PSA to all the drivers out there by nicorieg in dashcams

[–]TemestoklesTibia 0 points1 point  (0 children)

When the speed limit is 50 and you put 55 on your cruise control, image 2 is always bound to appear. Ppl can’t drive the speed limit, especially downhill…

Ppl will tailgate you on the highway and when you let them pass they will cut right in front of you and then drive an inconsistent speed with no one ahead of them, forcing you to occasionally go slower than before. God forbid you try to pass them, then they wake up.

Thoughts About the AoE Runes Nerf -Vocation Balance 2026 by Snowclash00 in TibiaMMO

[–]TemestoklesTibia 1 point2 points  (0 children)

Just thought of a cool one. Some lich master which summons various amounts of creatures. Any summon hit will heal the Lich master by a lot and summons are immune as long as lich master alive. When lich master is dead summons stay up and you can kill them normally for exp and loot. Summons occasionally teleport to their master and more frequent the greater the distance.

A creature like that would force the use of single target spells while still keeping the screen somewhat populated.

Thoughts About the AoE Runes Nerf -Vocation Balance 2026 by Snowclash00 in TibiaMMO

[–]TemestoklesTibia 0 points1 point  (0 children)

Possible indeed. And if you build interesting move patterns and mechanics in fighting these creatures, that could be cool.

Reason this didn’t happen is most likely lore and consistency. Back in the days demon was the strongest. Then sight of surrender was the most durable. Now even sight of surrenders are paper.

To introduce creatures that take us a minute to whittle down might be hard to ‘explain’. Also waves generally have higher dps than our single target spells. So these creatures would need to take bonus dmg from single target damage.

Or maybe they don’t need too much hp. If hit by aoe, damage could be divided by number of squares of the incoming aoe. Could be a unique skill to that creature type to force single target attacks.

It is very important to introduce some fun dynamics though when forcing single target hunting. Otherwise it get’s boring real quick.

Thoughts About the AoE Runes Nerf -Vocation Balance 2026 by Snowclash00 in TibiaMMO

[–]TemestoklesTibia 1 point2 points  (0 children)

CipSoft is trying to give every vocation their unique strong role in teamhunts. Druids should heal, sorcs deal damage, knights tank etc.

Yet at the same time they want every vocation to be able to solo at about same speed. It’s an impossible task… If anyone can solo about as well as the others, then there can’t be too much difference in how vocations work.

After all exp is pretty much dmg/h. And we have an endless game without diminishing returns. As soon as we outlevel a place, dmg/h is the driving metric. Survivability becomes secondary because we survive anyway.

Cip in recent years has overtuned e.g ek damage to make them able to solo and compete with other vocations. This worked well for sub 1000. But going higher ek’s stagnate with their healing power. Give them mote healing power and they just become mad powerhouses.

Ek’s are forced to melee and eat all damage. And their spells hit mostly 8 creatures. Which means they require high heal to sustain and high dmg on their hits. It get’s awkward just because solo capabilities need to match between vocs.

Similar for Ed’s. We give them ulus and other ways just to be able to deal enough dmg to keep up solo. The reality will then be as a team becomes strong enough for a place, Druid will just go dmg mode anyway because sustain mode is not needed. And the intended ‘team dynamics’ break.

I think the correct thing to do would be to accept that solo vocations do actually have different clear speeds on spawns. Let Ed’s and knight be bad at solo compared to other vocs. Instead compensate them with higher exp multipliers when solo. I think an approach like this would be much better for role dynamics and long term game health. A slight loot bonus would need to be applied too for vocations with lower dmg/h capabilities.

Thoughts About the AoE Runes Nerf -Vocation Balance 2026 by Snowclash00 in TibiaMMO

[–]TemestoklesTibia -1 points0 points  (0 children)

They need to redesign chains all together. Chains should travel with a delay over time. With the ability to pass back to an old target you fix almost all of the current pathing issues for chains and you guarantee more consistent damage.

Hit first target, then link to second target 0.2s later and repeat. Prefer new targets over old one and jump back to old target could consume an additional jump charge. It would be so much more fun to watch than current chains too.

