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=AQW= New Server changes - More Feedback Needed

 
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5/1/2017 15:04:13   
  Alina
Battleon Sorceress


If you've been helping us test the new server, thank you! Right now, one of the biggest issues preventing us from rolling the new server live is... the FEEL. We are getting a number of complaints about how classes feel -- and if the game does not feel good, if you are not enjoying playing on the new server -- then it is not ready to release.

Artix, Yorumi, Arklen, and I had a serious discussion today about this -- the new server needs to feel as fun (or more) than the current one. Over the course of this rewrite process, we've gotten a lot of feedback, but made a lot of changes.

Right now, the luck-based classes on the new server have NOT been rebalanced. But aside from that, Yorumi brought up a very good point and question:

" From what I'm seeing, the problem isn't so much the balance of the game, it's that our players aren't getting what they WANT after the luck changes.
They use luck not so much because it's overpowered but because it's an easy way to get into the game and PLAY... without having to worry about numbers and enhancements.
And if that's the case, with the change in luck, they can't do that as easily / aren't having as much fun.

I want to take a deeper look at this -- players not liking the game as much because we changed luck, and they don't feel as strong. I feel like we're hitting at individual symptoms and not addressing the disease. Ignoring the fine details for a moment, I need a better idea of what our players enjoy about AQW, what they like doing, why they like. From there I can better design a system to fit their needs.

I kind of think our players to a large degree want more of a beat 'em up than an rpg. but i'll see what they have to say about it"

Help us make the game on new servers as good -- and WAY better -- than the old ones.


quote:

Hi guys -- we have been reading this thread and discussing ways to implement these.

What I'd like to do while that's being looked at, though, is see if we can make some changes to Luck on the new server that will help you feel more like you're on the current server.

Yorumi is making it so that luck enhancements build for all classes like they do for luck classes. This is the easiest change to undo if we need to, but it will give us some really good information about where our class numbers are at.

Please hop on tonight and tomorrow when you can and let us know how that feels.


< Message edited by Shadowhunt -- 9/11/2017 10:42:47 >
AQ DF MQ AQW  Post #: 1
5/1/2017 15:17:00   
megakyle777
Member

Ok, I'm gonna address a few classes here. and let others take care of the gameplay buits unless something comes to mind later. Note: Keep in mind that I am not expert on classes.

Ok, so for me, one of the big things that annoys me about AQW is this: Classes are basicaly way too simple. You equip the one you need for what you want to do, you have 5 skills, that never changes. Ever. I'd personally like a way in that you can evolve or customize or make better or choose class skills. It gives off the idea of empowerment too, in that you can make you class revoles around different effect of attack types. Hell, one way you could add a bit of that is to allow us to have a selectable 6th skill in the potion slot!

As for classes themselves: One thing about Abbysal Angel from my small improvements thread I agree with:
quote:

Abyssal Angel having 3 skills that target itself is really annoying when farming, because I constantly have to use one of those skills only when the monster has some HP left (because of its speed, that HP is quickly depleted), otherwise I have to hit X on target window. It would be so much better if those skills (or at least the skill that applies a HOT) targeted the monster instead, even if it caused 0 damage, just target the other monster. That's one of the two main reasons why I don't consider Abyssal Angel the best farming class.
To add to this, it's healing skill does not work at all on the tester selver as it is meant to, and the animation seems to not play sometimes.

Having played a bit with Lightcaster, I can see it having issues on the test server too once luck is nerfed. A lot of it's power frelies on the critial mana gain from crits and being able to hit with fast moving skills. In fact going from your brawler comment Alina I feel as though as with the crit nerf a lot of classes that revolve around cirts for mana ae going to suffer. I'd say a good idea is look into new types of mana regen to faciliotate this kind of classplay without overreliance on crits.

< Message edited by megakyle777 -- 5/1/2017 15:18:49 >
DF  Post #: 2
5/1/2017 15:17:59   
Dracelix720
Member

I'd say the only thing I really do not feel right with is Monster Regen
DF AQW  Post #: 3
5/1/2017 15:21:50   
TsumetheWolf
Member

I find a main issue with some recommended enhancements on some classes- in this example, i'll use fighter- make the class suffer. Skyguard Grenadier, Warrior, Doomknight- all of these fighter-based classes feel very slow (they have a very low haste %) when they have those enhancements equipped. Thief enhancements on them do seem to make them feel faster at the expense of damage, and luck somewhat has a similar effect.

