| Main Index · Search · Members |
| General Discussion » Official Thread: Build 95, Tweaks and Fear Effects | View all threads |
|
Crickette Community Goddess Posts: 288 |
Official Thread: Build 95, Tweaks and Fear Effects
#37702 - 10/23/07 11:59 AM |
This thread is for feedback on the following: Monster Tweaks We’ve been hard at work making the monsters more effective at killing you. Yeah, we know that’s a mean thing to do… but we’re mean like that! Fear Effects Added Some monsters have been given the ability to cause your character to run in fear for a time. Once feared, your character will receive the “Bravery” modifier… making you immune to further fear effects for six times the duration that you were feared. Which monsters do this? We’re not telling… Resistance Tweaks With this handy new critical hit system for skill damage, we’ve adjusted the resistances of all monsters in the game. Most monsters are weak to some damage type as well as more resistant to others. It’s not too severe, but you will have to change tactics depending on your opponents in some cases. We’ve also made certain monsters resistant to specific physical damage types, giving melee and ranged players some of the same fun that the magic users get! Boss Fights Tweaked We’ve been adjusting some of the boss fights to address some difficulty and coolness issues… i]Rotgut Rotgut has an awesome new bit of theme music! Abaddon The resurrection skill that was used against you in previous versions of this fight has been put back in! Shadow Queen The Shadow Queen fight has been totally reworked. It’s freaking awesome! Ratsputin A terrible exploit was fixed in the Ratsputin boss fight. ![]() -------------------- "Always keep your words soft and sweet in case you have to eat them" Crickette Dungeon Runners Community Manager Edited by Crickette (10/23/07 12:00 PM) |
|
Golden_Llama New Kid Posts: 2 |
Re: Official Thread: Build 95, Tweaks and Fear Eff
#37849 - 10/24/07 10:48 PM |
I dislike the fear effect. My level 51 fighter spends too much time running away. Unlike other special effects, I can't cast a resistance to fear (unless I missed something) and no equipment that I have seen gives a bonus against fear. The banner of bravery skill is not very effective. I run away at least once per battle if a fear creature is present. |
|
Ripper_McGee Veternarian Posts: 1,496 |
Re: Official Thread: Build 95, Tweaks and Fear Eff
#37855 - 10/25/07 12:44 AM |
Personally, I like the new fear. It sure makes HDoL interesting ;P -------------------- ~Ripper Complainers ... Unite Newb/N00b (NSFW) Read my interview with Mark /twitch (TM) |
|
Qutse Rabbit Puncher Posts: 65 |
Re: Official Thread: Build 95, Tweaks and Fear Eff [Re: #37855]
#37857 - 10/25/07 03:21 AM |
My group was not a fan of the fear. They dont see the fun in it. Your stock would go up if you said "oops. No more fear" Even something like root and +25% damage taken combo would be more popular than fear with them. Atleast you could do something. |
|
Legendrunner Old Timer Posts: 484 |
Re: Official Thread: Build 95, Tweaks and Fear Eff [Re: #37857]
#37861 - 10/25/07 05:48 AM |
Now I think the testing made up already that It can be annoying.. thats why they pasted "Once feared, your character will receive the “Bravery” modifier… making you immune to further fear effects for six times the duration that you were feared." in. Seems like it doesnt work? If your feared for 5 sec, your immune for 35 sec, which is.. not bad? -------------------- LegendRunner - level 100 Ace something The Townstons Wiki Archive! - Boss of TT Dont Feed The Trolls! (Avatar) "I've become stoned by the pots, dont mind me." - Famous Quote |
|
stonedfighter Rabbit Puncher Posts: 52 |
Re: Official Thread: Build 95, Tweaks and Fear Eff [Re: #37861]
#37862 - 10/25/07 07:12 AM |
