RE: =AQ= Summer Gifting Season Finale - Claim Your Warwolf Prime Prizes (Full Version)

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Branl -> RE: =AQ= Summer Gifting Season Finale - Claim Your Warwolf Prime Prizes (9/14/2024 5:16:33)

quote:

Until I try the gear more, I'll still think that.


I'm a little sad you changed your mind, but I am glad that the main part of the set being limited is no longer unfortunate.




Aura Knight -> RE: =AQ= Summer Gifting Season Finale - Claim Your Warwolf Prime Prizes (9/14/2024 12:52:49)

Exclusivity of rewards in a game with few players will always be unfortunate but there's hope in effects being returned in later items that everyone can access. These rewards just aren't for me. I just like the FS boost and pet celerity but don't really play with reliance on either. And celerity has other options too.




Branl -> RE: =AQ= Summer Gifting Season Finale - Claim Your Warwolf Prime Prizes (9/14/2024 13:24:51)

quote:

These rewards just aren't for me


quote:

I regret donating as the items so far have been barely decent. Weapon is the only passable thing here for the sp damage but being an overall beast focused set, my prediction of a limitation came true. Charge items are awful because they're never done properly. This idea is a miss. In an attempt to not be overpowered it was suggested to be too basic. Maybe the armor's good but what do I care for something I'll never try?


I'm glad you've decided to reign in your language! Initially, it seemed you just wanted to insult Dardiel because your preferred idea didn't win. Glad to see that's not the case.
And I agree. I think there's ways to make placement based rewards so people don't donate the bare minimum, but not have a set's cohesion hinge on placements.




The Hollow Roaming -> RE: =AQ= Summer Gifting Season Finale - Claim Your Warwolf Prime Prizes (9/14/2024 13:27:29)

Update: Ianthe is making steady progress! The balance engine update for the armor is complete, but the armor itself will not be ready today.




Aura Knight -> RE: =AQ= Summer Gifting Season Finale - Claim Your Warwolf Prime Prizes (9/14/2024 14:49:41)

quote:

Initially, it seemed you just wanted to insult Dardiel because your preferred idea didn't win.

Make no mistake I'm very much upset with what happened behind the scenes but my disappointment is more on individual behavior and less on the suggestion even if I didn't like that either. What happened was an insult to the community and until there's an admission of fault and apology for the poor decisions, things won't get better. The fairness of competition was tainted due to irrelevant thinking.

I made a mistake giving in to fomo despite having little interest in the winning idea. I'll just hope future events are done better and these petty rivalries stop. For being adults, too many of us act immature.

On a lighter note, maybe the other set will be more enjoyable for all.




Branl -> RE: =AQ= Summer Gifting Season Finale - Claim Your Warwolf Prime Prizes (9/14/2024 15:41:34)

quote:

Make no mistake I'm very much upset with what happened behind the scenes but my disappointment is more on individual behavior and less on the suggestion even if I didn't like that either. What happened was an insult to the community and until there's an admission of fault and apology for the poor decisions, things won't get better. The fairness of competition was tainted due to irrelevant thinking.


I've made it a point that anyone's individual actions with regards to this contest is a byproduct of a popular vote format. I've gotten people disagreeing with me on that, but frankly, any arguments akin to "my side was totally in the right" aren't particularly interesting to me.
If you're letting the blame game compromise your thoughts on the items, then nobody can trust anything you're saying with regards to them.
The "fairness of competition" or atleast, a failure to adhere to that fairness by the community at large, is why the LS set didn't win. Absent any campaigning you think was objectionable, absent any targets of ire you may have, it's an irrefutable fact that cheaters altered the outcome. It's unfortunate for those that didn't cheat, but I don't have any sympathy for those that did.
As far as "the fairness of competition", any actions or campaigning that took place outside of the forums was "fair" by the rules of said competition. There's no rule against the method by which you get votes, so long as you aren't trying to vote multiple times. Multiple people took advantage of this.

It's why I don't really want to see a repeat of this system in the future.

quote:

I made a mistake giving in to fomo despite having little interest in the winning idea. I'll just hope future events are done better and these petty rivalries stop. For being adults, too many of us act immature.


Be the change you want to see.
I don't disagree with your message, but this isn't a "other people" problem.