Hybrid as well- I really don't like using it on classes such as Guardian, and I think it was recommended for Chronomancer. I prefer my own mix for those classes too.

I suggested on a thread somewhere, that Armsman enhancements from the first PTR would perhaps make a good replacement for luck, for physical classes, as it's halfway between Thief and Fighter looking at the history of the page, around 2nd March 2010.

Potentially, other enhancements that use luck, such as Wizard and Spellbreaker may suffer if Luck is nerfed, so perhaps an eventual change to the enhancement system could be considered.

Perhaps the ease of using Luck is part of their appeal, but it is also rather expensive to re-enhance equipment nowadays, as the enhancement prices increase per level. Gold sometimes feels a bit hard to obtain these days, so maybe that's part of their dislike of the change.


< Message edited by TsumetheWolf -- 5/1/2017 15:22:52 >
Post #: 4
5/1/2017 15:24:33   
ChronoEye
Member

Alright, so...

Don't nerf Luck, please. Make it more unique in the new server than it now is - like, add a possibility for it to increase monster's drop rates. But of course with a cost, like, the luck enhancement would cost more than it right now does, obviously.

Another thing,

Stop with making bosses, that has 1-hit kill capacities. Also if they has skills, add "tells" to them, ex. like, let us know beforehand what the monster will cast, if something like it will happen.

Also, immobility is another thing here - we deserve a chance to increase ours, as well.

And now, the important thing:

Make the AQW wars interesting. Like, add a personal wave tracker like DragonFable has - and maybe if possible, whoever hits the wave cap, gets an achievement or something like it. Wars need to be more interesting than they are right now.

Final thing,

Stop the insanity. Stop what Asuka and Tendou does to us.

I don't have much complains, but some I still do like I told here. :)
Post #: 5
5/1/2017 15:25:40   
Rastaban
Member
 

If the intention is to make critical hits less common in general, I feel like it might become necessary to change mana regeneration models.
Post #: 6
5/1/2017 15:26:32   
  Alina
Battleon Sorceress


We have talked about bringing in a new "generalist" stat which would be, essentially, a Luck replacement -- no matter what class you have, this'll let you play successfully. Another alternative is a stat pool system to replace enhancements.
Given the negativity we are currently receiving, releasing the new server is premature. But Yorumi thinks we should be able to make some changes -- based on your feedback -- that will let us meet our goals.

And that main goal is to keep the fun, easy-to-play game that lets you feel powerful, like a hero.

AQ DF MQ AQW  Post #: 7
5/1/2017 15:27:31   
Ryuyasha
Member

quote:

From what I'm seeing, the problem isn't so much the balance of the game, it's that our players aren't getting what they WANT after the luck changes.
They use luck not so much because it's overpowered but because it's an easy way to get into the game and PLAY... without having to worry about numbers and enhancements.
And if that's the case, with the change in luck, they can't do that as easily / aren't having as much fun.


Luck is used so much because of the critical hit multiplier and increased critical strike chance. The multiplier is insanely large compared to the multiplier that other enhancements provide and because of this, it is best to use Luck. I have run damage tests with several classes and every time the luck enhancements would come out on top. I know the staff has said that they do not want to nerf classes upon release of the server rewrite, but the problem is that the current luck changes have effectively (in my opinion) nerfed 90% of the classes in the game.





< Message edited by Ryuyasha -- 5/1/2017 16:26:46 >
AQ DF MQ AQW Epic  Post #: 8
5/1/2017 15:29:47   
  Alina
Battleon Sorceress


Ryuyasha -- would you mind sending me your test results, so I can pass that on to the team? Email is alina@battleon.com
AQ DF MQ AQW  Post #: 9
5/1/2017 15:32:53   
Ryuyasha
Member

@Alina Can do, I'll see if I can put something together.

Edit: Emailed you something.

< Message edited by Ryuyasha -- 5/1/2017 16:21:34 >
AQ DF MQ AQW Epic  Post #: 10
5/1/2017 15:33:44   
Aura Knight
Member

In all my years playing AQW, not once have I actually care about class stats. The only numbers I've cared about was my damage, mana and health. It matters very little how much endurance, dexterity, intellect, strength, or luck I get from certain classes. I usually ignore those numbers since I have almost no control over them aside from whatever increases they get when certain enhancements are used. I think it would be easier if we could have a different stat system where we can put points into each category at will. Each level up gives you a certain number of points and the stat build you choose will affect the classes you equip. I'm not sure how this could really work but it'll be no different from other AE games that have stats.

