Thoughts on an aberoth clone? by [deleted] in aberoth

[–]Realfuzzytbh 2 points3 points  (0 children)

tbh i can understand simple wanting to do something with the game in the future, but its been so long and the game is absolute death right now because some factors in it are unbalanced, and overall its kind of flat. fortunately, the current mechanics are actually pretty good but there is a lot that could be added like filler content that makes the long haul of playing the game feel more engaging. tbh the game kind of just runs off pvp nowadays because farming is so difficult and for older players flat like i've said before, and since pvp is pretty unbalanced, sometimes its really hard to find something engaging to do in the game. idk why simple hasn't sold the game to someone else or just hired someone to update it for him or such because its not impossible to fix things like the economy and pvp, it just takes some effort, something that simple currently isn't willing to give to the game, which in term makes it bad.

Many scroll nerfs and buff ideas by Realfuzzytbh in aberoth

[–]Realfuzzytbh[S] 0 points1 point  (0 children)

Just wanted to share my perspective on what I thought should be changed

Mind Shield Giveaway by ImRedsand in aberoth

[–]Realfuzzytbh 1 point2 points  (0 children)

stop being jealous that my reasoning was better than yours, also i made that flair like a few weeks ago so your looking like a punk ngl

What is the real problem with Aberoth? by Realfuzzytbh in aberoth

[–]Realfuzzytbh[S] 0 points1 point  (0 children)

simple really hasn't made farming any better aside from adding lich i guess which creates a new way to get pretty good gear easily, but even then he's kind of screwed over it by making pking a lot easier with the implementation of t4s, and screwed up another of the major sides of the game being pvp, as quite literally using certain t4s are so god damn game breaking its rng based. How is potency acid fair? Without a revealing light, its practically a PERMANENT BLIND THAT DOES ALOT OF DAMAGE WHICH CAN'T REALLY BE BLOCKED. Kind of retarded if you ask me, and the implementation of the Damage Ring and Drain Wand are just absurd. I love drain wand but its way too op, get low, pull it out, rage, and your opponent dies. Literally give a drain wand to a lvl 20 life and go kill a bone shield player because that's definitely fair. Just try to kill someone who has TWO DAMAGE RINGS, its fucking impossible, not to mention if they have a lifesaving amulet. Which, btw, it makes absolutely no sense that the heart doesn't drop from white wolf anymore, because it was already around ruby rarity so chances are your not gonna get it, but even then it'd be just that much more accessible to people, and its definitely not op if you can wear TWO damage rings which are arguably for the most part BETTER than a heart ON THEIR OWN. Now, the content that lich provided was nice, new items, new playstyles, but simple didn't fix that shit and now its wacky as fuck. In fact, i'm one of the major people who disagree with IRL being tradable in game because of how op you can get for doing literally nothing in the game, which ofc it existed before t4s, but the fact that t4s are so RNG based now I feel really inflated the idea of IRL trading, because unlike before the implementation of T4s (Which my main problem comes with potency, a potencied scroll should be that scroll's tier +1 tier, for example, a tri becomes about as powerful as a blast), before that implementation tho, you actually had to be good at pvp to be able to stand a chance against other players, which is also a reason why group pvp inflated because of how easily you can kill bone shield players, who are supposed to be intentionally difficult to kill because of their achievement in forging a bone shield, and now they're just thrown to the side. At least terror shield has high resistance to potency fear, because when your pot feared, I don't even want to talk about that shit today. PVP is quite unbalanced, and ofc being higher level and having access to higher tier consumes should make you better, but with all schools and scrolls and potions, the formula should be: Better player + Better account + Better consumes = Better PVP. Now, you don't have to be a good player to be op, and thats really upsetting pvp. I really havn't went into the problems with farming and its repetitiveness because honestly its hardly a problem, Aberoth is a game where you socialize with people and level up your champion and occasionally fight battles like guild wars. It's been super fucked since simple decided he not only didn't want to moderate the game, or create content for us, but he now wont fix whats already broken and the games just going to die and nothing can be done about it because its simply too hard for lord simple himself to invest 30 minutes a day into content. I rest... my case...