Lorekeeper -> RE: =AQ= Summer Gifting Season Finale - Claim Your Warwolf Prime Prizes (9/14/2024 18:53:43)

quote:

What happened was an insult to the community and until there's an admission of fault and apology for the poor decisions, things won't get better.


This is somewhat unclear, as its placement in the post reads as if the team is expected to apologize for the fact that there was cheating in the competition. Could you clarify, please?




Aura Knight -> RE: =AQ= Summer Gifting Season Finale - Claim Your Warwolf Prime Prizes (9/14/2024 19:43:54)

While I do think there might be ways to prevent repetition of this failure in the future with the team's involvement, this issue is just between players. We need to quit hating each other. Everyone still plays the same game. The hatred ruined what was initially fair.




The Hollow Roaming -> RE: =AQ= Summer Gifting Season Finale - Claim Your Warwolf Prime Prizes (9/17/2024 23:42:12)

Update: the armor still has some issues to iron out, so unfortunately, it will not be ready today.

Update II: Ianthe has a couple of functions to finish, and then we’ll begin testing. Depending on how testing goes, the armor should be ready either late tonight or early tomorrow.

Update III - Return of the News: The base Warwolf armor has made it through testing! Ianthe is recharging her batteries before the final push to program your CC version, and finish her dev notes.

Update VI - The News Strikes Back: The Warwolf Armors are live! Thank you folks for being so patient, this proved to be a very complicated piece of gear.




Branl -> RE: =AQ= Summer Gifting Season Finale - Claim Your Warwolf Prime Prizes (9/18/2024 4:17:59)

Thanks for the effort put into making the armor work! I can't imagine how much time it must have taken to get it right, and I'm frankly shocked the armor seems to function exactly as proposed. I certainly hope this isn't the last we see of charge mechanics like this.
I'll have some notes I'll like to share regarding my thoughts on all the items, but I'll give it a bit more time before I present them.

The only preliminary thing I can note about the armor is it's mark target skill uses the 9999 turn model of permanent status, rather than the status being encoded as permanent like Entropy Scourge Form's Cold inflicting Breath attack.
The issue with this is that it doesn't stack at all with other def loss sources, making the misc's def loss/berserk toggle have partial functionality (Only the berserk effect works, not the def loss) and the pet's integration have no functionality outside of charge turns when this skill is used. Statuses encoded as permanent stack and are eaten as if they last 10 turns. Statuses permanent by the 9999 permanent status model stack as if they last 9999 turns (meaning they can't stack with anything else), but are also eaten as if they last 10 turns.

Kindly requesting Mark Target follow the modern permanent status model (encoded and eaten as if it lasts 10 turns). This would avoid Mark Target directly competing with other def loss sources within the set.





Bolter -> RE: =AQ= Summer Gifting Season Finale - Claim Your Warwolf Prime Prizes (9/18/2024 10:19:42)

quote:

Also, kindly requesting the Melee Weapon carry a 0 proc ranged weapon toggle. And for Def Loss Potency to be somewhere on the set.
EDIT: At risk of potential jumping the gun, requesting a 0 proc ranged toggle for the 100 proc Fungibushi Weapon, and a potential additional FO toggle on the Fungibushi armor. I think it's a shame that FD/FO Rangers have to fight each other for weapon support, and the FO toggle would just be neat.


While at it, could really add a non-100 proc(preferably 0-proc) ranged weapon for the Mermazon Champion set too(I don't mind it sharing the same art as the magic weapon in this case) as well as 100-proc ranged weapons for the Wing/Wishweaver sets.




Macho Man -> RE: =AQ= Summer Gifting Season Finale - Claim Your Warwolf Prime Prizes (9/18/2024 12:51:47)

Thank you for the set staff! I mainly got it for its aesthetic so I have no clue how to really utilize the PCF to the best of its ability but will have fun playing with it.
Also +1 for the perma def loss change




Jue Viole Grace -> RE: =AQ= Summer Gifting Season Finale - Claim Your Warwolf Prime Prizes (9/18/2024 19:44:57)

Would Like to Thank the staff for a unique set it is amazing probably my favorite set as a warrior.Please update the armor to stack with the pet and misc.Thank you for all your hard work




Sapphire -> RE: =AQ= Summer Gifting Season Finale - Claim Your Warwolf Prime Prizes (9/18/2024 23:38:20)

Alright, now that Ive had a little bit of time to play with the items, here are my thoughts.