In regards to the changes to luck, I don't like them. As someone with limited inventory space I dislike the idea of needing to have multiple items just to have various enhancements. I'm fine with just using wizard and luck only. Yes, only having 2 enhancements do anything while we have so many others could be seen as lazy, but it works. I don't think luck is a problem and can't understand why it was considered one that needed fixing with the server rewrite.

I think classes could work better if we could combine skillsets. Let's say, for example, we can select any 5 classes and always have their skills at the ready. This would make us all extremely powerful. However, if monsters can get stronger to balance things out, it might not be a problem. This is only a random thought I had while I was writing this post so it could very well be a terrible idea.
AQ DF AQW  Post #: 11
5/1/2017 15:37:28   
Relnishiel
Member
 

Some people are saying the damage, healing, etc. is a little off on the testing servers.

Here's what I think.

I think the damage could be raised, but it should be less than what it is on live servers. A level 65 with 2300 health vs. a level 60 with 7000 health should be a decently challenging fight. However, players usually 1-2 shot the mob and move on without a second thought. If the game was a little harder and required more teamwork when it came to fighting bosses and challenging mobs, people would be forced to ask their guilds or other players for help.
Don't make the change too significant, though, or people will see it as too hard and stop playing altogether. But I think taking away the 50-100k crits would make the game a little more fun.
Myself and many others miss the days when players would socialize and communicate, and they'd make their own "guilds" in other apps (this was before the guild system was implemented). If players had to ask for help, they'd end up playing and communicating with others more frequently. Almost every games is made more fun when you have someone else to play with.
Post #: 12
5/1/2017 15:41:43   
  Alina
Battleon Sorceress


If you have the time, please also give us an insight about what it is you DO like in AQW and why, to help Yorumi.
AQ DF MQ AQW  Post #: 13
5/1/2017 15:51:27   
juanz1996
Member
 

quote:

They use luck not so much because it's overpowered but because it's an easy way to get into the game and PLAY... without having to worry about numbers and enhancements.


Very true, with the variety server rewrite is offering(luck not being the first thing to come to mind) is a whole new process to choose an enhancement that works for the class you wanna use. The problem is that we have been with luck-overpowered over many many years. But more important for what i have seen class doenst feel right in the test server even when they have the enhancement they need.
Maybe a way to start is to look for that "overpowered feel" in those classes that arent based on luck and make them be powerful when they have their own enhancement (wizard fighter etc etc), as this could be obvious, it doenst seems to happend. Luck has been the boss many years because the other enhancements werent capable enough to face it in wherever they were suppose to. Maybe we are trying to resolve this the wrong way, we looked as luck as overpowered instead of looking all the other enhancements as nerfed-underpowered. If the enhancement that arent luck based can offer something good( even if it feel somehow overpowered) just as luck, maybe we can kill two problems at once?
AQW  Post #: 14
5/1/2017 15:51:34   
MoonShine
Member

@Alina

I don't think this is the problem. The problem is, even with the right enhancements, almost all the classes seems nerfed. Just look at this comparison of stats on the normal servers and on testing servers. We don't need a 'Generalist' enhancement type like the Adventurer's one. Doing this will only make a new overused Luck enhancement. I liked the idea of, for example, on a Caster class, I use Wizard* for Haste/Damage or Spellbreaker for Hit Chance/Crit Chance or Healer for more HP/Defenses.
TL;DR the problem relies on the how the current enhancements on the Testing Servers poorly improve our secondary stats (Hit Chance, Haste, Dodge, Crit Chance etc.

*off-topic but I think the Wizard Enhancements should be renamed back to Arcanist Enhancements, bcuz sounds better than the current one.

Plus, if monsters are stronger on Testing Servers (TS) and our Heroes' stats are nerfed, it makes playing on TSs a almost painful experience. And I need to ask to you one thing, if monsters are stronger, how will be the situation of the current farming (specially for end-game items like AFDL, NSoD, etc)? It will make them even harder or then will be balanced with the monsters' power level?