I dont like for the fact that it can and will run you straight in more mob's. And the way I see it if your afraid of the monsters why would you run to more. I think they should just make you run back from where you started out or run to a corner out of the path of more mob's. I do like the effect and the skill they have now but lets face it are you really afraid of them and have you ever been. -------------------- stonedfighter-lvl 82 Warlord found in world 2 If your not a member BECOME ONE!!! support the dev's they look out for us ![]() |
|
Zorlar Chicken Hawk Posts: 118 |
Re: Official Thread: Build 95, Tweaks and Fear Eff
#37900 - 10/25/07 02:19 PM |
I don't have any problems with the new fear. Of course, I've only ran into one mob that's done it to me and, as soon as the fear was over, he was the next mob to die. Fear, while it's not supposed to be hair-pulling frustrating, isn't supposed to be fun, either. It's supposed to be inconvenient and cause bad things to happen. -------------------- Artek - Lvl 14 Ranger Rufgar - Lvl 23 Fighter Argel - Lvl 32 Mage |
|
Mezvaz New Kid Posts: 16 |
Re: Official Thread: Build 95, Tweaks and Fear Effects
#37923 - 10/25/07 04:26 PM |
In regard to the Monster Tweaks: I agree, they are much better at killing me. This, however is not a good thing IMHO. Used to be, if I wanted more of a challenge I could up the difficulty level or head into HDOL. When I wanted a nice relaxing dungeon crawl I could leave it on normal and only have to really concentrate when up against Champions, Heroes, and Bosses. Now I don't have that choice. For me, the game is supposed to be a form of relaxation. If I really wanted more work, I sure could use the overtime pay. I understand updates are not going to please everyone, but I was hoping for a PVP only tweak that wouldn't affect me, or at least not make the game less enjoyable. -------------------- Ahzandi Level 100 Shadow Mage Conniption 90-ish Ranger Pugnacious 20-ish Warrior |
|
Ripper_McGee Veternarian Posts: 1,496 |
Re: Official Thread: Build 95, Tweaks and Fear Eff [Re: #37923]
#37924 - 10/25/07 04:50 PM |
Do you have some specific examples? I've played a variety of character builds, levels, etc.. since the patch and don't have any problems. The only thing I ran into is that I could actually die in Dew Valley by running it on insane, but that was necessary I felt. -------------------- ~Ripper Complainers ... Unite Newb/N00b (NSFW) Read my interview with Mark /twitch (TM) |
|
JoeB1978 Veteran Posts: 1,097 |
Re: Official Thread: Build 95, Tweaks and Fear Eff [Re: #37924]
#37926 - 10/25/07 05:14 PM |
Agree it is much easier to die on insane in Dew Valley, lost count of the times i died there in last 2 days. But needed b/c before I would run there and not use a single pot. Havent noticed a major difference with dungeons outside of HDoL. -------------------- JoeB - Level 100 - Back to a Fighter where he belongs SirOldBottom - Level 42 - Shadow Merc Mearlin - Level 29 - Mage Dungeon Runners Map Build 0.95 |
|
Mezvaz New Kid Posts: 14 |
Re: Official Thread: Build 95, Tweaks and Fear Eff [Re: #37924]
#37927 - 10/25/07 05:56 PM |
Specifically, Shadows Embrace. Spent last 15-20 levels there with my Ranger. Suddenly I am running into battles in which Turkey Leg dies near instantly and I can't get through a single-group fight without chugging a potion or running away. This is by no means every fight, but enough to make a noticable difference. Been running as a weapon dominated build and have little mana - no problem pre-build. Have gotten QUITE used to killing near everything BEFORE they reach me. Not anymore. I am not saying the difficulty is beyond dealing with, just that it would have been nice to be ABLE to raise the difficulty if desired and not have it a manditory change. With the increased downtime between battles, the long grind to 100 is going to seem a LOT longer now. -------------------- Ahzandi Level 100 Shadow Mage Conniption 70-ish Ranger |
|
Blenda Chicken Hawk Posts: 109 |
Re: Official Thread: Build 95, Tweaks and Fear Effects
#37928 - 10/25/07 06:02 PM |
