Well now that the hype for the dungeon has simmered down into a "This dungeon is annoying as all get out"
I now turn my attention to whats to come. I know that their will be a third arc with the spider we helped out of the hole will be probably be the villian and we will likely have to fight his spidery minions. I hope that KI doesnt go to crazy with the designs (I cant deal with an anthropomorphic spider I just cant. The roaches and flies were bad enough)
I'm also interested in seeing what new spells we get that use the new blades and traps which at the moment are rather hard to use since they only come on items at the moment and getting shadow spells to hit at their full potential is a job in itself. (spamming those low pips like crazy)
I feel like some kind of negative effect shadow aura would be cool to smack on an opponent (expect whining from pvp though) That or a sun school like modifier maybe something like eludicate and simplify used to be.
Well now that the hype for the dungeon has simmered down into a "This dungeon is annoying as all get out"
I now turn my attention to whats to come. I know that their will be a third arc with the spider we helped out of the hole will be probably be the villian and we will likely have to fight his spidery minions. I hope that KI doesnt go to crazy with the designs (I cant deal with an anthropomorphic spider I just cant. The roaches and flies were bad enough)
I'm also interested in seeing what new spells we get that use the new blades and traps which at the moment are rather hard to use since they only come on items at the moment and getting shadow spells to hit at their full potential is a job in itself. (spamming those low pips like crazy)
I feel like some kind of negative effect shadow aura would be cool to smack on an opponent (expect whining from pvp though) That or a sun school like modifier maybe something like eludicate and simplify used to be.
Oh my gosh, I had a hard time with KH for that exact reason. I can't stand bugs, and that giant spidery Morganthe was just too much for me.
I love the shadow spells that we have now, and a negative modifier does sound cool (even if PvP'ers whine about them). My only concern is that, as of now, the shadow blades etc. are only available on the Darkmoor gear. And, if that gear is a prerequisite for the new world/spells, a lot of people (myself included) will just be underpowered and ill-equipped, making mainline questing that much more frustrating.
So far the shadow blades and traps are just deck clutter. I wish there was an option to get rid of them. Maybe shadow attacks will have a use in the future.
I don't mind bugs, and kind of like spiders, but I am WAY over them. How about a world with penguins or kangaroos & koalas or something?
Oh my gosh, I had a hard time with KH for that exact reason. I can't stand bugs, and that giant spidery Morganthe was just too much for me.
I love the shadow spells that we have now, and a negative modifier does sound cool (even if PvP'ers whine about them). My only concern is that, as of now, the shadow blades etc. are only available on the Darkmoor gear. And, if that gear is a prerequisite for the new world/spells, a lot of people (myself included) will just be underpowered and ill-equipped, making mainline questing that much more frustrating.
Just something to consider.
-von
Interesting Observation.......I would like to comment, and perhaps, you to acknowledge my comment. First off, I strongly believe that the dungeon gear is not needed by any. I went through Azteca, Khrysalis and other worlds with the same waterworks gear I've had for just about 4 years now. You can live without the dungeon gear. Sure, the next worlds might bring a host of new challenges which is good for establishing diversity and so fourth, but I'm sure they won't be so difficult that EVERYONE would need dungeon gear, right? That seems silly. And, yeah, some of the shadow blades come with the darkmoor gear, but I have found no use for the shadow blades. I rarely use shadow creatures anyways: Usually just for last resort things, or messing around. And Von, under-powered....is an under-statement. People complain about not being "good" as players with the dungeon gear (which is understandable, because it seems this game is driving down the road of loot-centered game-play) but people always forget that strategy can overtake raw power that comes with gear. I've met people in the arena that had better gear than me, And I've overtaken them. Happens plenty of times. Like I said to you once, it all depends on the way you play.