< Message edited by MoonShine -- 5/1/2017 15:56:55 >
Post #: 15
5/1/2017 15:56:12   
Shadowhunt
Member

In terms of class issues, I think Ryuyasha's hit the biggest point. The way gameplay is right now, crits do a lot more damage than regular attacks and because they are emphasized both from a damage perspective and from a visual one (larger and different coloured text), they start to become the only damage that players notice. This happens even when the non-crit is pretty high; Lightcaster, for example, hits like 1.2k non-crit, which is higher than the crit of a lot of other classes, but it doesn't register much because it's just a regular hit.

From my experience playing on the test servers, it looks like non-crit damage has been increased a decent amount but crit damage is lower. If you're doing (these are made-up numbers, I haven't done formal testing) 40% more damage on a non-crit but only 60% of the damage of a regular crit, you're losing more damage than you're gaining because crit multipliers are currently so high. This means that overall, damage output goes down. This, along with monster health regen, means that fights take longer, which means on the whole everything takes longer. You can also run into issues with mana models that rely on damage, as a lower crit will reduce mana regained and thus a player may have to retrain themselves to not just spam all the skills all the time in order to win.

So, to me, it seems the biggest issue with classes in the test servers (besides for the issues of things not working properly) is that they're doing less damage on the whole and making things take longer. Repetitive farming can be boring enough as-is, but when monsters are taking even longer to kill, it just makes it worse. Sure, the increased respawn rate helps, but how much time are you really saving? If the monster respawns 3 or 4 seconds faster but it takes you 10 seconds more to kill the monster, then you're not really saving much time compared to the regular servers.

There's also the whole part where "luck-based classes" are overly-prevalent because people choose to use Lucky rather than a more suited enhancement, for whatever reasons (higher damage, fewer pieces of equipment necessary, etc.). So a class that maybe wasn't designed to be luck-based then becomes luck-based in the meta, and thus on the new servers it isn't performing at the standard people are used to. Classes would have to be performing where they're at now for people to be happy with it, but in order for that to happen with a decreased crit damage, non-crit damage would have to increase a lot more than it has, as you need to compensate for the lower damage and the monster health regen.
quote:

I kind of think our players to a large degree want more of a beat 'em up than an rpg
I think in some ways, it's more that players want the items or rewards, and monsters/drop rates are standing in the way of that. Thus they want to use the best classes they can in order to get the most damage, which in turn ends the fight faster and gets the player closer to their reward in a more timely fashion. A lot of it seems to boil down to speed, it seems, at least in my mind.

Changing from an enhancement system to a stat pool may be a solution, but if you're applying that stat pool to the character then in some ways you're putting big restrictions on choice. If someone builds a stat pool that gives them a glass cannon for Wizard-based classes, and that's what they want, then that's good for them. But what if they want to use a dodge class for a particular hard fight? Or they're in a party and someone needs to be the healer? You'd either have to reallocate stats (a potentially expensive endeavour) or accept that you're not going to be nearly as effective as you could be. So if you went the stat pool path, you'd probably have to apply it to equipment rather than general character based ones. A potential solution could be have all stats be allocated to the class. This allows you to really tweak each individual class to the role you want for it, and then allows you to use whatever equipment you please as a purely aesthetic (disregarding boost items) choice, rather than having to change sets around all the time. The more I think about this, the more I think this could be a good solution in terms to stat distribution. I still think the issues with damage and speed I outlined above apply, but this could be a step towards fixing that. Remove class base stats and then just have each stat, regardless of the class, do the same thing; each point of Endurance increases X and Y by Z amount, each point of Intellect increases A and B by C amount, and so forth. Then a person could build their classes to perform the way they want them to. Then it becomes about the skillset, rather than having somewhat dedicated "dodge classes", "healers", "tanks", etc. The skillset would, in many cases, still benefit skewing stat distribution towards some stats, but it would allow more freedom on how to play that class.
AQ AQW  Post #: 16
5/1/2017 15:58:13   
Ted Zlammy
Member

On the subject of Monster HP regen, I think it might be a good idea to restrict it to certain enemies instead of it just being a universal thing. I think it's an interesting idea and could make some enemies more interesting and distinct, such as giving werewolves and vampires the ability to recover, and making certain bosses more tougher. As it is though, it'll be really rough on newer/low level players against monsters with HP high enough that the monster regen is higher than the damage output of the low level players. Odds are folks will be forced quite a bit more to jump from different yulgars asking for help and hoping that the people in it aren't simply AFK or outright ignoring them.

