I agree that healers in BGs are a problem, especially while leveling. I have found that they can almost always heal through 2 dps focused on them. I don't know what I would do about it, but I would start with making it so that they heal themselves less than they heal others. Focusing them should be the correct thing to do, but it often feels so hopeless when they have a couple healers lol
Posts made by Rubis
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RE: BG Healing
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Forum
Hey Devs/GM's
Did all the posts from the past few months get deleted/archived?
I hope not, and if they did, I hope in the future you reconsider. I really love this server, I think you all do a great job and I've been pretty vocal about that, I was sad to log onto the forums and seemingly see everything folks had been discussing for the past few months.. .just... gone? (Hopefully I'm not dumb and missed something, I would just hate to move these talks to discord because it does such a worse job at documenting comments on ideas and is just kind of a mosh pit of folks asking for short paragraph wants, where the folks here I've seen put a lot of heart into their proposals <3)
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Cosmetic Re's
Hello!
Ascension RE system is so great, it has kept me so engaged and happy for the time I've been playing, I would love to see a cosmetic RE section that can be applied to tabards and shirts. Things that change the color of spells, the look of things (this could be a place to put boomkin/shadowform/treant stuff). The jazz RE comes to mind, just fun things that don't take up a slot for actual power RE's but increase customization and fun :D. I could see these being DP/RE's depending on the level of change just like it is now.
Cheers!
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RE: I have absolutely no idea what they're thinking.
I hear you.
I think something I'm not considering is that on Area 52 people can get more defenses than they could on Mal'ganis because of the different free pick systems. Mal had the rarity free pick which meant you could find out what folks had if you watched their abilities since there were so few epic and legendary slots. I haven't gotten the gear to pvp on Area52 end game yet, but when I do I'll post here again with thoughts, you both might very well be right, just that my experience with the specific gap closer stuff wasn't terrible to navigate on Mal
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RE: I have absolutely no idea what they're thinking.
Melee Main,
It was like that for the entirety of Mal'ganis and it was fine really. Just takes getting used to.
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Community Forum FAQ
Would love to see a section for staff to post FAQ's and their stances on them, would hopefully make some of their decisions more transparent and give us an insight into how they're approaching the game!
Things I'd love to see a response on:
Why there's no AV for PVP? I'm sure they've answered this question 100 times, and I'd look at the FAQ's before making a post about it but couldn't find one here!
Thanks,
Rubis -
RE: New ability Charm/recruit - mind controll spell
I think there would just be a list of things you could "tame" like the other spells.
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RE: Trouble with cross realm mounts
account wide is limited to server. When you get option to transfer to A52 or Al'ar you'll bring your Season 3 vanity with you though as you'll be merging.
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RE: New ability Charm/recruit - mind controll spell
Could also be "Squire" for Paladin's (Overall more options are cool).
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RE: Thorough Crafting Suggestions after using the system in Mal'ganis and beyond
You guys are very busy, but I hope this is helpful when things calm down post transition <3.
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Thorough Crafting Suggestions after using the system in Mal'ganis and beyond
Hello!
I have been experimenting and playing around with the High Risk during Mal'ganis. As Season 3 is about to wrap up I have some feedback I'd love for the Dev's to consider for Season 4, Area 52, or other similar projects in the future. I want to stress that I loved this part of the game, it was so much fun for me and all of this comes from a good place of wanting it to be better!
High Risk Materials:
Overall I think this system is so cool! I am very impressed by how much content it adds to the game, how rich the choices are, and how relevant all the professions feel in the economy and in creating BiS gear for each tier set.
Over the course of Mal'ganis I made and played with all of the professions and experimented with what they had to offer for the various High Risk Crafting systems. Before I go into each of the professions however I want to speak to an overall friction point in the crafting system and suggest a couple ways to help alleviate that. My hope is that with these suggestions these systems feel better to get into for more causal players and to help level out the economy in better ways for the various resources, allowing more folks to achieve their BIS dreams for each tier.
The #1 Friction point I felt was how many green and blue resources I got and my inability to make it feel like I could use them effectively. Please don't misinterpret that as a whine, but more pointing out an opportunity for them to be relevant for more than their 50% strength versions of similar gear upgrades. My suggestion is a less than ideal way to convert these into the higher version of them. Letting them gain more value overall while keeping their value as well. You can still use them to craft the green version of the consumable, but with this suggestion at a steep rate you could also convert those into a blue version of the resource. With this funnel I think you can create a better economy regarding the epic versions and let more people get BIS, which is a great goal especially considering how fast Season 3 was.