But first, thank you staff for making it, especially considering how challenging it seemed to be to make. One of the reasons I voted for it was it was different than the others and I like new ideas.


The Armor

I love this armor. Now, I do not play nuke playstyle usually and I like to spend a few turns (ie I like actually playing instead of click->win) and this fits the bill. The pet boost mechanic based on WHZ is crazy good and the FO toggle with the pet/guest celerity conversion stuff is really, really cool. I am finding the best usage for this IMO is using one of two ideas, one using havarti blade and the other using poison siphons and stuff like that. FD mode is getting it's main damage from pets,it seems, and the set's pet is the hardest hitting pet in the game notwithstanding eaters. The defloss skill does need altered, though. Hopefully that won't be lost to "AQ time". I dislike fire element, personally, as we already have a LOT of fire beastmaster armor options. I would have preferred energy. Pulse Core Frequency to me sounds more "energy-like". I heard some were concerned about it competing with H Series. This is an outright falsity of a mindset. This thing doesn't come close to being used by the same builds. Energy would have been better. Loses a point for element.

I'm giving this an 8/10. I May go to 9 if I find some other synergies that enhance this.

The Pet

Again, hardest hitting pet in the game notwithstanding eaters. (Once charged) Modes to simply make it hit harder after some charging turns works here due to the miscs pet celerity (or cheese blade's) .

I give the pet a 10/10.


The Shield

I think I understand what was being attempted here. We have a resist spread with the armor and shield combined with the weapon to attempt to try and make this a 4 element set when you combine the ele-shield's effect with the resist spread. (Esp if you trained END, more on that in a minute) The shield can excel when used with other ele-shields, so it can be enhanced to be even better. Other than that,a bit boring.

I give the shield a 6 out of 10.


The Misc

One of the best miscs in the entire game, and not just for beastmasters. Giving a multi-maul-like negative lean not only boosts damage if you can drop a monster's blocking, but the set is..lowering a monster's blocking! Also, it giving you +50 CHA is more accuracy for pets and guests, and the result is this is a fantastic pet/guest damage booster misc. In fact, it's giving x1.11 damage. If combined with multimaul, it's x1.258 damage for your pets/guests, and this grows based on WHZ!! If you use legion fenrir guest this can begin to grow to craziness, tbh. And these all working together for mages as well, can provide a hefty spell damage boost when utilizing some BTH buffs. So its all good for that, too. Oh yeah, it heals based on landed hits from your entire side of the field. And that amount grows based on WHZ!! I think this ends up to up to 12 hits.

10 of 10, easily, and then some.


The Weapon

While I think the weapon gaining +2% damage per WHZ sort of makes sense for the melee and ranged versions, I think it boosting spell damage based on WHZ doesn't make a lot of sense if I'm being honest. Spells are considered to be done first as a matter of standards, although I have always argued that it was a bit faulty in some ways. Spells can be casted at any point. But this weapon gaining spell-boost based on WHZ I guess is alright. But the bleed-downsides is completely killing the weapon for me. I do not wish to carry hexbound and wingweaver shields just to combat this. This feels like it is best utilized with an END-trained beastmaster because the bleed will be an END save most likely and having END , and thus, more HP's, can help absorb the bleed damage. END-based beastmasters is not meta, tbh, outside backlashers, and so I think the design of the weapon is bad. It would have been better doing a poison siphon or something instead of damage, to offset the bleed effect .

2 of 10.



The set as a whole: Using all of the items together certainly enhances everything it does individually, so it feels like the charge system has a FSB-like idea built in. As a set, I love using the items together simply for the WHZ boosts.

Mostly great design ideas, and thank you again staff for putting this together.






Branl -> RE: =AQ= Summer Gifting Season Finale - Claim Your Warwolf Prime Prizes (9/19/2024 6:17:58)

Thoughts on the Warwolf Set:
Shield: A scalable dual compression shield that can ramp to become on par with regular -26 shields. Takes 3-4 turns to reach this point, however. Has gotten some flak for being a bad individual item. I have proposed moving the 5% melee value in the eleshield value and replacing that with Def Loss Potency as an MC effect. It doesn’t bump up the charges needed to reach certain eleshield amounts very much, and includes an original desirable function of the set that only got axed because it was put on the overloaded weapon. Alternatively, Dardiel’s proposal can be used here and replace the 5% melee value with a QC that gives X number of charges, to help players without the full set to powerup the items faster.