Part of the reason why I like AQW is that while it is an online multiplayer game, you're able to make your way through the majority of the story on your own and the monster regen could restrict that quite a bit. I'd also like to say I don't think everything should be able to be done on your own though of course, stuff like Binky, Raxgore and the crafting of the Armor of Awe is clearly intended to be done with other players and I don't mind that at all.

---

If the monster HP regen is here to stay though and crits are to be less common, I think it might be a good idea to up the Damage output of class skills and/or to consider changing some mana regen to allow us to use skills a bit more frequently to compensate for it.

< Message edited by Ted Zlammy -- 5/1/2017 15:59:31 >
MQ AQW  Post #: 17
5/1/2017 16:15:26   
Aura Knight
Member

I can't remember the last time I thought AQW was a fun game. I'm beginning to question if it ever was. I suppose I did enjoy the earlier years. Back then I'd actually chat with others and we'd all help one another with quests. Now, the individual player has become too strong that it's easy to solo just about anything. I don't exactly mind this, but for an MMO, there's very little reliance on others or a need to work together. Parties are practically useless except in certain situations. But those situations are few in number. Lots of players do nothing but /afk for a questionable amount of time. It's not easy to ask for help in game now since you'd either get ignored or ridiculed by someone. The feel of the game has changed drastically over the years and I don't think it was for the better. I actually miss the days where we needed a full group to fight something like the red dragon. For an MMO, AQW sure does make the solo player seem like a god. I don't hate the power but it defeats the point of the game being multiplayer.
AQ DF AQW  Post #: 18
5/1/2017 16:27:00   
guthixnite
Member

Now, I don't comment here(much) these days, but I feel I should comment on this. I've been an avid class collector for a long time, and I enjoy revolving my different classes. I enjoy having that variety for different purposes, however I have some classes that feel...off, these days. I want to start with discussing potential issues with regens, model, and enhancements. I'm sure that these have been covered before, but every voice makes a difference. I'm going to be stating from my purely subjective experience with how classes tend to feel. If anyone wants me to specifically test any classes to give a feel, I have a large variety of them, and I intend to be watching this thread.

Warrior mana regen is generally underwhelming in the system as it is, due largely in part due to the warrior model and fighter enhancements having the haste of a brick. When relying on hitting, and being hit, to generate mana, a slow hit rate can cause very bad stuttering in skills, and can make it hard to enjoy some classes, especially those with below average speed such as Glacial Warlord. I recognize that the speed difference is compensated by damage increase, but it makes the class feel sluggish, and hard to control. I've experienced this issue with other warrior model classes, although Glacial Warlord was an extreme. A potential fix to this is giving some method of increasing haste, although that depends on balancing and whatnot.

Thief/rogue mana regen tends to be helpful...so long as you're alone. When you have other people, I find that it tends to drop massively due to a lack of being targeted. While the dodge rate and haste are often spectacular if not insane on a thief model with thief enhancements, there are issues when using in multiplayer that I've experienced. Coupled with some high mana costs, many rogue regen classes can suffer if you're not careful, and even in duos can create large mana issues. I've experienced this plenty with my Blade Master, which I use as a lovely support(I realize there are better out there) due to the Sever ability. While more difficult, a suggestion might be to implement either a higher mana income on hitting your target or rebalancing mana costs to consider the multiplayer aspects of this model. Naval Command also suffers heavily from mana issues, in my experience, due to the fact its a party class with a poor dodge rate, that uses thief regen.

Mage mana regen has become the norm, with so many classes being built on crits. However, it is still a highly fluid regen, as I've found with my original Dark Caster Class. With a low crit rate, however, the mana regen can still suffer without an HP-to-MP conversion skill. I prefer to use wizard enhancements on mage class models, regardless of the crit rate, as the base damage is improved, and I prefer the reliable noncrits. One suggestion for this mana regen model is to scale it to non-crit values primarily, where you can have a steady flow with noncrits, while the uncommon/rare crit provide massive bursts. I realize this would likely be difficult to do, but would likely help in leaning away from crit reliance.

Mana regens that rely on a skill effect to be active, in my experience, have always been poor and unenjoyable to use. I often find it hard to keep the skill up and regain mana, due to it effectively relying on the standard warrior regen with a mana input. A simple suggestion to this would be to improve the regen rate so the generally poor crit crate is providing a steady flow of mana. I find most of these classes to already have high mana costs, which only makes it harder to manage mana properly, and potentially frustrating.