I think the reaction to the fear changes is somewhat overdone. I read the posts on these forums about how the HDoL is now really hard and thought I want some of that. So I said bye to Ratsputin and headed there. I was feared three times! And by the time the protection from fear wore off the mob that could fear me was long gone. I'll keep going in the HDoL and say hello to my old friend the Shadow Queen at the bottom. But there is no way that I would say HDoL is too difficult or unplayable now. In fact with the Light in the Loafers skill killing the groups that contain six or more Orok healers is not such a pain now. |
|
Qutse Rabbit Puncher Posts: 65 |
Re: Official Thread: Build 95, Tweaks and Fear Effects [Re: #37928]
#37929 - 10/25/07 06:49 PM |
I dont think my group was responding to increased difficultly. Fear interupts the action packed experience of this game. Thats what was annoying. Or maybe that its were all everquest lifers where fear is a very old raid effect and it feels "tired", "tried", "watched my character run in fear before in other games", "done that", "thank you ~yawn~", "can I play now?" and not at all as lively as the rest of DR. It really needs to be Xd or just made about a 1/10th as common because of that disrupting the lively nature of the DR experience. Its against the character of the game which is a brawl. Designers just thought of an effect they really didnt think about the DR play experience or brand when they put it in imo. Fear is a note out of key and not in the good way. |
|
Legendrunner Old Timer Posts: 457 |
Re: Official Thread: Build 95, Tweaks and Fear Effects [Re: #37929]
#37963 - 10/26/07 05:01 AM |
Now when I somehow can understand its annoying to be feared every second, which I still think is not the case. The devs are very aware of things that destroy good parts of the game, why do you think they got internal testing for one week long, sometimes even more? An MMO isnt always nice and sunny, relaxing at the hdol beach. I will eprsonally group with any of you to see it with my own eyes. When in a group 1 is feared, spamming pots is no problem. And I do know that the fear effects arent off the regular mob. Any of you, speak to me ingame and invite me, I want to see where and how worse it is. -------------------- LegendRunner - level 100 Ace something The Townstons Wiki Archive! - Boss of TT Dont Feed The Trolls! (Avatar) "I've become stoned by the pots, dont mind me." - Famous Quote |
|
Elad_Baats Chicken Hawk Posts: 158 |
Re: Official Thread: Build 95, Tweaks and Fear Effects
#37978 - 10/26/07 09:12 AM |
Hi everyone, The fear comes from Banshee's ..........in HDOL at elast........ this is easy Kill the Banshees First.jsut like we attack healers first to get them out of the way..even my 100 gets hit with fear occasonally but that is ok.. I know what causes it and it changed my strategy a bit is all -------------------- Ghad. Creative Arch Obsidian Mage LVL 100 refugee from the Lost World 30 0 PVP wins 0 PVP Loss's and proud of it |
|
Mama_Anarchia Actual Hawk Posts: 243 |
Re: Official Thread: Build 95, Tweaks and Fear Eff [Re: #37963]
#37981 - 10/26/07 09:30 AM |
No, the fear effect are off regular mobs. Specifically Banshee type casters, that are showing up for me in the lower areas of Frump's (Yes, QoS is using it too!) I've been finding this a very annoying interruption in the flow of the game. As a ranger with fairly low HP this is aproblem when you get feared into a corner and the whole group lands on top of you and gets of 5 or more hits with no way to defend yourself. I've gotten so I can spot the mobs that will cast fear and I go for them immediately at the start of engaging a group. My suggestion would be to either reduce the amount of mobs that can cast fear/reduce the fear effects duration or even remove the whole thing. This isn't fun or challenging, it's just annoying. -------------------- ------------------------------------------------- MamaAnarchia Level 100 Genius Arch Arcane Mage Parkaboy Level 49 Athletic Seasoned Poison Ranger CaycePollard (50) BooneChu (8) Retired. |
|
Zorlar Chicken Hawk Posts: 112 |
Re: Official Thread: Build 95, Tweaks and Fear Eff [Re: #37981]
#37986 - 10/26/07 10:06 AM |