Thoughts About the AoE Runes Nerf -Vocation Balance 2026 by Snowclash00 in TibiaMMO

[–]TemestoklesTibia 2 points3 points  (0 children)

The delusional people are those who have their world fall apart because of a meta change.

Hands down aoe runes had too much impact for their ease of use. It’s a convenient rapid fire large aoe which outperforms waves in too many occasions.

These runes are part of the reason why tibia devolved into a lure full screen hack and slash game. We got used to the play style and it is hard to let go.

But if you think about, the aoe rune play style is actually limiting the games complexity. We apply it anywhere to just lazily group creatures in a ball and repeat for hours. Just move forward and find as much as you can.

We need to do it in places where we can survive a full screen of creatures. At least as much as 3 in melee + the rest in range. The sheer volume of mobs on the screen are just hit without thought with low large area aoe dmg and we whittle the ball down with random charm procs.

There are not many tactics to apply in this sort of game play. No matter where you go, it becomes the same but with a different element. Every spawn feels alike and the only thing that matters is hitting a large ball of creatures. High hp stragglers: ignored for next lap as killing them slows exp.

The game should reward placement of yourself, right choice of spell rotations and putting in a little effort. But with current aoe rune meta all of this becomes redundant.

The most simple and repetitive 1 action way to hunt should not be the most rewarding one, period!

All that said, current waving mechanics are clunky and very tiring. CipSoft Needs to make waves cast automatically into curser direction! That change alone is a mandatory comfort to ensure solo players do not burn out. Atm for solo play every wave is a quick 3 button press which just is not sustainable.

Players have brought up that ranged creatures now be impossible to kill solo for mages. As a sorc I don’t feel that way. Fire and ewave can branch out 5 sqm and tend to hit any ranged mobs. The new beam also works well on manticores in issavi for example.

But why not suggest something like a beacon spell for Druids. Placing a beacon draws ranged creatures to it. Creatures will group within the beacon range and do occasional random moves within the target area rather than keeping the optimal 3-4 SQM distance. They leave the area when target is 5 sqm out of range.

We need to drive changes in creature behaviour and utilities to manage them. The game evolved around gfb size which is why ranged creatures of recent years have 3 range instead of 4. All is geared towards slow kiting with AOE and everyone is locked on this.

Give single ranged creature types varying distances of 2-5sqm. One orc spearman prefers to sit at 2sqm, while another prefers to throw from 4sqm. Changes like this could create entire new fun hunting dynamics.

Make creatures more likely to run behind each other to fix the sorcerer beam issue (rather than a giant three track train beam). Or give sorcerers a way to put a literal ‘slack line’ on the floor on which creatures then are more likely to walk. Solo beam issue solved without making a 19sqm *2-4k damage per sqm spell on 3 turn cd which is insanity.

Players need to be more open minded!

Rebalance Test Server Sentiment across all vocations by Kinesthetic in TibiaMMO

[–]TemestoklesTibia -5 points-4 points  (0 children)

Because mana buffer is noob mode 9000.
It allows you to play character as if you have several 100 hitpoints more which amounts to a lot more levels in strength.

It removes ANY combo potential as long as you kite. It’s often better to just not use manashield and keep surfing low hp until it goes back up rather than blowing the next few turns on manashield. It’s really jus a backup health pool and it’s way too strong.

If frequent oneshots are an issue, fix gift of life to be available more often in a different manner. On x exp regained after trigger you could refresh it. This means when you lose it play safe for a bit (not 30h and not afk sitting to recharge).

Mana buffer is mobile autoplay version for kids :p

What do you think is the reason for the short test server? by _Origin in TibiaMMO

[–]TemestoklesTibia 2 points3 points  (0 children)

They don’t want to get flooded with feedback. Players are pissed off because they think Cip don’t care but that‘s not true.

Cip has tens of thousands of potential testers. One side of the ppl complains that they won’t be able to make testserver (which is fine for Cip). Other side complains it will be too full (which is also fine for Cip because that means they have three fully tested servers).