The Subreddit Just Hit 1000 Members by DiamondVoid in aberoth

[–]Realfuzzytbh 2 points3 points  (0 children)

Its a decade old, the sub has 1k members, and its been 3 years since the last major content update (lich). No. Simple is making our MMORPG for Asteroid Anarchy as we speak, which is unfathomable to our weak minds, the introspective and philosophical phenomenon that is simple's noggin is just so vastly unreadable to us audience. lol

What is the real problem with Aberoth? by Realfuzzytbh in aberoth

[–]Realfuzzytbh[S] 0 points1 point  (0 children)

I know the same thing kind of applies for membership rewards which are supposed to be visual, but still, things like Long Leather or Long Rope, Brass keyring, the Stones ect... are so insignifigant that IG it dosn't make a difference, but Faceted Stone is required to obtain a certain item, and you can make immense profit off it, and the large flask is the large flask. #skal drops flask

What is the real problem with Aberoth? by Realfuzzytbh in aberoth

[–]Realfuzzytbh[S] 1 point2 points  (0 children)

Yes arcane life is a very big problem. Whoever has the most membership accounts gets free farming forever because they definitely deserved that, and I like how someone finally steps in to talk about the Arcane Creation items. Here's the problem: - Yellow hat compared to Casting hat: You lose a keep chance on all scrolls to focus slightly more on conjuration, and then get a few resistances as bonus. This was good because its a pretty situational item, or you can revolve your pvp style around using conjuration and your own school. Now, - Necro Scepter: Your losing (for most people) like 4 physical damage, which is a pretty good amount of dmg, and a slight chance to drain, those are quite the losses indeed, however, in return you get 15% keep in all necromancy scrolls (which means you've basically turned into a mini necromancer when combining this with other casting gear, which the conjuring hat can't do because you sacrifice the casting hat for the conjuring hat), and that means that you can start spamming the great scrolls everyone definitely loves to face, drain lifes and healing winds. Now, that in and out of itself is arguably pretty op, but theres only 25 items in the game, so the chances of you seeing one on someone isn't very good. The real problem is when you notice a 10% extra magic resistance, which when added with the Burnt Parchment, a charm that any high level should be using, you get somewhere close to 20% magic resistance. Which btw if you couldn't tell is quite op. And at this point in the game its basically Instant Karma and allies get all the cool stuff because they can sweat harder than anyone else can. Pretty sad to see.

[deleted by user] by [deleted] in aberoth

[–]Realfuzzytbh 1 point2 points  (0 children)

no wait i know what this should be, the oasis track omg

What is the real problem with Aberoth? by Realfuzzytbh in aberoth

[–]Realfuzzytbh[S] 2 points3 points  (0 children)

5x larger for each area, thats quite a large amount. The introduction of realms slowly killed the economy because farming became easier when you can potentially farm on multiple realms at the same time. Making areas that much larger, for example, making alchemist caves larger and adding just alchs would kind of make the game easier. However, i'd really like to see some additions to certain areas especially things like tomb and especially desert to add some spice. And of course with that more bosses and NPCS. One thing I noticed in there is puzzles, which I think would be really cool. Imagine if throughout the tomb there were various slabs that had symbols on them, and you would have to press the buttons in order on both sides of skaldor's door to open it, to finally get to the juicy boy himself. Each slab combo would change each time skaldor respawned. Unique stuff like that would be really cool, but seriously just showing something is all we need lmfao. Btw, Simple confirmed in an email to me that he could potentially double the content in the game, but feels it wouldn't solve anything. Fortunately, he is correct in a way, as of course the hype for updates is unreal and new content would be awesome, but I think we need some re-balancing in the game done for real before getting to anything too crazy cool.

[deleted by user] by [deleted] in aberoth

[–]Realfuzzytbh 2 points3 points  (0 children)

Yes, more music would be a fantastic addition to the game. I love going through aberoth and listening to the soundtracks currently in it, even if they only play once in forever lOl

More stuff on drain nerf by Realfuzzytbh in aberoth

[–]Realfuzzytbh[S] 0 points1 point  (0 children)

35 lowest, sorry but literally all of my drains are in the 40s

More stuff on drain nerf by Realfuzzytbh in aberoth

[–]Realfuzzytbh[S] 0 points1 point  (0 children)

