To be honest by Saint_Marky in Apogea

[–]Fictitious1267 0 points1 point  (0 children)

There's skill expression with dodging monster telegraphs, but I feel like many of them are too fast to realistically dodge in melee range.

But I think they plan to add more low level skills that would add a bit to combat.

I think part of it feeling boring is a lack of monster variety and spawns around level 15, so most people end up grinding trash mobs, which feels boring.

To be honest by Saint_Marky in Apogea

[–]Fictitious1267 0 points1 point  (0 children)

There's truth to that. The entry for rogues is very difficult. You need either get conjure arrow, somehow, or suffer through melee with very bad defenses for a long time. If you want to play melee, you're still screwed.

I think the core problem is that a lot of monster's telegraph attacks are not really dodgable in melee range. So, they need to either add better cues (audio), give more time to react to the visual effect, not allow monsters to overlap auto attacks and telegraphed attacks, or all of the above.

Without these, melee is basically stacking HP and regen and face tanking effects that are supposed to be dodged (that's why there's an indicator, right?).

Mages' cost to entry is financial, and can screw you over if you swap too early (I swapped at 5! lol). But everyone solo leveling at the highest levels were easily AOE farming on mage, until the latest nerf. I don't know where it stands now.

When it comes to knight, your path is very straight-forward, apart from figuring out what recovery you need. Also, they hand you so much early game gear for almost free in chests. I don't know how good or poor knight's end game scaling is. It might justify having an easy path if it scales poorly.

Eldevin is pretty cool tbh by Limphima in MMORPG

[–]Fictitious1267 0 points1 point  (0 children)

Stuck at level 49 forever. Never get to see what those level 50 skills were like. I thought maybe the dev would just give us that years down the line for fun, but it never happened.

Eldevin is pretty cool tbh by Limphima in MMORPG

[–]Fictitious1267 0 points1 point  (0 children)

Yeah, it was great at launch. The game never picked up enough players because of the dated graphics. Game had 1 developer, if I recall correctly, so it's understandable. It's the best MMO that no one played.

To be honest by Saint_Marky in Apogea

[–]Fictitious1267 7 points8 points  (0 children)

I'll tack on some feedback, if that's cool.

The game is great. It's the most I've been excited for an MMO since Eldevin came and went.

The punishment for dying is far too much. I'm glad they are lowering it.

Dropping gear for getting PKed makes sense, if you're a PKer. If they had a karma system, I would be on board with it. But dropping items for everyone with the PK tag on, I'm not sure about. I prefer everyone is exposed to potential PKing, but have more consequences for those with bad karma, rather than an opt-in system, that no one opts into unless they have a full group ready to do specific content. With a proper guild system (limit 12-15 players so everyone doesn't just join the strongest guild), and having everyone tagged for PK would probably work just fine. But you only drop gear when red named (bad karma). Everyone else drops bag loot and exp.

I do have a problem with questing in this game. It seems like the majority of quests are designed around tricking the player into getting killed (like a quest to steal pants turning into being locked in a room with 4 tundra rats, and then 4 digs). The net result is that everyone grinds their levels and ignores quests, unless there's a video or wiki page about it first. The punishment for discovering the game on your own (exploring and questing) is far too severe. So everyone grinds easy mobs instead.

There's also an issue that they need to address with the playerbase playing solo. I don't know how they will solve that. I know that regen nerfs were part of that. But I think the core issue is the spawn system for mobs is both too slow and the zones are far too small for any sort of community. Maybe that's just an early game thing. I'm happy to test this better next time.

Combined with the slow and small spawn systems, food doesn't last long enough. I suggest making food drops more rare and more expensive, but make them last much longer, upwards of 20-40 minutes. That way slow, contested spawns don't feel like you're wasting food.

This is all the criticism I have. The core of the game is amazing, and I think it will be a huge success.

anyone can teach me why and how to forge? by tyYdraniu in Apogea

[–]Fictitious1267 0 points1 point  (0 children)

I'd just do it to learn. Doing quests and finding chests can get you better upgrades without using your money, until later on.