Interesting Observation.......I would like to comment, and perhaps, you to acknowledge my comment. First off, I strongly believe that the dungeon gear is not needed by any. I went through Azteca, Khrysalis and other worlds with the same waterworks gear I've had for just about 4 years now. You can live without the dungeon gear. Sure, the next worlds might bring a host of new challenges which is good for establishing diversity and so fourth, but I'm sure they won't be so difficult that EVERYONE would need dungeon gear, right? That seems silly. And, yeah, some of the shadow blades come with the darkmoor gear, but I have found no use for the shadow blades. I rarely use shadow creatures anyways: Usually just for last resort things, or messing around. And Von, under-powered....is an under-statement. People complain about not being "good" as players with the dungeon gear (which is understandable, because it seems this game is driving down the road of loot-centered game-play) but people always forget that strategy can overtake raw power that comes with gear. I've met people in the arena that had better gear than me, And I've overtaken them. Happens plenty of times. Like I said to you once, it all depends on the way you play.
Blaze Stormmancer
I refer you to your own comment:
First off, I strongly believe that the dungeon gear is not needed by any.I went through Azteca, Khrysalis and other worlds with the same waterworks gear I've had for just about 4 years now.
Waterworks gear is dungeon gear. And this is what people are concerned about.
How successful do you feel you would have been for the last 4 years without Waterworks gear? I know I struggled without it. The universal resistance is almost a prerequisite to survive most worlds since Celestia, especially where enemies are starting out with 5 power pips and hammering you with powerful spells in the first round.
There is very little dropped (outside of Darkmoor) or crafted gear that is a suitable replacement for Waterworks gear (rings, athames, etc not included). So many of the gains in one area are not worth the sacrifices in others.
There is plenty of evidence from past expansions to suggest that, just like Waterworks gear, Darkmoor gear is likely going to be the minimum standard people are going to require to be able to succeed and survive in the next world and possibly future expansions. So you may be right, today Darkmoor gear is not needed. But when the next world is released, don't be surprised if that changes and your Waterworks gear becomes woefully insufficient.
It's a very valid concern for anybody having troubles acquiring the new dungeon gear. There are too many enhancements on it to think they're going to be of little consequence moving forward.
And Von, under-powered....is an under-statement. People complain about not being "good" as players with the dungeon gear (which is understandable, because it seems this game is driving down the road of loot-centered game-play) but people always forget that strategy can overtake raw power that comes with gear. I've met people in the arena that had better gear than me, And I've overtaken them. Happens plenty of times. Like I said to you once, it all depends on the way you play.
And, as I'm sure I've said to you once, you've completely missed the point. This is not a PvP issue, so please don't make it into one.
I am a veteran player, have been in the Spiral for 4 years, and have refined my strategy to a point that it is a non-issue. My Waterworks/crafted-gear combos have served me well, on 3 exalted wizards, and I can hold my own in combat; my stats may not be as good as those with the gear, but i can conceivably keep pace with them (mostly).
That said, I agree with everything that @HighFiveGhost said in his (her?) post. The Darkmoor set is what Waterworks was, at level 60~ the best available in-game. The difference is, the drop rates have been lowered to a point that that we will never see the gear unless we farm obsessively for it; even then, there are no guarantees.
Only those who are extremely lucky or have loads of free time will ever see this gear (which presents a problem for those who can't get it, if it's required for spells or quest prog). I can't think of any other game that holds its players hostage for drops like this one does, and therein lies my grievance.
Level 56 crafted is almost as good as Waterworks and there are level 76-98 crafted items that are as good or better in some cases.
Darkmoor drop rates are comparable to Waterworks rates, and doing Graveyard now is about as time consuming as Waterworks, Tower of the Helephant, and Great Spyre were when they came out.
This isn't a crazy new direction. The game has always had cutting edge dungeons people loved/hated.
And Von, under-powered....is an under-statement. People complain about not being "good" as players with the dungeon gear (which is understandable, because it seems this game is driving down the road of loot-centered game-play) but people always forget that strategy can overtake raw power that comes with gear. I've met people in the arena that had better gear than me, And I've overtaken them. Happens plenty of times. Like I said to you once, it all depends on the way you play.