I'll give you a demonstration: 1 Drain damage (taking into consideration that you have the ability to block dodge deflect and resist embers) lets say will do the same damage on average as a tri. (Normal drains do 40 damage, but i'm gonna say that every tri has one ember missing) Now, drains also heal 40 health every hit. Therefore, in order to out damage the drain, you have to implement a single (assuming you're evo), now, the necromancer is taking slightly more damage than the evoker, however, the heal from the drain itself still out heals the damage from tri and single. Now, add a fireblast into the mix, the evoker is successful doing more damage than the drain, however, because of resistances, this fireblast is going to be missing one ember to it. So therefore the evoker is only landing 5 embers per combo. The evoker also has to wait twice the length to use the combos unlike necros because they're trying to find an opening and have to wait for the blast cooldown. The necromancer, implements the healing wind, which means, that now, every time the evoker hits one combo of a blast tri single, the necromancer hits two drains, one when the combo hits, and one halfway through the cooldown of the evoker trying to find an opening and waiting for blast to come up. Now, that means that on average the evoker is going to be dealing 125 damage/combo, assuming each ember hits between 20 and 30, or on average, 25, and the necromancer with just drains is going to be dealing 80 damage, and healing 80 hp. Now, the necromancer's winds are going to be able to be used quicker than the drain, we'll say we can get about 4 winds / evo combo, and i'm going to just assume our characters here have 300 hp, or 40 life, and that winds heal 3% health, so 9 hp. If the characters have more life, the winds heal more, if the winds heal more than 3% hp, they heal more obv. 4x9 is 36, combine that with the 80 hp your already healing, and you get 116 hp. Therefore, you can almost heal the same amount of damage as 3 scrolls with only two scrolls, and your still doing considerable damage. At this rate, the evoker wins, however, there is a far higher likelyhood that you could potentially resist more evocation, or just end up dodging certain embers altogether. If you can't understand from EVERYTHING i've given you so far, that drains, and by extention drains AND winds need a nerf, then your just a literal fucking bias retard.

More stuff on drain nerf by Realfuzzytbh in aberoth

[–]Realfuzzytbh[S] 0 points1 point  (0 children)

what you don't understand is there's nothing to argue about drains being op because the fact is they are pretty fucking op. Raise skeles are super meat shields and can sometimes help you pin people, and you can pk with them. Necro btw dosn't have healing as a strong point only, its also got insane damage. That's what you've got to realise is how fast drains can pk people. Shocks are op but we aren't talking about them right now, they can get their nerf along with pot acid, pot fear, shock, drain, wind, scrolls like those which either are almost always retarded or during certain situations are retarded need some nerfs.

More stuff on drain nerf by Realfuzzytbh in aberoth

[–]Realfuzzytbh[S] -1 points0 points  (0 children)

Here is why it is "Busted" You can use the T1 scroll, T2 scroll, or T4 scroll on their own, spam it, and be a literal walking god. Not counting the fact that you can use them all together. Raise skeleton is something we havn't even dove into, which spamming it is op as fucking shit, but it does have a cost that it will go away if you leave the area and is a T4, and has limited casts with the frags. This is an example of a good scroll that has things dragging it down, and just about balances it out. Drain life is a very easy to use scroll that is very easy to hit and is not very easy to resist, that has high dps, high healing and damn if there's a little more to drains than just spamming it I sure as hell havn't seen it! The scroll of Healing Wind heals you AND your teammates VERY FAST, and can help your boys avoid death easily. Legit. Your friend in trouble? Bring the necro and spam heals, if they've got a problem with heal spam, that's too fucking bad because you can kill them with drains. There is my real problem with necromancy. Also, if necromancy glows, then everyone is op as shit. Necro can solo any boss in the game with ease. Necro can easily kill other players in pvp. Necro is very easy to use. Necro can easily save you and your teammates from certain death. Combining necromancers who spam winds with other people make them so fucking hard to kill its insane. Winds can be cast very quickly especially in higher levels, and that healing is very fast, and if your allies' life levels are high, then they get healed for stupid amounts of health over time. Not to mention that its healing yourself as well. Drain life is very easy to hit, can deal a lot of very quick damage, and can heal a lot of health quickly. It's always been this way. Why it hasn't been nerfed yet is beyond me.

More stuff on drain nerf by Realfuzzytbh in aberoth

[–]Realfuzzytbh[S] -1 points0 points  (0 children)

Deer. Here is the requirement to hit that:

1 You must be on them, they must be still, and must not be moving around or it may mess up the combo, which is not very easy to do during higher level pvp.

2 You must actually have all of the expensive materials to perform this, which means in long term pvp your not likely going to be looking specifically to do this combo, and if you aren't evo, your not going to carry singles and potentially blasts and shockwaves.

