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Re: Bloodthorn Raid Reset Changes

#101
Druids have dps mainhands/offhands/neck/misc/braces/rings and dg adds lightning strike - dps. Your logic not mine.
You forgot new offhand that lowers target magic resistance :) druids can basically carry a mini lure now. So yes, druids can dps, so can warriors. If all classes had one role that would be boring and lame.
Warriors can dps and so can druids it just isn't their main function which is why you dont see a good dps druid or warrior getting kill over a good rogue or ranger.
UltimateIronman - Level 50 Morrigan

Youtube Series here

Re: Bloodthorn Raid Reset Changes

#102
Welp guess we shouldn't have posted strats on forums and just kept intersever comm inbetween clans on 3rd party apps :lol:

But seriously otm please reconsider this.. 2 servers killed out of how many? Both had massive numbers attending the raid.. as it stands now, what are u gonna need 80 toons to kill it? It was plenty difficult as players we would all like to enjoy killing this new boss that was already challenging enough.. now you've just made it borderline impossible.. players have stated we want raids that don't require extremely massive numbers to kill, why change it so it's the exact opposite of what the majority of your player base asked for?

Re: Bloodthorn Raid Reset Changes

#103
Hell we even had druids with SoL to help continue our dps on roots and bt but it hardly helped when we were doing the kill both roots strategy. Not dying that much isn’t going to help a ton. Not enough to make a 60 ppl raid into a 40 ppl raid.
All chicken we're created equal
U disrespect chicken I disrespect u

Lightchamp
- chieftain of lazy drunks
- 223 Dg ranger

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Re: Bloodthorn Raid Reset Changes

#104
With the stacked resists of a tier 8 offhand, players survivability increases on Causticroot's auras.
(Auto-ing whilst venemous thorns is up, the skill Caustic Spray, and the length of time you can remain in a Corrosive Pool)
This alone means less deaths and less 30 second DPS loss from being unable to res again.

The majority of Offhand skills now focus on a burst of divine damage, and new divine damage sources for classes that had none previously, e.g. Warrior.
Additionally these will not overlap on the Rogues DoT, as they use separate classes for Prowesse and Finesse.
This means getting roots down faster, so that all DPS can be focused on the boss.

Finally the character refresh lag issue should now be resolved making raid encounters much smoother.

The encounter will continue to be reviewed as players experience the new changes firsthand.
Love it Muldar. Thanks very much, something fun and new in the game was very much needed. Even if it is overly challenging, it makes it that much more exciting for the day we down BT with these additional buffs.
Arawn - General of Resurgence

Gaiboi - Full DG Druid level 221
Paphiopedilum - DL Lock Rogue level 190
Pleurothallis - Mage level 189
Masdevallia - Warrior level 189
Bulbophyllum - Rogue level 99

Re: Bloodthorn Raid Reset Changes

#105
With the stacked resists of a tier 8 offhand, players survivability increases on Causticroot's auras.
(Auto-ing whilst venemous thorns is up, the skill Caustic Spray, and the length of time you can remain in a Corrosive Pool)
This alone means less deaths and less 30 second DPS loss from being unable to res again.

The majority of Offhand skills now focus on a burst of divine damage, and new divine damage sources for classes that had none previously, e.g. Warrior.
Additionally these will not overlap on the Rogues DoT, as they use separate classes for Prowesse and Finesse.
This means getting roots down faster, so that all DPS can be focused on the boss.

Finally the character refresh lag issue should now be resolved making raid encounters much smoother.

The encounter will continue to be reviewed as players experience the new changes firsthand.
survivability was never an issue here, so basically what your doing is making this game more divine reliant, and unless you fix the casting times drastically your burst damage is basically a negligible addition. If you did overpower the divine skills for all classes then you are completely underwriting how ever single class is designed and played and making casters especially a 1 skill class which further offsets any possible attempts at class balances.

You have been doing this for years, you cant just say "hey lets just throw a ton of divine damage on gear and make that the requirement to kill it" the more you do this the more you lose class structure and the more you lose game quality. This game is no longer strategic its just a competition to see who can get the most divine damage and you nerf everything else to the point of non existence.

Edit: If you want to make this a 1 element 1 skill game then go for it, but watch your player base slowly die out.
Last edited by krummy9552 on Wed May 16, 2018 3:45 pm, edited 2 times in total.
World: Gwydion Clan: Relentless

Krumz~220+ Mage
Krums~220+ Dps Druid


Retirement dident work out for me .-.

