It's more like difficult 18 people in the NA time zone that are competent and well geared lol. Especially support. So many whms that don't want to cast haste... or don't have any fastcast/cure cast time. Rdms that can't debuff with new soothsayer and supposedly good gear that geos regularly debuffed prior to the recent update to delve gear. Schs that miss every tp move. That part was so big that one of my last lss best dd was always sch cause others so bad. Brds that only have +2 to songs and no harp. Cors that can't/wont rotate. Rng method is certainly less time efficient but allows for more people to suck.
I think part of the problem is most NAs here don't really read up and have gross misunderstandings of the game. Which leads to interesting discussions like how sch should make fire macc staff because it's better than antinian staff for addle. I've kinda given up on being able to find and get together more than 6 people on this server in the NA timezones that really know how the game works almost think I'd have a better chance just building anni on my mules and getting random meh dds together and tanking on my main winning that way lol
If you're referring to the Annihilator method, you're most likely correct. Take that out of the picture and you're left requiring at least one standard melee party to keep things in place, at which point you really haven't minimized any risk.. and may as well just use two melee parties.
Having a ranger party for Ceizak is almost certainly equal to or better than dual melee parties, but there's virtually no challenge left with a couple of equally competent BLU. Unless you have no plans of rotating zones, you're just going to end up losing the optimization when you leave Ceizak or having people unnecessarily swap jobs.
Edit: and I just double checked the spreadsheets for funsies. Optimizing for rangers is going to make them more or less equal to preferred melee jobs, at which point you're basically just choosing the same damage for ~600-800 less HP. Take the specialty buffs away and meleeing is absolutely better for total damage.
Oh yeah definitely referring to anni method otherwise would still run into the problem of dealing with idiots that play to save their life
A couple of Matsui follow up posts, some reives adjustments and tractor not zoning for Wildskeeper reives, both are scheduled for Autumn update.
Added translations. If you only saw Wildskeeper Reive info, I translated the Colonization/Lair Reive info also and edited it into the same post about 10-15 mins after the initial post:
http://www.bluegartr.com/threads/112...=1#post5860109
Not thrilled at all tbh about them adding more gear to WKRs considering the annoying drop system. However, with them mentioning more ways to obtain the gear, perhaps this won't be an issue. No complaints at all about having to fight them again, would just be highly annoying to go through the grind of getting pebbles and moko grass again.
Wonder how easy/convenient it'll be to bypass reives. I know a lot of people (prolly not many on BG tbh lol) use reives as a source of bayld, but I wonder how this change will effect colonization rates on the grander scale. Eventually, those who solo/low man these for bayld won't need bayld anymore, and if we're not killing them in order to get somewhere, it very may well be that they're just left alone. Than again, with the changes coming to WKR drops (eventually) maybe we'll all have a reason to care again.
The idea of NPCs in reives is a pretty easy stretch, considering reives seem to just be a refined version of campaign. But considering the ease we already experience in them, I can't imagine what use the NPCs will be really. Are they going to be strong enough that reives are destroyed regularly by them, or will they be weak enough that without player assistance, they're doomed to the same fate as Bastion NPCs? Seems like a tight line to walk for any form of balance, unless they completely change reives yet again. I like their attention to them, changing them to fit our needs/wishes, but so much change has made it incredibly annoying to pin down their difficulty.
As far as the UI post, the macro color header thing that let's you know if the macro can be used is pretty nice. The drag and drop method of equipping is squarely retarded, because there is only one possible slot for the majority of gear, mouse movements are slower than keyboards, etc.
I am not very fond of new WKR drops, I gave up allready on some existing WKR drops, because the drop system is fucking ass... Seirously. 8 hurkans and all I have to show is a bullet and a axe I dont use, 4 yumcax and all I have to show is a club that got pretty useless. yaiie me...
Glad to hear about revies changes and the possibility of bypassing annoying colonization revies. I do see the need to make the old Naakuals more attractive and more useful drops would be nice. The one thing they really need to look into is cape drop rates. I have not gotten a single cape in maybe 20+ revies with at least 3 evals. My last drop was from Zapdos weeks ago.
At least you got weapons. Same number of fights on both and I'm stuck with bullet/grip and cape/neck lol. Funny part is my mule that I just brought into each fight for clears got head on each of the, <.<. And it got like under 1k eval not counting final.
Anyways I feel the more drops thing will back fire. The reason people have stopped doing them is because of the whole retarded get the same drop thing... add more drops and you will have even worse chance to get a particular item you want. Good job SE you made the reason people hate the event worse
If they make an upgrade process for the gear which requires repeating the Naakuals, and they make the new alternate obtainment method reasonable (e.g. kill Hurkan 3 times to pick one of his drops, or something along those lines), I think they will keep people fighting it. I agree that adding more drops alone wouldn't really do anything unless they occupied a new/separate drop slot.
True if there was some progressive manner installed to getting drops things would pick up immediately after they did that. I think theres been like 20 OF threads (including several in the bug forum calling this drop method a BS bug) pushing for that and this is what they come up with makes me wonder why they have OF.
Seems odd that they would go back and upgrade Naakual gear when the upgraded version already drops from Delve.
Lol, are they ever going to stop changing their fucking 1Lvl gear? Maybe they should start adding version numbers to the iLvl stuff as well. I think we will be up to like to Naakual gear v.3.0.
I remember VW but last time I check VW fights never lasted 18 hours each. Nor did you basically have to spend 200k + farm for an hour per fight. Nor wait 3 hours for repop. Nor need half the server or at least a full pt of competent cors. Nor allow people to just jump in and leech the last few seconds and still get drops. I mean really comparing getting drops in this to vw is like comparing making relics in old dynamis vs new
wkr are way above vw level in terms of retardness. you could spam vw pritty quick and lowman alot of them.
wkr need more people, needs you to have bayld, gives you shit dorps, last up to 10 hours (the longest i have witnessed) are dependent on some fucked up colo rate etc list goes on. shits retarded hence why i gave up on some drops of them.
The 18hr fights and needing CORS it's players fault, why the bird can be killed in less that 1hr with competent players, and maybe less with PD start, Ppl just not happy with anything...
Can't say bayld Is hard coz can just go skirmish and farm 90k in 45 mins, ya probably not now coz ppl with Gil spamming skirmish 2... But sometime "soon"
From the library quest I got what I wanted of the tree the only one that you need lolcorarmy, a just keep joining the bird till I got what I wanted, so far just missing lolaxe in 13 kills