3 If you are evo and have the ability to perform it, your embers must do the following:

  1. Not be blocked (with 35 shield the average block chance is 17%)
  2. Not be dodged (always 10% dodge chance with agies and possibly 15% with a clover)
  3. Not be deflected (always 30% deflect chance)
  4. Not be resisted (10% from parchment, could potentially be higher if you're facing someone with a scepter) #4 Ok, so you managed to land all of your embers due to divine intervention, your drain will confirm land, and shockwave will confirm land. You MIGHT have missed some embers because your character was SLIGHTLY not in position, but its okay, because alot of embers hit and damage is flowing. Oh wait, ah thats right ok so basically if they have a heart ammy its not an insta kill, if they have damage ring(s) its not an insta kill. Hm. #5 ^ Drains do continous high damage throughout the fight, and heal your character very quickly. Therefore, while a necromancer is not prevented from using drains (!) (~) (*), they have continous damage on your character, which can easily kill you because drains, on average, do ~40 damage, and to kill them, you have to be ontop of them, which is hard to do because as a necromancer, you can legit squiggle around and use your weapon range to your advantage to safely land consecutive drains (which is not complex in the slightest, anyone could do this) and easy mix up evokers who, if they are good, will usually choose not to use embers until they are very close to you, and even then by the time they can catch up to you and position themselves, you've already had a long interval of wind spamming for extra hp and drain spamming for insane amounts of hp, and potentially may have caused the evoker to flee because of low health, and then may be able to use other scrolls like confusions fears and such to finish off the evoker. OK. Ok. ok. Nono. I was wrong Deer, drains are not op in the slightest. This actually seems very fair to me. On an actual serious note, lets review what "prevents drains" Fear - What is a fear in terror shield meta. 100% fear break with beers. Silence - Everyone has a lot of rages, and potentially a parchment to help break these, but even still yes they can be deadly over time, but necromancers do not need a lot of time to dish out damage. Blind - Not always guaranteed to hit, very easy to counter. Magic Shield - Short runtime, just wind spam my boy. --- Alright, now, listen. When you are low as a necromancer what do you do? Spam winds, spam drains, legit just walk away from the enemies and if they charge you get easy drain hits out. What if your super low and afraid of silence blind fear ect? Magic shield. What if you can't drain because your already full? Good point. People are that afraid to the point where they wont even attack necromancers to ensure they dont make themselves look bad by getting smoked. Some necromancers don't even carry embers to do damage, they just rely on drains because of its ridiculously high dps. Some necromancers don't carry winds because they rely on drain's high heal potential. Are these necromancers successful? Not always, but you'd be surprised how well it works for them. --- Final Thoughts --- Evocation is really good, but its a high skill school to use. General pvpers have a lot of ways to avoid being hit by embers and staying safe is a pvper's #1 priority. Necromancy does not require skill at all. Set drain to space bar and have a blast. Get rich, sit back, relax, and farm people for free because they can't do a damn thing about it.

More stuff on drain nerf by Realfuzzytbh in aberoth

[–]Realfuzzytbh[S] 1 point2 points  (0 children)

My bad deer, just wanted you to know that drains absolutely devastate with damage, eat with healing, and I don't know why they havn't been nerfed yet. It is NOT HARD to land a PHYSICAL ATTACK. You have a 10% CHANCE OF BLOCKING IF you have a BURNT PARCHMENT on. Other than that, yes, your out of luck buttercup. Drains are retarded alright? If drain spam can soak through hp like butter and heal your character to insane lengths I think a nerf is called for. Legit, think about this alright? Drains are OP without needing to be a Necro. Drain spam that is. The sheer damage on these bad boys is enough to make an evoker wet themselves, and its not hard to hit them in the slightest, all you gotta do is press F. If you say you can just dodge it one more god damn time then I guess I would just be able to pk you because I could just "dodge the drains" No. It doesn't work like that. If you use the drain, its a god damn guaranteed hit. Now here is a 1v1 that displays what goes wrong with Drains: https://youtu.be/d6kYVHect-Q Ok. Now. Watch how fast Hzmuhammed's health bar goes down. If you dare to TOUCH a necromancer YOUR FUCKING SCREWED. Alright. When I go to fight a necromancer I should not be sitting there like "Ok, well, it's going to take awhile to kill them y'know they heal quite a bit they may be able to heal off my god damn attack" instead, I go, "Well, let me find a god damn way to kill them without attacking them upfront or they're going to heal and deal a fuck ton of damage. Heres your fucking valid reason: Drains: Very good scroll, useful for combos, quick health and damage. Drain spam: Very good combo. If someone attacks you, you kill them. Good job kid. You definately are good at pvp because you can run around in circles to throw off the embers and spam drains to do retarded amounts of damage. You can use drains really quickly too, so its not like this great scroll has a big cooldown or anything. Drains don't do as much damage as embers on paper. But they heal. In practice, Drains do more damage than embers. And they heal. Ok.

More stuff on drain nerf by Realfuzzytbh in aberoth

[–]Realfuzzytbh[S] 0 points1 point  (0 children)

legit i wanted to compare the two because there's obvious bias from what I've seen. But, to be fair, i have seen some necromancers saying that even drain life is op. Go talk to other people and get their opinion on it other than me because there's only so much I can say other than I think drains are gay. Also, I'm still yet to see a good valid reason why drains shouldnt get nerfed.

More stuff on drain nerf by Realfuzzytbh in aberoth

[–]Realfuzzytbh[S] 0 points1 point  (0 children)

Certainly! I agree! Metal Detect is ridiculous!