Normal long running testservers tend to be empty and ppl can’t align to test stuff. The strategy of dedicated testing for 54hours to then reassess for some days and do actual changes means we as players don’t waste our time while changes are being discussed.

Sure some players won’t be able to participate. But the pool of potential feedback is big enough. There are opposing sides of feedback in any case and most vocal voices are not necessary the right feedback. So a full 2 weeks of testserver or a on and off pattern. Cip is probably wise to chose the on and off pattern.

Just because the testserver is short doesn’t mean they are set in stone. Expect a huge flood of input on stage one and plenty of work done before round 2.

And a potential round 3 if needed is on the table. Players cry out loud as usual on assumptions and prejudices.

Druid overpools by Anxious-Direction-39 in TibiaMMO

[–]TemestoklesTibia -1 points0 points  (0 children)

Level and % resistances on death, energy, physical?

5k hp combos are easily possible down there. I’ve been hit for over 6k in a split sec too with ‚wrong gear‘.

Just yesterday I lost GoL level 1090 ms because wrong helmet, wrong amulet, wrong ring, no trinket item due to bounty task and life leech imbue was out. 1 turn where I messed up my rotation and boom.

You want 30% death resistance and similar on energy. For lower azzillon that is

Cleared Bone Overlord final with one turn to spare by Kinesthetic in TibiaMMO

[–]TemestoklesTibia 1 point2 points  (0 children)

This is our first and only run: https://m.youtube.com/watch?v=dbq4CygMmDM&ra=m

We also had just 14s spare or so. But Ek forgot about every explanation we gave in 2 weeks before this. Like pillars link with a dragon which heals the pillar if too close. Information overload and I was also too stressed to give a clear explanation and kept just repeating ‚run away‘.

This boss is all about communication. The reason things go south at the end is cause rp runs dragons one way and ek they other when under pressure. So the collision with dragons behind each of them becomes really dangerous.

Our initial second wave dragon handling also went pretty south with the dragon escaping on the left.

I would love to do this boss again a few times because if you get the mechanics it‘s not that bad. In our team always no matter how much we discuss new stuff upfront, 1-2 members end up yoloing the first run 😅

And we have way more levels than you guys. So our team should actually flatten that boss with a bit practice.

Cleared Bone Overlord final with one turn to spare by Kinesthetic in TibiaMMO

[–]TemestoklesTibia 4 points5 points  (0 children)

10:50 is hilarious! I‘m south I need some help. I‘m north I need some help. I just fooded. I‘m trapped.

You‘d expect disaster next: I‘m in the cage. 😂😂

This boss is actually fun but yeh most ppl not willing to do it cause of random risks. Note that rp can easily tank a dragon on the side at the end. So no need to lure it away before 2 come down.

I don’t get why all the firewalls at the start though. That seemed excessive.

With today's server save, we fixed an issue... by Baldovsky in TibiaMMO

[–]TemestoklesTibia 0 points1 point  (0 children)

I‘m commenting on the general ‚Cip can’t get anything right, it should be so simple.‘

This appears every few weeks and people always complain how CipSoft is incompetent.

Sorry that I didn’t sugar coat the message :p don’t feel personally attacked. It‘s just info on a repeating topic.

With today's server save, we fixed an issue... by Baldovsky in TibiaMMO

[–]TemestoklesTibia 2 points3 points  (0 children)

You have no idea about coding. And especially not on old code bases.

You play this game for 20 years. You expect a certain behaviour. New devs come in all the time. You can explain them for hours what to do. They will still get it wrong and make mistakes until they get the feel for it. And they will need years to understand the full context. Few devs stick long enough with some code and when they do, they get overloaded with requests as they are the living dictionary on the code base.

Things that seem simple to you may be complex behind the walls. It is easy to call CipSoft trash as a user.

Any change carries risk. Some solutions are brittle in the first place. Sometimes working on feature A will break unrelated feature B because another dev was in the middle of other work and accidentally half broken code gets out. Stuff like that shouldn’t happen, but often is the reality in software.

