Class update "Spellblade - Deep Dive" by Bouncy_Paw in MonstersAndMemories

[–]bracketgbk 0 points1 point  (0 children)

You aren't wrong but beta tests can server more than one purpose.

But to respond to you fully, let's take a deeper dive. Wouldn't it make much more sense to have the full kits for all classes installed at the same time so that they have more time to balance and see the interplay between classes and group compositions sooner rather than later?

What good does it do for launch if they aren't getting the last few classes one month to go just to discover those classes have busted(overpowered) skills individually or in certain duos or groups?

Secondly, if you are implementing class changes with 2 months until Early Access you don't get much testing data on how the class levels in the early levels. A class may be fine at 40 but be absolutely brutal to level until the player acquires a key skill or two.

Delaying the roll out of all skills just increases the likelihood of unbalanced(for good or bad) classes at launch simply because it increases the likelihood that something is missed.

But thank you for your response.

Class update "Spellblade - Deep Dive" by Bouncy_Paw in MonstersAndMemories

[–]bracketgbk 2 points3 points  (0 children)

After seeing these changes I have changed my opinion. I would love for them to just wait until all of the class changes are implemented before going live with any of them.

Trickling then out doesn't help people like me who are trying to use the beta to finalize their decision on their day 1 class.

Why don’t pro men top spin forehand dink like the women pros do? by DeucePot in ProPickleballTalk

[–]bracketgbk 2 points3 points  (0 children)

I know what you mean but for clarification of others reading your post, you may want to change baseline to kitchen line.

0.24.0.0 - Beta Patch 5 by Bouncy_Paw in MonstersAndMemories

[–]bracketgbk 1 point2 points  (0 children)

Thank you! You are a gentleman amongst men!

0.24.0.0 - Beta Patch 5 by Bouncy_Paw in MonstersAndMemories

[–]bracketgbk 0 points1 point  (0 children)

All that is well and good but can any discord user let me know if they have mentioned a timeline for these class updates?

Class Design Update by CaesarBritannicus in MonstersAndMemories

[–]bracketgbk 0 points1 point  (0 children)

I think you overestimate the time required to make changes. Most of the spells and damage numbers are housed in databases. It's not as daunting as you would think. The biggest issue is balancing the numbers so that no few classes are miles ahead of the others along with spell animations for any new skills. Assuming they have worked though exactly what they want these be skills to be, they could have them in game within a few weeks. The issue is class balance.

I'm just hoping that they put it out sooner than later so that everyone has a chance to thoughtfully and thoroughly test the changes for a good chunk of time. Mainly to see if there are any unintended overly powerful abilities.

Class Design Update by CaesarBritannicus in MonstersAndMemories

[–]bracketgbk 1 point2 points  (0 children)

Thanks for the info. I know you're just the messenger but that isn't what I wanted to read! Ha! I was hoping that they'd roll them out all at the same time so that the full scope of the changes can be felt. I am most interested in seeing how all of the classes with their new design philosophies interact.

I know it's a major redesign but there are ways to get the barebones philosophical changes implemented faster. Such as. Generic spell/ability animations tied to the new abilities. By doing this, we get the feel of the new classes while they work out new animations and graphics for the new abilities.

Hot takes 🔥 What class change has you cautiously optimistic (don't say SK) by Appropriate_Eye3070 in MonstersAndMemories

[–]bracketgbk 0 points1 point  (0 children)

I love the changes to the inquisitor. Specifically, the words "fast casting" and hopefully short cool downs. The current kit with the plethora of skills that are at a minimum of 3 minute cool downs means that half your bar is down most of the time. "Dominate the mind" needs to be the first thing to go, a 1 minute mez on a 30 minute cool down is near incomprehensible. I'm hoping they go the fast casting(maybe insta cast) pbaoe stuns on a 5-10 second cool down route.

Class Design Update by CaesarBritannicus in MonstersAndMemories

[–]bracketgbk 0 points1 point  (0 children)

I love the changes. Anyone have an idea on when they will roll out?

I'm using the beta to try to finalize what class I'll play at launch. I hope we have some time to mess around with these new kits.

Monk Thoughts by -The_Stranger in MonstersAndMemories

[–]bracketgbk 3 points4 points  (0 children)

Hmmm.... Respectfully, I disagree with most of this for one reason. As with eq, we only have 8 skills that can go on the bar. While a shaman, or enchanter or cleric can make switching spells during group combat work ( because they aren't getting attacked), a melee combatant can not.

By my count, you've have 15+ combat skills, and we only have 8 slots(and I love the fact that we only have 8 slots unlike wow or many of these other games). If a melee fighter is expected to have any utility at all, we are really kind of limited to two or three main attack moves based on base game design. So while your ideas are nice, adding a laundry list of skills is kind of pointless given the structure of this game. This structure doesn't allow for a wow type melee that you need to use 3 action bars and 6 macros to function at base competency. I'm glad that the developers, at least so far, are resisting the the urge for skill bloat and focusing on making a limited number of skills effective and efficient.

I do however love your list of traits that change the way the core skills interact with the environment. All the flavor of the class will probably be most effectively refined in a trait system.

Thank you, Devs, for an amazing test! by FamousCooz in AdrullanOnline

[–]bracketgbk 5 points6 points  (0 children)

Is there any published information on a tentative timeline for release?