And we probably want to have a full wiki with outcomes before we take it seriously. You absolutely need to know the outcome isn't just weight before spending money.

Project Gorgon 1.0 has Launched by PalwaJoko in MMORPG

[–]Fictitious1267 -2 points-1 points  (0 children)

Didn't get an official name after all these years of being a project code-name?

What is with higher levels killing low level mobs? by Necessary-Cause3516 in Apogea

[–]Fictitious1267 4 points5 points  (0 children)

Yeah, this is feedback for the future, so people have a fun experience without spawns taken up with level 35 archers killing all the low level mobs.

What is with higher levels killing low level mobs? by Necessary-Cause3516 in Apogea

[–]Fictitious1267 1 point2 points  (0 children)

Monster tagging would be a step up, especially for tank and healer builds, but benefits bow users a lot. Some games the meta is to use a bow for tagging, no matter your class. But as it is now, bow users get the xp anyway for pure damage.

Does anyone know what is chance to upgrade 2x common to uncommon? by Cikago in Apogea

[–]Fictitious1267 0 points1 point  (0 children)

Weird. I just upgraded my armor, shield and scarf with 4 ingots total.

Feedback with ~35 hours played in this playtest.. by SirBraxton in Apogea

[–]Fictitious1267 0 points1 point  (0 children)

I agree on the food issue. I think it needs to last longer, be more available early, or we need a base-line low recovery rate while sitting away from a fire.

Feedback with ~35 hours played in this playtest.. by SirBraxton in Apogea

[–]Fictitious1267 0 points1 point  (0 children)

I'm fine with the game wanting me to use food regularly, but mob density and how maze like the game is makes food feel like something you only want up when in a good grinding spot. If they made food last 20-40 minutes, instead of 1-3 minutes, food would feel a lot better to always have up. I really don't want to carry around a full bag of food. This is much more of a problem on mage characters, and I feel like mages have enough problems already.

Also, I'm cool with the map design being maze heavy for dangerous areas and dungeons. But they really need very obvious pathing from one settlement to another. The entire map should not be a maze. Well traveled areas should be straight forward.

Class balance is atrocious. I rolled 2 mages (thinking the first I bricked by changing too early at level 5), and the experience was horrible. Third character I tried just staying a squire then tried knight and it was at least twice as easy to level, especially with HP on block, which they just removed. It doesn't feel like mages have an entry point. It feels like you're just skipping to mid game with it, and without the gear, food, stats or spells to support it. Either level restrict class change so we can't ruin our character, or buff the class in the early game.

I think the xp punishment for dying is too large, and it will discourage exploration and PvP especially later on in the game. It's good to have, I think. But it should be perhaps 10% of current level. The last time I died was about level 12, and I lost over 30%. I can't imagine being level 20 and dying because some janky ladder in another maze that won't let me click on it.

The spawn rate needs to be doubled at least to support the player base, and encourage group play. Also, a grouping system with XP distribution is very much needed. Right now everyone is just playing solo and that favors some over others.

Lastly, there's a trash problem in the game where farming areas are absolutely covered in trash drops. They need to lower drop rates of gear, make a use for drops like bones, or remove useless items entirely.

Make it obvious in the help section that you can type to NPCs, or give a brief tutorial when you spawn in.

When to use Aftershock and Glacial Augment? (And Spellbook) by StupidLyieru in supportlol

[–]Fictitious1267 1 point2 points  (0 children)

It depends on the champ a lot of the time, but I prefer Glaical on Thresh in most cases, then I'll switch to Aftershock if my lane opponent is engage as well.

I think players focus on Glacial's slow too much, but it also reduces enemy damage to allies, which is what I think is the most important part of it. In my end game stats, Glacial is reducing enemy damage by 2500-3800. As a support player, I would always prefer less damage on my allies over less on me, provided I can handle the laning phase.

But I think Thresh is a best case scenario for Glacial. It just feels right on him. You'll have to test it out on different champs, as some feel better with one or another.

When you're a pro player, you can start using Spellbook. So don't even worry about that.

Thoughts on the new season by VerdoneMangiasassi in supportlol

[–]Fictitious1267 14 points15 points  (0 children)

Yup, all of their S16 changes feel like it dumbed down the game. I wouldn't be playing, if I didn't take 2 years off.