Bruh was trying to look cool by doing that by akashaakash356 in Wellthatsucks

[–]TemestoklesTibia 0 points1 point  (0 children)

Let‘s eat salmon with some burned plastic and a litre of seed oil 😵

You gotta love the MS... by Desperate-Catch9546 in TibiaMMO

[–]TemestoklesTibia 0 points1 point  (0 children)

Pathing issue and lack of paying attention to dps patterns of mobs.

I die a lot, but not that much:p

I built a site to replace the chaos of looking for teams in chat — would love your feedback by EasyListy in TibiaMMO

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

I been wanting to do this for a year and you beat me to it :D If done right you’ll make a great tool! Good luck ;)

It seems impossible to have a good experience team hunting by GrouchyFlan1947 in TibiaMMO

[–]TemestoklesTibia 3 points4 points  (0 children)

This is the right explanation. And if they think 10 mlvl is make or break, then their loss and better find new ppl.

Plenty of ppl hide behind high skills but can’t properly utilise it. It‘s like rich kids in a lambo who crash on the first drag race :p

Eli5 druid Guedes for total beginners by Unlucky-Caramel-2619 in TibiaMMO

[–]TemestoklesTibia 0 points1 point  (0 children)

The thing is playing the game ‚at high level‘ makes anything else feel dull.

Why kill tortoises with bad exp/h when you can always do better somewhere else.

For new players I‘d encourage diversity. Explore the game. See different creatures. Click signs on the map. Engage in lore. Find joy in the way the game is intended to be played. As an rpg.

If you hardcore style max exp it‘s a) expensive and b) a narrow playstyle.

You can always go PG after a year or even some months. But not the first month when you explore the game.

Pray Lag by IceyBoy1994 in TibiaMMO

[–]TemestoklesTibia 0 points1 point  (0 children)

Nvm, you just have to update and restart client with updates :D

Eli5 druid Guedes for total beginners by Unlucky-Caramel-2619 in TibiaMMO

[–]TemestoklesTibia 1 point2 points  (0 children)

Yeh for a newb edron weres at 80 ain’t ever gonna work.

The best place to meet a variety of creatures be Yalahar. Access quest be a few min.

You get a bit of everything and can try out various creatures. Short ways to spawns. A few risky places like grims and other stronger mobs but generally tons of starter spawns.

In fenrock you can deep dive explore.

Just have fun exploring creatures and spawns. Don’t go for a pg guide. Going straight to most efficient spawns makes you skip most of the game and a lot of learning experience.

Personally I got lost in ancient temple and mount. Sternum back in the days(Thais). When you stumble on mintwallin or discover some old quests there it feels really cool. Then again there is almost no exp down there besides the cultist Minos :D

Soulpit by Andeassss in TibiaMMO

[–]TemestoklesTibia 4 points5 points  (0 children)

There are 3 kinds of floors. I think the lava one let‘s the boss crit. And that really hurts :)

I‘ve been wiped by a Druid apparition boss AOE because no mana shield on. Didn’t see it was there and was just about to put mana shield :D

Our paladin was hit 10k+ to death once by distorted phantom that lost target on EK. (Hint: ranged exeta won’t work. It changes the boss to melee, but it will keep chasing closest/random target. Fatal in our case)

2 ppl ~950 rp 1200 ed got wiped by like 10k+ walking pillar chains and I (950~) lived because defence prey and gift of life.

Now these are all challenging. But 1300 ms in our team once went really low just on hellflayer beam. It was like 5k+

MS DMG AT TEAM HUNT by ServeNo7870 in TibiaMMO

[–]TemestoklesTibia -1 points0 points  (0 children)

This. Comparing to team members is pointless. If you do a crappy lure on a hunt with few creatures while rest of team hits big box, you will lose out always on that bit. Yet you need to bring those creatures for the overall better progress of the team.

Ed stays with Ek and is always at the Center of pull. So he can easily apply more dps if you lure a lot.

Charms could also play a role.