And, as I'm sure I've said to you once, you've completely missed the point. This is not a PvP issue, so please don't make it into one.
I am a veteran player, have been in the Spiral for 4 years, and have refined my strategy to a point that it is a non-issue. My Waterworks/crafted-gear combos have served me well, on 3 exalted wizards, and I can hold my own in combat; my stats may not be as good as those with the gear, but i can conceivably keep pace with them (mostly).
That said, I agree with everything that @HighFiveGhost said in his (her?) post. The Darkmoor set is what Waterworks was, at level 60~ the best available in-game. The difference is, the drop rates have been lowered to a point that that we will never see the gear unless we farm obsessively for it; even then, there are no guarantees.
Only those who are extremely lucky or have loads of free time will ever see this gear (which presents a problem for those who can't get it, if it's required for spells or quest prog). I can't think of any other game that holds its players hostage for drops like this one does, and therein lies my grievance.
-von "ain't nobody got time for that" shadowsong
Thanks for responding, knowing I was acknowledged, I feel better to cast more statements. I suggest you take a look at my appliance to high five ghost.......I think you could muster up an agreement one way or another.
First off, I strongly believe that the dungeon gear is not needed by any.I went through Azteca, Khrysalis and other worlds with the same waterworks gear I've had for just about 4 years now.
Waterworks gear is dungeon gear. And this is what people are concerned about.
How successful do you feel you would have been for the last 4 years without Waterworks gear? I know I struggled without it. The universal resistance is almost a prerequisite to survive most worlds since Celestia, especially where enemies are starting out with 5 power pips and hammering you with powerful spells in the first round.
There is very little dropped (outside of Darkmoor) or crafted gear that is a suitable replacement for Waterworks gear (rings, athames, etc not included). So many of the gains in one area are not worth the sacrifices in others.
There is plenty of evidence from past expansions to suggest that, just like Waterworks gear, Darkmoor gear is likely going to be the minimum standard people are going to require to be able to succeed and survive in the next world and possibly future expansions. So you may be right, today Darkmoor gear is not needed. But when the next world is released, don't be surprised if that changes and your Waterworks gear becomes woefully insufficient.
It's a very valid concern for anybody having troubles acquiring the new dungeon gear. There are too many enhancements on it to think they're going to be of little consequence moving forward.
Thanks for replying, it helps. Now to topic, I wanna say something continuing our nice conversation.
Now going back to one of my older comments in one of my posts; " It seems this game is driving down the loot-centered road", is something I want to bring up. Everything circles around the idea that Wizard101 is becoming a "loot centered" game, and is losing it's "family fun" like elements. People are saying it's "no longer suited for the casual player", and it seems this idea is causing unrest in the Message boards. (I would like to thank the few that are applying constructive criticism to the issue, rather than blatantly complaining, which resolves nothing) Users such as yourself Von, strongly stand by your own thoughts and apply useful correctives and analogies to the MB, but I want to address this the way I see it. People are seeming to believe it's all about the grind now. Not about having fun, not about creating a self-sufficient character that speaks to your play-style, it's about the loot. Some people are blinded by the thought of getting that one piece of gear, that is so statistically incredible that they think it will solve all their problems. Now, it's about getting the best gear. Von calls it a "WoW clone" and I see the resemblance. There's nothing wrong with a dungeon or 2, but releasing one yearly (which I hope to Bartleby they don't) seems like fan-service to the hardcore players. I'm gonna do something different, that some people are looking over: I'm gonna offer up an easy solution to the problem.