Hybrid models are nice, and allow for choice between how you want to build, but their respective enhancement falls short. I find the Hybrid enhancement to be highly underwhelming, and the Spellbreaker isn't much better in my experience. I tend to sway towards wizard on physical/magical hybrid classes due to the general better boost to everything I felt with the wizard enhancements. I'm unsure how to improve this, other than generally providing better haste and damage increases than it does now.

Luck models are...well, interesting. Perhaps making them function as intended and relying on the Luck stat would be best, similar to how mages are meant to function and rely on Int/Wis.

Overall, my biggest problem I find is the non-crit mana flow. I find that it is generally underwhelming in most cases, and that leads to classes suffering in their enjoyment.

These are my thoughts an opinions regarding classes. I have not sat down to test on the testing servers, but these comments are how I've felt on the current live servers. I apologize if I missed anything, and I do hope this helps! Have a good day, and thank you for reading!
AQ DF MQ AQW  Post #: 19
5/1/2017 16:30:50   
Chargoal
Member
 

So I have this bug that is about the servers ....it only can go to twilly and zorbak and if you're a member only you can go to Artix server please fix it Asap I'm just not the only one having the problems like these but please fix it cause I wanna go to Artix again since I can't afford membership anymore.
Post #: 20
5/1/2017 16:32:56   
MoonShine
Member

Also, the current stat of the Testing Server seems so unfinished. I think you guys should release what is supposed to be the Server Rewrite on a separated server on the same way as the current TSs do and not on all servers when it's finally done. To make we players feel what is to play AQW after the Rewrite after all, because I, particularly, feel there's a big difference between what is the Rewrite you guys all talk about and the gameplay's stat of the Testing Servers. I really like AQW, but with all this shock between "What the Rewrite really means on the gameplay" make me think: or the Rewrite makes AQW bettter or makes it worse :/
Post #: 21
5/1/2017 16:34:37   
  Alina
Battleon Sorceress


Moonshine (thanks for your tweet, by the way!) -- what feels "unfinished" on the new server?
AQ DF MQ AQW  Post #: 22
5/1/2017 16:39:25   
juanz1996
Member
 

quote:

Very true, with the variety server rewrite is offering(luck not being the first thing to come to mind) is a whole new process to choose an enhancement that works for the class you wanna use. The problem is that we have been with luck-overpowered over many many years. But more important for what i have seen class doenst feel right in the test server even when they have the enhancement they need.
Maybe a way to start is to look for that "overpowered feel" in those classes that arent based on luck and make them be powerful when they have their own enhancement (wizard fighter etc etc), as this could be obvious, it doenst seems to happend. Luck has been the boss many years because the other enhancements werent capable enough to face it in wherever they were suppose to. Maybe we are trying to resolve this the wrong way, we looked as luck as overpowered instead of looking all the other enhancements as nerfed-underpowered. If the enhancement that arent luck based can offer something good( even if it feel somehow overpowered) just as luck, maybe we can kill two problems at once?


As an adittion to this: my idea is if there is a full-wizard against a boss that hits really hard it should at least suffer a lot more than someone with full warrior, a luck based could stay the same hitting always crit and that but i would be weak just like a TANK but with no defense. This way we can really make use of all enhancement in certain ocassion. But this has to come definitely with a change in how fast and easy you can change enhancements and being able to have multiple enhancements in the same weapon. For example clicking the item and an option appear to change the enhancement right there in the inv interface. Because any change we do to make players use all other enhancements are gonna make us lazy about changing them all time, so that is my offer: start putting the important part in all no-luck enhancements and make them powerful for what they are suppose to be powerful even if it sounds like a "high buff".
AQW  Post #: 23
5/1/2017 16:39:29   
darkhl7
Member
 

so after rewrite well party with other be less laggy cuz whenever i farm with 4 r more player i start lagging alot and it cuz by skill animation
Post #: 24
5/1/2017 16:41:46   
trophy435
Member

I would like to see some nerfs in damage for some class nukes, or just remove the nukes in general and replace them with some significant buff to you/debuff for the enemy. I feel like I'm a bit weaker in the new server, too.

Although nerfs may be counterintuitive (because people tend to quit a game if something/some aspect is taken away) to the increase of the playerbase, I feel like they are necessary now. All games make mistakes, and allowing progressive huge number damages and huger boss health values are the primary mistakes. I sure thought the Devs were crazy when King Coal had 100K HP, but now there's many of those... everywhere.
DF AQW  Post #: 25
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