Re: Bloodthorn Raid Reset Changes

#106
Druids have dps mainhands/offhands/neck/misc/braces/rings and dg adds lightning strike - dps. Your logic not mine.
You forgot new offhand that lowers target magic resistance :) druids can basically carry a mini lure now. So yes, druids can dps, so can warriors. If all classes had one role that would be boring and lame.
Warriors can dps and so can druids it just isn't their main function which is why you dont see a good dps druid or warrior getting kill over a good rogue or ranger.
That is debateable
#NerfMages #AvoidBalance #WhyPlayARogue #MeatShieldOnly #HealingSlavesOnly

OP dps warrior on Belenus, hot af melee druid on Nuada. #Elementals #Apex

Re: Bloodthorn Raid Reset Changes

#107

I agree to an extent. Which is why if you look at previous comments. I challenged Otm to form a marketing campaign to get CH’s name out there and increase the player base. For now this is a challenge for who is “left” on the servers. Arawn should have the numbers, but getting out Offhands to tier 8 in the next challenge. As Otm said it is possible with 40 people and tier 8 offhands. Most of us should have them in 5-6 weeks. So we wait 5-6 weeks to actually down BT... it is what it is.
Not sure if OTM should increase player base, there is enough ppl already in many Servers. Dominant clans just dont care about the rest of the clans. Epona showed us a lot is possible.
I feel an increased player base would be beneficial. I actually miss the days when comp clans such as yourself night we’re outlocking us on EG such as Mordy. The rush of waking up at 3am to go running down the Carrow halls to attempt to outlock was thrilling. Not to mention when we did lose a lock, it just made our clan that much stronger together to want to focus harder to ensure we win the next round.

More people equals more comp, equals more opportunity.

More competition clans or larger comp clans would be ideal. I would love to see someone trying to outlock us at Gelebron. Just makes thing that much more interesting...
This is my least favorite. Something about waking up in the middle of the night and then being tired and crabby the next day isn't all that fun
Zyz 220 Druid
Noah Fences 220 Rogue

Re: Bloodthorn Raid Reset Changes

#108
Simple fix could be adjusting Raids based on Server Activity (# of players) regardless what clans people are in.
While we don't currently have a system in place for actively scaling raids to the number of active players in a zone, this is something we may look into in the future.

Re: Bloodthorn Raid Reset Changes

#109
With the stacked resists of a tier 8 offhand, players survivability increases on Causticroot's auras.
(Auto-ing whilst venemous thorns is up, the skill Caustic Spray, and the length of time you can remain in a Corrosive Pool)
This alone means less deaths and less 30 second DPS loss from being unable to res again.

The majority of Offhand skills now focus on a burst of divine damage, and new divine damage sources for classes that had none previously, e.g. Warrior.
Additionally these will not overlap on the Rogues DoT, as they use separate classes for Prowesse and Finesse.
This means getting roots down faster, so that all DPS can be focused on the boss.

Finally the character refresh lag issue should now be resolved making raid encounters much smoother.

The encounter will continue to be reviewed as players experience the new changes firsthand.
survivability was never an issue here, so basically what your doing is making this game more divine reliant, and unless you fix the casting times drastically your burst damage is basically a negligible addition. If you did overpower the divine skills for all classes then you are completely underwriting how ever single class is designed and played and making casters especially a 1 skill class which further offsets any possible attempts at class balances.

You have been doing this for years, you cant just say "hey lets just throw a ton of divine damage on gear and make that the requirement to kill it" the more you do this the more you lose class structure and the more you lose game quality. This game is no longer strategic its just a competition to see who can get the most divine damage and you nerf everything else to the point of non existence.

Edit: If you want to make this a 1 element 1 skill game then go for it, but watch your player base slowly die out.
wrong, have you even done a bt? survivability is a MASSIVE issue. The caustic root, poison cloud and poison barb cloak were all huge problems that the new offhand will help immensely with.
UltimateIronman - Level 50 Morrigan

Youtube Series here

Re: Bloodthorn Raid Reset Changes

#110
With the stacked resists of a tier 8 offhand, players survivability increases on Causticroot's auras.
(Auto-ing whilst venemous thorns is up, the skill Caustic Spray, and the length of time you can remain in a Corrosive Pool)
This alone means less deaths and less 30 second DPS loss from being unable to res again.

The majority of Offhand skills now focus on a burst of divine damage, and new divine damage sources for classes that had none previously, e.g. Warrior.
Additionally these will not overlap on the Rogues DoT, as they use separate classes for Prowesse and Finesse.
This means getting roots down faster, so that all DPS can be focused on the boss.

Finally the character refresh lag issue should now be resolved making raid encounters much smoother.

The encounter will continue to be reviewed as players experience the new changes firsthand.
survivability was never an issue here, so basically what your doing is making this game more divine reliant, and unless you fix the casting times drastically your burst damage is basically a negligible addition. If you did overpower the divine skills for all classes then you are completely underwriting how ever single class is designed and played and making casters especially a 1 skill class which further offsets any possible attempts at class balances.

You have been doing this for years, you cant just say "hey lets just throw a ton of divine damage on gear and make that the requirement to kill it" the more you do this the more you lose class structure and the more you lose game quality. This game is no longer strategic its just a competition to see who can get the most divine damage and you nerf everything else to the point of non existence.

Edit: If you want to make this a 1 element 1 skill game then go for it, but watch your player base slowly die out.
wrong, have you even done a bt? survivability is a MASSIVE issue. The caustic root, poison cloud and poison barb cloak were all huge problems that the new offhand will help immensely with.
It won’t help immensely. You will still die the same amount of times.
All chicken we're created equal
U disrespect chicken I disrespect u

Lightchamp
- chieftain of lazy drunks
- 223 Dg ranger

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