Quote: They're also in the side dungeons in Algor's Terror-Dome. Quote: The dynamics of the game have changed with the addition of fear. As such, players need to change with it. In your case, you intentionally built your Ranger with low HP. When you do that, you run the risk of dying more easily. You're either going to have to invest in more +END gear, respec to have more Endurance or adapt your playstyle. It sounds like you've opted for the last option. Quote: Mine would be to either leave it as is or add +Fear resist gear and shorten the Bravery buff. I like fear. It adds a new dynamic to an otherwise single-minded game. Yes, DR is supposed to be easy and fun. The addition of fear hasn't really made it that much more difficult and I find the new fear interesting and different. -------------------- Artek - Lvl 14 Ranger Rufgar - Lvl 23 Fighter Argel - Lvl 32 Mage |
|
Tristanne New Kid Posts: 13 |
Re: Official Thread: Build 95, Tweaks and Fear Eff [Re: #37986]
#38034 - 10/26/07 02:28 PM |
Overall, the fear effect dynamic is pretty cool, but in a few places it is overkill. Lower embercore just sucks because too many mobs fear. Even if you resist fear 90% of the time you will still be feared frequently with 5-6 mobs chain casting fear. The fear effect itself did not make the encounters harder just irritating to the point it wasn't worth being there. You can kill the fearers first, but with 5 mobs fearing you it still is irritating. My solution was just to avoid irritating places so I now play in fewer areas of the game. I also am avoiding the Crypts because the stacking debuffs completely suck for my play style. I made some toon tweaks and even changed out gear to make both the fear and debuff effects less of an irritant, but it did not mitigate enough frustration to continue to play there. My time is valuable and I don't want to spend 10-15 minutes out of 30 feared or debuffed so I will not go back to those places. I did the new Shadow Queen encounter and while it was redone, there is still ZERO reason to return. The Abaddon encounter was once a popular farming target, but the risk-reward ratio has been lowered to make him less appealing. The sheer simplicity of Dungeon Runners was addicting, but now it seems that might be lost to resist-gear farming and having resist-specific talents. Possible changes: - Extend the cool down mobs have to cast debuffs/fears - Limit the number of fear/debuffers in any single mob group - Increase the number of special attacks mobs have with the difficulty level Fighting groups with 6+ healers is a challenge that you can overcome, but fighting a group with 6+ fearers is just irritating as you watch your toon crash haplessly into walls. If I want to be irritated I'd go play another game, but for now I will just go play in a different location. Again, I think the changes are decent, but in specific situations overkill. |
|
Mama_Anarchia Actual Hawk Posts: 243 |
Re: Official Thread: Build 95, Tweaks and Fear Eff [Re: #37986]
#38049 - 10/26/07 03:24 PM |
Believe me Zorlar I know how to adapt to changes in this game, I've played every single build since the start of beta. I even suffered my way through the infamous Build .32. And you are right, I'll simply get used to dealing with the casters first and work out a new strategy. I think you can chalk up my previous thoughts to early morning grumpiness. -------------------- ------------------------------------------------- MamaAnarchia Level 100 Genius Arch Arcane Mage Parkaboy Level 49 Athletic Seasoned Poison Ranger CaycePollard (50) BooneChu (8) Retired. Edited by Mama_Anarchia (10/26/07 03:28 PM) |
|
Zorlar Chicken Hawk Posts: 112 |
Re: Official Thread: Build 95, Tweaks and Fear Eff [Re: #38049]
#38050 - 10/26/07 04:08 PM |
