New Star's End grinding zone was a huge improvement and a major success in my opinion.
I have small concerns that others might also share this feeling.
Personally I get dizzy having to run back and forth from the previous pillar spot to collect my trash loot. Also in terms of movement flow, its feels off.
Solution:
1. Make the trash stay longer for this grind spot so on your next rotation you can pick up it up and then it feels like a race to rush through the pillars. This would seriously be extremely fun to see how fast we can clear them. (The waiting time when you are waiting after the pillar is destroyed can be your pets picking up the loot from the previous round). You can even balance the trash loot since its going change overall clear speeds.
2. Increase monster movement speed and reduce there attack range so you can properly clear them without overstaying. Sometimes they spawn so far away, and you cannot clear them without starting a new skill rotation.
3. Reduce the waiting time after pillar is destroyed. This feels like Edania all over again. Balance the Trash loot respectively, but the stalling/waiting is super toxic game design. If you want to cater to that audiance, just consider making different grind zones for different player types. You cannot combine a slow past zone with a fast past zone. Anything in the middle, is going to dissappoint both sides.
4. Pillar position feel off especially with some being downhill and up hill. sometimes my skill animation cancel because of the elvation difference on the terrain. (playing Ninja)
Reference: Dark Seekers Retreat and Jade forest are the only grind zones I can spend hours grinding and not even notice the time. They touch on so many important aspects of design; speed, flow, rhythm, and music. For example, for DSR, there are are so many micro techniques you can apply to improve your efficiency and speed by grind this spot for hundreds of hours and still get better. Even with the AP CAP you can still apply these techniques which is why they feel so amazing.
I cant say or feel that way about Edania or Star's End, you are capped not by skill or class but by your pets pick up speed (even with T5s and T4s) or waiting mechanics.
Again great job PA, but please lets hit the home run on this grind zone please.
Nailed it?
Yes, if you mean that it shows how unbalanced the classes actually are. The 95% static gameplay which relied on spawntimes hid this very well.
Now you can see, classes with insane movement-abilities + hard, fast hitting AoEs are outscaling the others - by a lot.
Nailed it?
Yes, if you mean that it shows how unbalanced the classes actually are. The 95% static gameplay which relied on spawntimes hid this very well.
Now you can see, classes with insane movement-abilities + hard, fast hitting AoEs are outscaling the others - by a lot.
Are you a high APM class player? or you enjoy the slower classes? How do you feel about Zypheros in Edania? I am genuinely interested on your thoughts? ^_^
Also what classes cant keep up in Star's End? Its good to be specific.
I just have to look at my class. For Succ-Valks it's outracious to do, while I'll cruise in a Awakening around on a nice surfboard gettin' my booty sunburned.
Inherently the spot layout favors those classes, which can either move way better then others or have fast casts with big AoEs and if you have both at the same time like Seraph it's just superior.
Why is it, that people ask for "faster" Petlooting. Was the same back in the day, when we had the Awakening Nova cruising through Orcs and where complaining that the Pets don't pick everything up. It's a design fault on PAs part.
Would be nice if they fix the crystals not having collision and monsters sometimes not spawning after the summoning animation. Everything works fine inside marni realm somehow 😭
This spot have unnecessary number of mobs, as far as I know there is a restriction to hit a total of 8 mobs? So aggroing the previous mobs with the mobs spawned from pillar will exceed the limit and some will take dmg but heal-instantly until those who were hit dies. Then the issue with loot from those many mobs, wasting time to gather manually or move back and forth to gather. Bad re-design when was so close to be good.
Reduce the number of small mobs and increase the the drop amount to compensate, that will make the spot more stable. Also is not anymore a good spot for agris when eating 15 per mob which is way too much for just half-hour or less.
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