC
Franson
1
Re: [EU] Nephilim [PVX] [18+] [Semi Hardcore] [Competitive] [Close Knit Community]
Wohoo almost October and A2 time. Can't wait to play AoC together
Lizarduz
1
Re: [EU] Nephilim [PVX] [18+] [Semi Hardcore] [Competitive] [Close Knit Community]
Nice and well organized guild.
Re: [EU] Nephilim [PVX] [18+] [Semi Hardcore] [Competitive] [Close Knit Community]
Great community with well-informed and fun people to hang out with! 100% recommend joining the discord and checking it out if you are still on the fence.
Joku
1
Re: Steven's response to secondary archetypes
A meta build is just whatever the people who have gone through every build just to find a slight damage increase is. player skill, teamwork and coordination are going to be your key factors in most everything
Apok
2
Re: Steven's response to secondary archetypes
Think their focus is on Rogue and Summoner. Then they will start on the secondary archetypes Fighter and Cleric. We’ll have to see what they come up with. I think we still need to check the primary archetypes for fixes on those before running off to the secondaries. No point in spending energy on something that might get removed through A2 testing and player feedback.
One point in his discussion was the options for the primary archetypes. To me, this is where folks wanting the feel of a different class should focus attention. I think in the base Fighter archetype is where you could start the separation to those fighter class branches. The resulting class may be a combination of options selected for primary archetype, armor, weapon(s), or skills. If they are smart they enable this as a path for the player to create the class they want. Then, when the secondaries come in the signature abilities arrive. Meaning the augments are based on the combination of primary and secondary archetypes. And how many swap outs really depends on those combinations. For some, the secondary augment may just be to pick up what that archetype has at its core. For other combos, we could be looking at completely new abilities.
One point in his discussion was the options for the primary archetypes. To me, this is where folks wanting the feel of a different class should focus attention. I think in the base Fighter archetype is where you could start the separation to those fighter class branches. The resulting class may be a combination of options selected for primary archetype, armor, weapon(s), or skills. If they are smart they enable this as a path for the player to create the class they want. Then, when the secondaries come in the signature abilities arrive. Meaning the augments are based on the combination of primary and secondary archetypes. And how many swap outs really depends on those combinations. For some, the secondary augment may just be to pick up what that archetype has at its core. For other combos, we could be looking at completely new abilities.
Re: Boneworking
I hope crafting with bone falls under leatherworking (as a crafting from remains sort of artisan class)
I could carve a tiara out of dragon bones. will it be good armor?, no.
will it be an amazing gift for a loved one? 100%
and I need to make some drinking horns for my home because no home is complete without them.
I agree. We need more gothic items. Drink from a skull like Conan did
multi use shoulder plates!
Pauldrons of endless mead. Player never gets thirsty, permanent intoxication buff, +1 to charisma
rollox
3
Re: Loot System Changes
I'll add this. Steven always said that games are supposed to be fun and yet not getting rewarded for spending hours of grinding a world boss, taking the risk with the raid difficulty, PvP enable and succeeding slaying the boss don't make a sens of progression and personnal satisfaction and therefore don't make this fun and enjoyable.
Seriously, if I slay 20 times the same boss and get nothing each time with all that effort, it's discouraging and I can expect people leave the game for that.
Seriously, if I slay 20 times the same boss and get nothing each time with all that effort, it's discouraging and I can expect people leave the game for that.
Re: Loot System Changes
Players can also to be kicked out from the group before the looting starts.
That is not a good thing
A guild need to fill to manage a raid.
They invite a couple of players, just to kick them before loot starts to ensure the guild gets the loot.
Or any raidleader really who want to make sure his competition is gone before the loot, so he kicks everyone who might need on the same drops.
don't group with that guild then ;3
Thank you for demonstrating the point. These sort of loot systems discourage players from assisting each other because the game enables very easy, unpunished ways for the group lead to screw people over.
Caeryl
2
Re: Down time and res, can more classes have this skill?
i like no res better. less abuses in pvp
Depraved
1