Important Notes: For this to be viable, I think it is very important that what you combine is the high risk reward for turning those resources in, not the resources themselves. (So you have to go into High Risk, find the points to shatter, forge, feed the plant, etc.). This makes combining those resources for the reward more valuable, and encourages people to do so because with the rewards they can work towards earning a purple of that type.
My suggested conversion rate:
25 Green Resources (5 Green Reward)= 1 Blue Reward.
25 Blue Resources (5 Blue Reward) = 1 Purple RewardThe second version of this suggestion remains the same, but adds another step to this which I think would help keep traditional end game resources valuable, which is to include a number of the like type to combine. This would look something like:
25 Tainted Wyrmkin Trinket+20 Thorium Ore=1 Impure Wyrmkin Trinket
And so on.
I would have to see numbers on the different resources, my gut would be to do the following for this version of the suggestion:
Cooking: Any Raw Meat 275+
Enchanting: Illusion Dust
First Aid: Runecloth
Fishing: Any Raw Fish 275+
Herbalism: Any Herb 275+
Skinning: Thick/Rugged Leather
Smelting: Thorium
Tailoring: RuneclothTo sum up the previous ideas: Allowing players to combine resources at a steep rate to eventually get purple high risk items keeps them in high risk longer, allows for a better economy around them, and let's more player's reach BIS (A great thing!).
Elemental Essences:
One of the coolest parts of this whole system is that farming the various high level elementals in High Risk gives you Twisted Essences of that elemental type, and these are required for many of the different max level crafts!
This suggestion, unlike the other ones in this post is more a plea than a "Good" idea. To turn off my trying to be constructive hat for a second. They require too damn many of these fucking things! lol.
To put the hat back on, I would simply change this from 1->5->10 to 1->3->5. I would make any of the green versions of these items drop only from high risk and then allow them to be combined like the previous system suggestion, adding elemental altars where they could be combined by anyone as long as they had enough and took the time to do so. The altars would be located near the elemental spawns in the various zones.
High Risk Crafting:
Now to move onto some thoughts revolving each of the professions, some suggestions on what I would do to help them all out and requests to implement more systems like it for the missing professions!
Cooking:
Overall this was fun, it was the first one I dipped myself into and hooked me to do the rest of them afterwards. My big feedback here is just echo'ing the previous section, less elemental essences are a good thing for consumables in particular, If you keep the 1/5/10 for item upgrades that would make sense, but for things that last 1-2hours I think 10 is too many even for the purple food. Add Cooking Pots/Tables to allow cooks to combine food into higher colored ones.
Enchanting:
All the different enchants you guys added are so fucking rad lol. I love how many different playstyles and types of things you can try to go for by targeting the different enchants. My one suggestion here is to make it so crusader 1 is a high risk enchant and not a normal item enchant anymore, so that it fits in line with the rest of them. Make it so righteous orbs aren't needed for it and you need the green high risk versions instead. (As well as changing the dust type).
First Aid:
I like when systems are a complete set. I'd love to see this for completionism sake, but I think there are some cool things that could be done here like making high risk first aid not interrupted on being damaged but rather needing to be kicked/stunned instead. As an added bonus I would think about making the various cloth types give a resistance bonus to the user while they are actively using it. For example:
Interlaced Dragonweave Bandage: Heals the user for X over 8 seconds, while they are bandaging themselves they gain X Fire Resistance.
Fishing:
This one is simple! Similar to First aid, I want to see high risk fishing school's. These would give high risk fish that could be turned into meat or oil's for Cooking/Herbalism.
Herbalism:
I think this one is fine as is
Skinning:
Add High Risk Tanning Racks and change leather to hides. Using a tanning rack allows the skinner to turn it into leather. This would also fall into combining leather into high colored leather.
Smelting:
Fine as is
Tailoring:
Add Quilting/Sewing Tables (or whatever you want to call them lol) That allows players to turn cloth into high colored cloth. This would work for Tailors and First aid people.
High Risk Zones:
Finally, not all High Risk zones are created equal. The final suggestion is to create areas in each end zone where players can collect the items pertinent to that zone for each profession. Of note I would remove Deadwind pass and move it's items to the blasted lands.