Misc: A Grakma Berserk competitor that starts weaker (Still worse than Grakma for burst mages), but requires less to make up for the bth loss. Has an inherent heal that can, at a point, pay off the HP costs of this misc. A playerside only Goggernaut Helmet that you pay HP to maintain the BTH effect for per Player/Guest/Pet instead of paying for it by making it a global effect. Compresses the best skill of the Tribal Shaman Armor. This misc is stacked, and was likely teetering on the edge of acceptability when staff were internally discussing it. The integrated heal and Berserk/Def Loss toggles are way too integrated into the set’s identity to be adjusted, so, if staff wanted to hard limit miscs to two toggles/skills, Novasteel Strike is perhaps the only skill that could be removed (With the caveat it would be very controversial). Even if it’s not, I caution players against taking this misc as precedent that 3 toggle/skill miscs are now acceptable. There can be specific circumstances regarding maintaining an item’s identity that lead to them making allowances here and there. If these were judged to be broadly acceptable, it would make designing miscs take much longer.

Weapon: A Weapon that provides a powerful element shield, a strong sp drain hit that drains enough SP to prevent enemies from casting skills. Able to speed up charges generated, and a negative BTH lean that is made even better by an integration mode that further boosts it’s power. About the only disappointing things about this weapon are:

  • Def loss potency being proposed on a weapon this overloaded likely resulted in def loss potency being omitted entirely (Hence my asking to push it to the shield).

  • The omission of a 0 proc ranged toggle. If this omission was the result of the toggle being on the magic weapon (and thus would require a weapon that swaps between two seperate functions) at all, I think there’s two ways to include it that wouldn’t require changes. One is more feasible, another lets rangers use the full functions of the armor better.

    1) Feasibility: Include a Ranged 0 Proc Toggle on the Melee Weapon.
    With no status rolls on this weapon and already having attack animations available to use, a 0 proc ranged toggle, would in theory, be a matter of just adjusting the damage type.

    2) Full Utilitarian Good: Include a Ranged 0 proc toggle on the ranged weapon.
    Given the weapon has animations for the 100 proc mode specifically, they would have to make the 0 proc attacking animations available for the 100 proc weapon. Thematic considerations aside, this is more work to do than 1). However, because the armor’s functionality partially hinges on swapping between FD/FO modes, having the toggle on the 100 proc weapon means rangers can use the full set optimally in both modes, rather than only Warriors being able to do that.

    Pet: Very strong. Not entirely optimized, since it’s nuke is 2 hit. It’s the best general damage fire pet in the game. The problem with it in damage mode is simply that Status eater pets are unmatched in the consistent power they can output for how easily statuses can be applied with stacking potency. It’s direct damage competitor, Lorelympian Torchfoot, eats panic, which is probably the best status to eat on account of the existence of a QC infliction source (Werepyre) that can pay for 2 and a half turns of it’s max eating cap (200%). .Because it’s a QC, you can overload on potency sources and use the skill for no cost. Warwolf at least, has the lack of itemization to use it going for it.
    On the Def Loss, I think the pet sets a standard all def loss sources should: Attempt to apply the effect before a hit. Def loss has always had a bit of a problem where, if you can hit the monster to inflict it, you likely don’t need the def loss. There are a couple of aspects I’d like to mention:

    The pet's def loss application sort of points out the inconsistency of whether 0th turns on status that work on that turn are paid for or not. Because def loss is one of those statuses that work on turn 0, it being 2 turns before infliction means that it’s actually 3 turns for pets. This is fine if the eventual plan is to make statuses with 0 turn functionality no longer work this way. But currently, it pays for 2 turns of def loss for 3 turns of pet def loss (Still 2 for players). You could hotfix this by making the Def Loss 1 turn, but 0 turn statuses also aren’t stackable, so you make it impossible for the pet def loss to stack with itself and the def loss becomes weaker by virtue of not being stackable (which is weird for a 2 turn status). There’s another weird inconsistency where effects are sometimes scaled by ele res or not. This may or may not have been a consideration made due to the broader set’s idea being a lack of reliance on any particular element.

    There’s ways to fix the pet that could make it a lot worse, but it’s current implementation isn’t necessarily a problem. Just depends on what the staff thinks about potential future global changes to statuses that work turn 0.