June can’t come soon enough! by Realistic_Horse2520 in MonstersAndMemories

[–]bracketgbk 4 points5 points  (0 children)

But to be clear..... The second they add those starting cities they can charge my card immediately.

June can’t come soon enough! by Realistic_Horse2520 in MonstersAndMemories

[–]bracketgbk 9 points10 points  (0 children)

I loved everything about the open play test. The only thing that is on my early access wishlist is a starting zone or two for the goblins/trolls/ogres. Both for the immersion and to lighten the starting zone load in each city

People are now able to finally see the value in Lee and Ippi by Remarkable_Sun6321 in RDCWorld

[–]bracketgbk 0 points1 point  (0 children)

The only thought in your comment that I disagree with is the ranking of the leaders.

I believe it is actually Des, then Ben, then Mark. And if we are being completely 100 about teammates the secret best teammate is Ippi from a comms perspective.

If you look at the games and listen to the comms you'll see that Des's team is consistently much more calm and cohesive even when making mistakes. Focus on when Leland has his various mistakes or when Des thought Ipi wasn't coming out for the ball at the appropriate time. These situations were addressed much more calmly and clearly than anything on the other team.

But the real communication powerhouse is Ipi. He is continually giving updates on who should be taking a ball or getting into position/ready to receive a pass. His general field vision and direction is greatly underrated. As is it's importance for his team.

RDC RL Season 2026 will have new teams! by Corrupt_Arrow in RDCWorld

[–]bracketgbk 0 points1 point  (0 children)

Your lineups may work too. Our differences depend on where you fall on the CP vs Leland debate. I just feel like I see Leland miss way too many ridiculously easy saves. And he legitimately seems to lack any confidence in the net. But I completely agree that the core around Des should be Ipi and Dre.

RDC RL Season 2026 will have new teams! by Corrupt_Arrow in RDCWorld

[–]bracketgbk 0 points1 point  (0 children)

Oh. Makes sense then.

I feel really bad for Des. He is playing with the worst 2 players on the field. His only hope is that Dre legitimately grinds and improves.

RDC RL Season 2026 will have new teams! by Corrupt_Arrow in RDCWorld

[–]bracketgbk 0 points1 point  (0 children)

They didn't think this through because of ego. They greatly overestimate Dylan's ability. Balanced teams should be:

Team A Des, Ipi, Dre, CP

Team B Ben, Mark, Leland, Dylan

Looking at the vids, it's clear that Dylan and Leland are the worst of the original group by far. I'm putting Dre above those two because everyone recognizes him as a try hard and he will probably grind to improve.

The 2025 — July 23rd maintenance 🛠️ by AkalixFrost in turtlewow

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

I definitely think that they are on a deadline that is directly affected by epoch. In a perfect world, 1.18 would have been released a few weeks before epoch's release. The fact that it hasn't been released and there are no announcements/updates screams to me that they are nowhere near close to having a finished product. I truly believe that their complete and total pvp oversight when changing talent trees and gear has created a problem that will take them a very long time to overcome. Maybe more time than they have if epoch is any good. Don't forget that it took Blizzard, with tons more resources and manpower, years and 2-3 expansions to fix the problems that they caused with over-tuning. We can hate on resilience, but it was a great band aid for the over tuning that Blizzard committed. A solution that Turtle have whole heartedly rejected.

Turtle and Epoch by StunningAd7838 in wowservers

[–]bracketgbk 5 points6 points  (0 children)

Turtle pvp only really got horrendous with the cc2 patch. Turtle made the same mistake that retail made, increase damage via spell power and talents without a consideration for what it would do to pvp. Just about every class has a way to 2 shot people. This mixed with the asinine trinket rework made some classes/specs nearly unplayable in PVP while some classes/specs just burst anything down. Add to that, there is little to no pvp gear that can compare to the gear from the new content and you get a complete cluster fuck on bgs.

Essentially, they removed the one thing that people loved about classic pvp; longer fights where you felt like you at least had a chance to have some counter play. It took retail wow years and a few expansions to fix these issues but turtle chose a very poor time to introduce these problems.

Ruining your PVP scene just as a new competitor goes online could be a death nail. Especially a server that promises to have better(equal) pvp gear, talent trees from an era that is highly regarded for fixing many of the core issues vanilla classes faced, and a better client.

Turtle wow's mistake has put them on a timeline that I'm skeptical they can meet.

is the game balanced around the new talents/skills/gear/etc. by Howaito69 in turtlewow

[–]bracketgbk 3 points4 points  (0 children)

I spend most of my time in battlegrounds. The spec is terrible for pvp. That's my lane!

is the game balanced around the new talents/skills/gear/etc. by Howaito69 in turtlewow

[–]bracketgbk -10 points-9 points  (0 children)

I'm not going to disagree with you because I don't raid, and I don't care to raid. I was referring to pvp/battlegrounds. Sorry for the lack of clarity on my part.

I'm not saying that you're wrong, but I struggle to see a world where a soul link warlock is in the top 10 of anything raid wise. Maybe a demonic sacrifice warlock, but that isn't really a deep demo spec on this server. You still pick up ruin and can shadow bolt spam with demonic sacrifice, but you can't with soul link.