Each zone should have a unique material for all of the professions, so that players are encouraged to go into all of them regardless of their professions.
Thank you for anyone who read that comprehensive report!
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RE: Legendary RE: Smoke and Ash
@Blake3204 I super agree! Again I loved your concept which is why I wanted to do one inspired by it
I Enjoy a lot of the melee caster combo's because it's so different, and this is a cool take on that which doesn't just make you do fire damage on auto's etc which seems like some of the recent ones do. Firewatch comes to mind and is cool, but the stealth aspect is awesome.
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RE: [Feedback] Limited mystic extract feels punitive - I stop playing
I agree overall. I am also someone who likes to play a lot of builds. The allure and thing that sets Ascension apart is it's approach to Alts and completing content with a very wide range of playstyles and builds, and encouraging that aspect of the game should be important.
I have a lot of time put into season 3. I have 5 characters I play pretty regularly and across a couple of those I have easily over 1k runes and orbs on each of them. I would love to buy Mythic Extract levels by spending some number of runes/orbs without the bonus chance of finding an enchant I could extract or sell. I am at the point where if I need to add things to my collection for my next build, I need to spend minutes at a time rerolling on a high ilvl piece of gear to be the most efficient, just to put the enchants on the gear I want.
I really like the collection aspect, I really like that you can build these things to your account over time to allow for more builds, I just think the time to get those extracts is too long. For me, and OP please let me know if you agree, it's less about the resource gathering to get more extracts than it is just the simple TIME it takes to actually reroll that many times. Again, I have over 2-3 thousand mystic runes lol, but I don't want to sit and click every 4 seconds to level up 1 time to extract 1 RE.
TLDR: Make it so we can buy the extracts with resources we collect, I think it is very reasonable to have a cost to increasing your collection, but the time gate on leveling this system is unnecessary.
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RE: Interesting idea for server
I'd have lots of fun doing something like this, I would just make it so people who stop their level enter their own bracket. If enough people are doing it anyway it would be lots of fun to have their own meta.
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High Risk Materials
Hello!
2 Things regarding High Risk Materials I believe would be super beneficial to players looking to enter that part of the game. Both of these involve the wiki, though they could also involve in game items that are drop chances in the open world that could be learned which would be great for folks who would rather all their info be available in game.
Update the Ascension Wiki to have Ungoro crater items and zones, which is currently missing.
Add a wiki page that includes all the ascension specific items and has a loot table of what mobs or gathering nodes they drop from and the % chance they drop from those!
I think there is lot's of feedback about the High Risk gameplay as far as pvp goes, but as someone who Loves what ascension has done with their crafting system, I wish the barrier to entry was lower and I think it would encourage more folks to partake!
Thanks,
Rubis -
RE: Suggestion for Hasty Uncommon RE's
I believe it's because you're limited to 3 of each, so using a total of 6 (3 of each) you can get a pretty big cooldown reduction. If you really want to lean into one or two "cornerstone" spells that have cooldowns this lets you triple dip (talents, rares, uncommon's). You can get rapid fire down to like... 36 seconds I believe if you use all of those options (from 3 minutes!).
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RE: Legendary RE: Smoke and Ash
Love the theming here, I think the vanish/stealth stuff is super cool! The following things are changes I'd make while keeping the fantasy in tact. A lot of this is a really big rewrite, please take that as a "you really excited me I wanted to do my own while keeping your idea as an inspiration" and not as me trashing your version! It's super neat
Combine bullets 1 and 2 to read:
- Leaving stealth grants you a stack of Ash for 10 seconds.
"Ash"
Your next direct fire spell or ability deals 35% increased damage and has a 50% increased critical strike chance.
Change the 3rd bullet to read:
- Transforms the Blink spell into Smoke:
"Smoke"
(blink mana) (blink CD)
Same text as Blink+ this additional text; When you use "Smoke", you enter a more powerful version of stealth for 4 seconds, you take 10% more damage while in the Smoke stealth effect, but are not revealed from taking damage.
Talents that affect blink affect Smoke.Change the 4th bullet to read:
- When a direct fire spell or ability lands a critical strike, the cooldown on vanish is reduced by 4 seconds, the cooldown of smoke is reduced by 2 seconds, and a combo point is added to the target.
Change 5th bullet to read:
- When you use a rogue/druid finisher on a target that has 5 combo points on them, you gain a stack of Ash.