Lesson down on the Grinding: That's what's driving this entire thing. It's the biggest problem here on the MB, and it certainly is a big one. It's the Grind. The players have spoken, and I believe they want a game that isn't clouded of it's true potential by the aspect of grinding dungeons day and night. As of now, the most substantial thing the endgame has to offer, is the 2 dungeons; Darkmoor and Tartarus. Yes, there is PVP, crafting, fishing, and exploring...all of which are not bad things, but don't hook enough people. Removing future dungeons entirely, slowing them down, or lowering the difficulty would crack a blow to problem, and depending on the circumstances, might topple the problem for good. This game had very little critics (which are ironically, it's own players) before the release of the first dungeon:Waterworks. I'm not gonna repeat what Von has said A Million times over, that this game is "losing it's magic", I think there needs to be a more "casual suited" endgame. The players that don't have the time (or necessarily want) to farm hours a week for the gear they so desperately hope for. I don't know what the 3rd Arc is planning (mostly), but I do see that it needs a post-story activity that is fun for plenty, Grind free, and possibly rewarding. I have confidence in KI's abilities and future, and I believe that the 3rd arc and future expansions will bring great new things, For all to enjoy. This is , signing out.
Thanks for replying, it helps. Now to topic, I wanna say something continuing our nice conversation.
Now going back to one of my older comments in one of my posts; " It seems this game is driving down the loot-centered road", is something I want to bring up. Everything circles around the idea that Wizard101 is becoming a "loot centered" game, and is losing it's "family fun" like elements. People are saying it's "no longer suited for the casual player", and it seems this idea is causing unrest in the Message boards. (I would like to thank the few that are applying constructive criticism to the issue, rather than blatantly complaining, which resolves nothing) Users such as yourself Von, strongly stand by your own thoughts and apply useful correctives and analogies to the MB, but I want to address this the way I see it. People are seeming to believe it's all about the grind now. Not about having fun, not about creating a self-sufficient character that speaks to your play-style, it's about the loot. Some people are blinded by the thought of getting that one piece of gear, that is so statistically incredible that they think it will solve all their problems. Now, it's about getting the best gear. Von calls it a "WoW clone" and I see the resemblance. There's nothing wrong with a dungeon or 2, but releasing one yearly (which I hope to Bartleby they don't) seems like fan-service to the hardcore players. I'm gonna do something different, that some people are looking over: I'm gonna offer up an easy solution to the problem.
Lesson down on the Grinding: That's what's driving this entire thing. It's the biggest problem here on the MB, and it certainly is a big one. It's the Grind. The players have spoken, and I believe they want a game that isn't clouded of it's true potential by the aspect of grinding dungeons day and night. As of now, the most substantial thing the endgame has to offer, is the 2 dungeons; Darkmoor and Tartarus. Yes, there is PVP, crafting, fishing, and exploring...all of which are not bad things, but don't hook enough people. Removing future dungeons entirely, slowing them down, or lowering the difficulty would crack a blow to problem, and depending on the circumstances, might topple the problem for good. This game had very little critics (which are ironically, it's own players) before the release of the first dungeon:Waterworks. I'm not gonna repeat what Von has said A Million times over, that this game is "losing it's magic", I think there needs to be a more "casual suited" endgame. The players that don't have the time (or necessarily want) to farm hours a week for the gear they so desperately hope for. I don't know what the 3rd Arc is planning (mostly), but I do see that it needs a post-story activity that is fun for plenty, Grind free, and possibly rewarding. I have confidence in KI's abilities and future, and I believe that the 3rd arc and future expansions will bring great new things, For all to enjoy. This is , signing out.
as i have said before, there is nothing wrong with optional 'hardcore' instances or challenges; that being said, said optional instance should not be required to obtain items that are needed for survival/required for basic quest progression.
when waterworks came out, the wintertusk level 56 crafted gear was (and still is) comparable to the dropped gear. but i have been using the same gear for 40 levels now~ there is no viable crafted or purchasable (whether crowns or bazaar) alternative to the darkmoor/morganthe/aquila elite gear, and i'm afraid to think of what my wizards might be up against if they don't have it.
this unrest you speak of has been an ongoing debate for more than a year. but i wouldn't say that this has become a loot-centred game; it's become a lottery, a pvp-centric slogfest, and calling it by those names is more kindness than what ki has afforded its casual player base.