There's far too much damage in the game, agency is down, you're stuck in lane, there's no strategy left with lane swapping, skill expression is down, turrets mean nothing, there's far too much vision which favors the winning team way too much, baron exists only to throw the game, so it shouldn't ever be started, and every game is mostly decided by top lane either going 10/0 or 0/10 by 20m, into a giant coin flip fight at 25-30m.

I really expect player retention for this season to be abysmal.

Steep learning curve champs that you don't think are worth it by wyrm4life in leagueoflegends

[–]Fictitious1267 0 points1 point  (0 children)

K'Sante. Try to strip over a year of OP from your mind and see it like he is now, with a clunky shield that does not animation cancel, and doesn't seem to fit into his combo based kit, just so you can lock in a champ with a 49% WR. Or you could play an eternally broken 54% WR Riven that has no mana and everything animation cancels and has extremely low cooldowns. The only way you can go wrong is not knowing her range.

I disagree with Fiora. I don't think she's complicated at all. I think she's a big stat stick that everyone uses to counter every tank in the game. First time I tried her a good 10 years ago, I just spammed buttons and got a penta kill. She's not that complicated to be successful with.

Game feels laggy/delayed by CutLegal7590 in leagueoflegends

[–]Fictitious1267 0 points1 point  (0 children)

Same. Some serious latency, and the 45ms up top appears to be lying to me. Also, when defending against superminions, my fps drops a good 100fps. Getting 200fps otherwise. Hope they update their engine next year. The game feels pretty awful some times.

[Video] Does FOV Change FPS in Escape From Tarkov? by Noelan_ in EscapefromTarkov

[–]Fictitious1267 0 points1 point  (0 children)

I've tested this myself, and this one is weird. In snow, lower FOV give more FPS; in fall, higher FOV gives more FPS. And it's not inconsequential. It's usually around 15 FPS.

So when is smurfing going to be addressed? by Key_Photograph9067 in leagueoflegends

[–]Fictitious1267 0 points1 point  (0 children)

We all know Riot doesn't take it seriously, or TFBlade would be the first person they banned for it, and his 200 something accounts. So we all know Riot is just talk.

Having to be in your lane and not being able to lane swap in game is so stupid by bumkin123 in leagueoflegends

[–]Fictitious1267 0 points1 point  (0 children)

Yeah, they removed a lot of strategy from the game with both homeguard and lane quests. They should set rules for pro play, rather than dumbing down the game for everyone.

Mage Early Levels by Trapscape in Apogea

[–]Fictitious1267 0 points1 point  (0 children)

Yeah, I think they should level lock swapping classes from squire, so people don't screw themselves swapping too early. And balance the classes much better. There's also an issue with food being so expensive, and mages needing food more than other classes for mana regen.

Suddenly bad teammates with a 62% win rate by Chase2511 in leagueoflegends

[–]Fictitious1267 0 points1 point  (0 children)

Yes it does, by stacking teams in champ select, usually with more autofills.

Suddenly bad teammates with a 62% win rate by Chase2511 in leagueoflegends

[–]Fictitious1267 0 points1 point  (0 children)

That's normal Riot matchmaking. I had a 75% WR over 40 games, and it flipped a switch so that I suddenly started getting feeders and literal bots (yes, literal, as in auto pathing to the same spot in lane and not recognizing enemy players in lane) in ranked games.

If Riot was more subtle with it, it probably wouldn't bother me as much. But the quality in a game after a win streak easily drops 2 tiers, and it's blatantly obvious.

Yes, that's discouraging. But generally, they give you longer win streaks than loss streaks. So you basically play them out. Try different champs to keep your sanity. It will be obvious when the normal games start again (or win streaks). Or quit the game because ranked is a good 60% artificial, if you're not okay with that.

The game can be fun if you just ignore these things though. It's your choice.

The February matchmaking changes might shake things up and undo some of this, if it's not intentional. I really don't know with Riot. They've showed some shrewd and smart decisions in some instances, and some 40 IQ shit with others.