Re: Patch Notes 09/03/2022
Posted: Wed Mar 09, 2022 6:33 pm
Lower lvl toons have been destroyed. Most have no crests at all. Time and energy converted to literally nothing. Tried to prep as much as I could for this change, but this patch only serves those who have been playing for a long time. Doesn't help you can't get gear from bags anymore. To summarize: conversion rates are wack for lower tiers and gear (combined with the option to choose crests) should still be an option from bags. Gz to those playing for a while who were able to finish their sov sets thanks to this update, while us newer plebs are left in the dirt having to basically start from scratch.
Some other thoughts & suggestions:
- There should be a warning well in advance prior to the start of city sieges aka farther out than the 10 minute queue time. Edit: Found the HUD tracker for this on the map. This should be mentioned in the patch notes!
- If any individual player or group within a warband can queue for scenarios at any time, this will definitely cause issues in pugs. Countless times per week did I see the QQ failed spam in chat while in a pug warband. The ability to queue in private warbands makes sense as it would be a group decision. But I feel some pug warbands will be screwed by this with groups of people leeching and then leaving at inopportune times.
- Scenario quests are gone! The argument can be made that given drop rates of war crests in scenarios along with not wanting to incentivize one form of gameplay to farm the main currency that the quests had to be removed. Fine, for max level toons... but once again disproportionately hurting lower level toons by neutering an optimal way to level and gear at a faster pace than rvr, especially when done with an organized group. Not to mention the modest amount of gold earned during the leveling process with these quests... now gone.
- The kill quests per zone to get seals of the paragon/exemplar are gone. Thus removing yet another option for new characters to gain xp, gold, (I believe those quests gave xp & gold) and rr potions while leveling up. These quests should have been kept and modified to still be present as an option for those rewards (especially given they were the main way to get rr potions outside of scenarios) to help non-maxed toons.
- The repeatable RvR kill quests no longer being repeatable is a bad change as it sped up the leveling process by a little bit and created a small consistent income on lower lvl toons for those who spent a lot of time in the lakes instead of scenarios or pve.
- The same can be said about the keep defense kill quests, but given the ideology of them not being meant to be kept after the keep has fallen... this change is acceptable. Although the logic isn't perfect as the keep can obviously be defended, not fall, and thus the idea of saved progress towards the quest makes a little more sense in that scenario. Regardless, there are bigger problems that have arisen with this patch.
- The fact that gear sets across the board are being forced from tier to tier makes no sense and isn't healthy for the game. Again lower lvl toons have been reset, are forced to grind set by set even if they may want to eventually skip conq or dom for ex. and then have the potential of a much longer grind compared to before for their genesis & subjugator gear. Again, by not having gear as a potential drop in bags adds to the gear discrepancy between upper and lower tier toons and will drive people away from a seemingly endless gear incline with no chance of rng assisting along the (forced) way with a set piece, wep, etc. Oh, and I cannot forget to mention the fact that given the absurd potion prices, no new players will want to buy them instead of saving for their next forced gear upgrade. Fun times.
Hoping things get tweaked soon to address some of these issues!
Some other thoughts & suggestions:
- There should be a warning well in advance prior to the start of city sieges aka farther out than the 10 minute queue time. Edit: Found the HUD tracker for this on the map. This should be mentioned in the patch notes!
- If any individual player or group within a warband can queue for scenarios at any time, this will definitely cause issues in pugs. Countless times per week did I see the QQ failed spam in chat while in a pug warband. The ability to queue in private warbands makes sense as it would be a group decision. But I feel some pug warbands will be screwed by this with groups of people leeching and then leaving at inopportune times.
- Scenario quests are gone! The argument can be made that given drop rates of war crests in scenarios along with not wanting to incentivize one form of gameplay to farm the main currency that the quests had to be removed. Fine, for max level toons... but once again disproportionately hurting lower level toons by neutering an optimal way to level and gear at a faster pace than rvr, especially when done with an organized group. Not to mention the modest amount of gold earned during the leveling process with these quests... now gone.
- The kill quests per zone to get seals of the paragon/exemplar are gone. Thus removing yet another option for new characters to gain xp, gold, (I believe those quests gave xp & gold) and rr potions while leveling up. These quests should have been kept and modified to still be present as an option for those rewards (especially given they were the main way to get rr potions outside of scenarios) to help non-maxed toons.
- The repeatable RvR kill quests no longer being repeatable is a bad change as it sped up the leveling process by a little bit and created a small consistent income on lower lvl toons for those who spent a lot of time in the lakes instead of scenarios or pve.
- The same can be said about the keep defense kill quests, but given the ideology of them not being meant to be kept after the keep has fallen... this change is acceptable. Although the logic isn't perfect as the keep can obviously be defended, not fall, and thus the idea of saved progress towards the quest makes a little more sense in that scenario. Regardless, there are bigger problems that have arisen with this patch.
- The fact that gear sets across the board are being forced from tier to tier makes no sense and isn't healthy for the game. Again lower lvl toons have been reset, are forced to grind set by set even if they may want to eventually skip conq or dom for ex. and then have the potential of a much longer grind compared to before for their genesis & subjugator gear. Again, by not having gear as a potential drop in bags adds to the gear discrepancy between upper and lower tier toons and will drive people away from a seemingly endless gear incline with no chance of rng assisting along the (forced) way with a set piece, wep, etc. Oh, and I cannot forget to mention the fact that given the absurd potion prices, no new players will want to buy them instead of saving for their next forced gear upgrade. Fun times.
Hoping things get tweaked soon to address some of these issues!