Metakirby -> RE: =AQ3D= Feedback Thread (6/8/2017 10:45:41)
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That's nothing compared to the horrors of getting the Crimson Staff of the Abyss. Oh no, the horrors of farming for 2 days straight, when you are used to endgame farming in AQW, this seems like a casual stride. Honestly, the staff wasn't too bad to farm, it definitely takes the cake as the longest, consistent farm yet (lets put aside the 2 x 24 hours needed to craft the Brain Slime in yulgar's inn fr a second). At least you can join Voidhall without needing the first staff, if you couldn't, then yes, it would take about double the time, most of it being waiting for your shards to craft. The staff is arguably easier than a simple 1% dungeon drop, with average luck, average meaning it takes you ~100 tries, which is probably less in the case of chests, as they can spawn more than once per dungeon, I don't know the exact details if rare chests have a 100% chance for these items, don't think I have ever seen one, maybe once, way back. Let's say you have maxed out keys to begin with, that's 60 hours worth of keys, now add 60 x 4 hours to get to the 100 key mark, that's 240 hours, or 10 days, of course, it may vary, but even if we say you only needed 50 keys total, that's still 90 hours (way more time than needed for the staff), waiting for those extra 30 keys and it's uncertain wheter or not you WILL actually get it, which is the worst part. I would take the staff grind over that, any day. If you really want an item to take a lot of keys, while still being fair and not putting people into 2 groups, getters and non getters, just make it take X amount of keys. If it's thought as a 1% drop per dungeon key, make it require 100 keys total, it will still take at least 240 HOURS, if you have 20 keys to start with, that's 10 DAYS and it's even assuming a lot of thing, like you don't use dungeon keys on anything else. It's a similar idea to the Capes from Senna, they require 27 keys per Cape, assuming no one steals your boss kills, which is made less annoying with the private dungeon option. Some people will not like this, as it would be seen as a "daily quest" type of deal, which I know many people hate, but I still think it's a better solution than having these low drops, that you only have so many chances a day to get. I do not find enjoyment in gambling my keys for possibly nothing else than some gold, I find it frustrating actually and it doesn't help that people are running through dungeons as fast as possible, not wanting to actually fight anything that is gonna slow them down, the Skulltower dungeon is definitely victim of this, because of the "find the way to the exit" rooms. People are even making alts, just to run these specific dungeons to obtain these super rare items, I have seen a couple throughout my playtime. At that point, do you think it's done for enjoyment, or social status? If I was able to run the Dungeon forever, instead of only 8 times per 24 hours, then I would be a little more accepting of it (only slightly though). quote:
But the staff is a Nulgath item so it's kinda understandable why it's hard to get. I don't think the appeal of it is the look, nor the artist origin, it's because it's the highest damage weapon right now and many people are drawn to that, even forgoing all sense of tankiness and go down to less than 500 defense and hp, just to get slightly more attack and crit chance/crit power, which is good enough when farming lower level areas, I guess, but that doesn't work too well later on, when enemies actually does damage to you. It's efficient, but I still don't get the appeal of that, mostly because I have no way to see how much difference that extra attack and crit does, due to the randomness of damage numbers. The only thing I can tell, is wheter or not I have the chance of doing slightly more damage, but only sometimes. If the staff had subpar stats to something else, almost no one would bother farming for it, except the crazy people, or people who just wants to show off.
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