    Armor: Really surprised the armor got through with very few changes from the original proposal. Especially surprised staff managed to work in skills in lean toggles. Also a really good test of whether or not FO armors can lack elecomp and still work well. I think they managed to succeed. Overdrive is really good for what it’s meant to be used for (Damage capped bosses), but it’s not going to be the best thing to press if you’re fighting weaker mobs. Combination Mode’s integration was probably the hardest thing for them to work out and they somehow managed it.

    From what I can tell, the only issues pointed out with it are:
    1) The number of chargable hits. This isn’t a balance concern, purely a bug preventative measure. This is the one issue we so far have staff confirmation on them addressing, mostly out of pure necessity. I wouldn’t worry about this making the armor measurably worse, think about the kind of limit that the misc’s berserk mode has.

    2) FD mode’s Mark Target was something I sort of already noted as an issue. Mark Target being on old 9999 infinite duration means it is unable to stacking with the misc’s berserk/def loss toggle or pet integration. Meaning aspects of the set compete against itself. The issue underlying this, however, seems to be an issue with def loss as a status itself, rather than the implementation of the effect on the armor. Without additional work done on the def loss status itself, it’s not possible to update the 9999 infinite duration into a modern permanent implementation. This doesn’t mean it won’t happen, but it’s more difficult than it seems, especially given the stacked schedule the staff have. I just hope this change doesn’t get lost in the shuffle, like Mermazon Champion or Paleskull Defender.

    3) FO mode apparently has some strange lag spikes. I haven’t noticed them yet too bad, but it’s been a concern I’ve seen others mention.

    Conclusion: The staff have done an excellent job maintaining as much of the original suggestion as was reasonably possible. The armor does exactly what it was intended to do, although I see potential for disappointment from people with regards to the FO mode not putting out numbers comparable to that of armors with elecomped skills, but I can’t say I’m disappointed. Voted for what I want, roughly got what I wanted.

    Note: May edit the armor section post infosub.




  • KhalJJ -> RE: =AQ= Summer Gifting Season Finale - Claim Your Warwolf Prime Prizes (9/19/2024 7:03:30)

    Now that all the items are out, a few thoughts.

    Firstly, thanks to staff on all their hard work, really impressive and cool that they made the set a very close approximation to the suggestion.

    I think others have said many good points so I'll try not to repeat.

    I'd agree loosely with Sapphire's comments but I'd say that all the items have some niche use-case, even the magic weapon, although indeed I do agree that these are probably the most currently underwhelming.

    Really happy with the whole set synergy with WhZ also.

    I'm mostly just really excited to see what people come up using this set, already lots of cool ideas with the varying ele-shields, some pet/guest centric stuff, and crazy onslaught combos.

    This is I think the highlight for me - it is just so intricate and versatile, there are loads of possibilities, and this I think is a perfect example of what a donation set potentially can be, as opposed to simple "click skill big damage". We definitely have enough of those, and this feels truly special/unique.

    Kudos also on the art. Awesome. Particularly the dodge animation for some reason.

    EDIT - now that the subs are out, and we have had a little longer to try it out:

    - the shield definitely lacks something, and would have been a great place for a "pass turn to gen charges" mechanic as I think others have said, to better make the set more useable for lower ranks.

    - the armor's Overdrive toggle in FO mode feels very off, you're paying SP + bleeding for a chance at celerity? this may be balanced or not, but it certainly feels like a very rare-use option right now.

    - I'm noting here that the armor does not currently match the infosubs as yet also, in Onslaught skill capping, and still awaits a the perma-defloss update too. Can update once this is the case. In my testing before hand however I was able to damage cap with zero charge Onslaught, whereas the same setup was getting ~1/3rd this damage per hit, at 51 hits+. Will test again post update but if anyone can think why this would be in the meantime, would appreciate it.

    - The magic weapon info sub doesn't make sense to me - what does this mean:

    "Passive boosts spells, toggle boosts player attacks."

    - Additionally and related: "Normally weapon attacks are boosted by +[2*PCImod]% Melee every turn. If we put this on spells, it's 4x this value." - I previously reported a text error(?) which states 2% or 8% depending on whether it is on or off, would be good to fix this to 8 (as I'm interpreting this?)

    - Important to also specify Fire spells, if that is the intention (and seems to be the case) in the above tooltip (+infosub)




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