Quote: I'm sorry, in re-reading my previous post, I see that it's come off a lot more harsh than I intended. I definitely got the impression that you had been here a while, given your character's stated levels in your signature. And, to show my "newb"-ness, I know not what you speak of when you mention "the infamous Build .32". Feel free to insert any comment you like about how new I am. It's just a bit frustrating to read all of these "Fear sucks" comments, when, truly, the answer to them is "duh!". the fear was added to make combat more "interesting". I think that's happened, but the part of the community that doesn't mind having to use a bit more strategy is clashing with the part that wants this game to stay a very basic hack 'n slash. I hope the strategic part of the community wins, because I would hate for combat to stay too terribly simplistic (that would get boring). So, I'll excuse your early morning grumpiness (hey, everyone has their moments, myself included!), if you'll excuse my unintended harshness. How's that? Still, even though I think fear should stay, I also think that +fear resist gear should be added and would go a long way in alleviating part of the community's problem with this whole thing. And I'm almost certainly sure that everyone's tire of me writing that, too. -------------------- Artek - Lvl 14 Ranger Rufgar - Lvl 23 Fighter Argel - Lvl 32 Mage |
|
Tristanne New Kid Posts: 8 |
Re: Official Thread: Build 95, Tweaks and Fear Eff [Re: #38050]
#38051 - 10/26/07 04:34 PM |
Quote: You don’t need resist gear when you can accomplish the identical result by merely tuning the occurrence or impact. Toolbar and inventory space are already scarce so adding an additional load only causes more headaches, especially for non-members. The fear effect is fine, but in specific situations it is not balanced and that balance should be reached without adding stats, skills or new gear. |
|
Zorlar Rabbit Puncher Posts: 92 |
Re: Official Thread: Build 95, Tweaks and Fear Eff [Re: #38051]
#38052 - 10/26/07 04:40 PM |
Quote: Except that there's +resist gear for everything else (yes, even stun). So why should fear be any different? -------------------- Artek - Lvl 14 Ranger Rufgar - Lvl 23 Fighter Argel - Lvl 27 Mage |
|
Mama_Anarchia Actual Hawk Posts: 242 |
Re: Official Thread: Build 95, Tweaks and Fear Eff [Re: #38050]
#38054 - 10/26/07 08:43 PM |
Hey no worries Zorlar. I have enough faith in the devs that I'm positive they will make sure that everything is in balance. They really do encourage and listen to our feedback. Build 32, was infamous because a large group of the beta testers simply quit playing. It was one of the early passes on the mob AI and they kinda made the aggro a bit over the top. As soon as the player's toon entered an instance 50% of the mobs in the whole level would aggro all at once. There were no high level toons so players hit points were fairly low and you'd die 20-30 times before you could clear the first mega group. It only lasted a couple weeks but it was crazy hard and frustrating. Now of course people do "dungeon pulls" on purpose for rapid AoE experience gain. ![]() -------------------- ------------------------------------------------- MamaAnarchia Level 100 Genius Arch Arcane Mage Parkaboy Level 43 Spry Seasoned Poison Ranger CaycePollard (50) BooneChu (8) Retired. |
|
Ridwenna New Kid Posts: 1 |
Re: Official Thread: Build 95, Tweaks and Fear Effects [Re: #37929]
#38111 - 10/28/07 04:25 AM |
Quote: This is so correct. As a refugee from World of Snorecraft, I can attest to how frustrating and annoying most implementations of fear are in games like this. At best, fear would be just some other mechanic in the game implimented in such as a way as to not be overly annoying. The other point this poster made is really tied to the first- that fear inevitably slows down the pacing of a game. Consider carefully if fear really belongs in this game and if it integrates well with the overall style of the game. |
|
Pax_Arcana Rabbit Puncher Posts: 81 |
Re: Official Thread: Build 95, Tweaks and Fear Eff [Re: #37862]
#38345 - 11/02/07 07:53 PM |
Quote: This is the problem I have with Fear. I'd rather be reduced to cowering and whimpering (while the monsters beat on me), than go running headlong into the next spawn (or two ... or three), possibly including Champions and/or Heroes. |
| All times are US Eastern, the board's original clock (vBulletin-era times converted from GMT). |