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=AQ= The 2023 Summer Season of Gifting Prizes

 
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9/4/2023 12:32:41   
PD
Member
 

quote:


Monday, September 4, 2023

COMING THIS WEEK!
The 2023 Summer Season of Gifting Prizes:
As the sun sets on the scorching days of summer, we're bidding a fond farewell to the sizzling 2023 Summer Season of Gifting in AdventureQuest. You've made this season blazing hot with your incredible generosity! Our ever-energetic friend, Tibbles the Merry Elf, is trading his shades for snowflakes as he heads back to the chilly north. But don't worry, he's already planning his return with his cousin Kibbles, armed with more fun and prizes for the next Frostval. Before Tibbles heads back to the snowy slopes, he has a lot of deliveries to make to all of the gifting contest winner's this week!


Tag you're it. ~Anim

< Message edited by AnimalKing -- 9/4/2023 13:12:07 >
Post #: 1
9/7/2023 17:01:51   
Rastaban
Member
 

I like the faces.

The rest of the Wingweaver set...seems to be a bit of a mess at the moment. I'm sure this will be cleaned up a bit with time.

It definitely went in the direction I expected. But I like the faces.

< Message edited by Rastaban -- 9/7/2023 18:13:06 >
Post #: 2
9/7/2023 19:07:14   
PD
Member
 

I had a chance to use some of the items, a few useability notes (no comment on the actual abilities):

  • The wingweaver weapon is placed pretty far back from the model. This makes its placement really annoying in regards to toggles because the pet can block the model of your weapon.
  • To the above point, if toggles are going to be used I'd prefer them to be used on the larger parts of a model. In this case the head of the weapon (for the melee Wingweaver) should be where the toggle is activated, not the handle.
  • The wingweaver pet's hitbox is pretty small and containing two smaller hitboxes can make it difficult to toggle things. Especially since the two are very close to each other and the popup system debounces the messaging so you can't even tell which region you might be activating.
  • The snapping turtle's animation doesn't seem that smooth compared to the normal turtle. Actually it gave me minor eye strain because the frames don't seem to smoothly transition and it's creating flicking model doubles between each transition frame.

    I have to say at this point I'm beginning to be against the idea of model-clickable toggles/skills. I wish there could be a sub-menu that indicates that items have skills or toggles associated with them because toggles/clickables in general are not transparent. Then inside the sub-menu you could select whatever that slot's toggles/skills you want to use. Something to the effect of utilizing the skills menu even more to not only factor in an armor's skills, but the skills/toggles of all items.

    Anyways, looking forward to seeing the rest of the items get released and seeing what the top 5 players won!

    < Message edited by PD -- 9/7/2023 19:22:44 >
  • Post #: 3
    9/8/2023 9:26:44   
    Sapphire
    Member

    Why would a spell in the community prizes do the exact same thing as the clickable skill on the weapon? That's a head scratcher of immense proportions. If I wanted to do the effects from the spell, I'll just carry the weapon for compression and throw the spell in the garbage.

    And the pet was supposed to be an offensive pet. It made it sound like maybe more offensive than normal. But instead, neither mode even does 40% melee. Both modes are effects, and thus, pay damage to inflict. And elemental specific defloss is one of the worst effects in the game. The 30 mil token stretch goal items are lackluster and I'm being nice.
    Post #: 4
    9/8/2023 9:41:16   
    darkdragonvx
    Member

    quote:

    I have to say at this point I'm beginning to be against the idea of model-clickable toggles/skills. I wish there could be a sub-menu that indicates that items have skills or toggles associated with them because toggles/clickables in general are not transparent. Then inside the sub-menu you could select whatever that slot's toggles/skills you want to use. Something to the effect of utilizing the skills menu even more to not only factor in an armor's skills, but the skills/toggles of all items.


    I agree with this, they should let all weapons and shields behave as if you are wearing a form and have the mini weapon and shield for you to click below the menu. I guess the same can be implemented for pets and guests
    AQ DF MQ AQW  Post #: 5
    9/8/2023 14:59:50   
      Kamui
     Hashire sori yo Kaze no you ni!


    The Wingweaver armour is now updated with full functionality, check the info subs here for details!

    Still working on the weapon, we didn't have Barrier with built-in "eatability" so I'm making that bit from scratch, and it's taking a bit longer than initially thought. It should be available either later today or sometime Saturday at worst, after that I'll rest a bit and then get to fixing known bugs with the set. Thanks much for y'all's patience and hope you're enjoying the items!

    Edit: The Wingweaver weapon is now also updated with its full functionality, you can check the info subs here for details. Feel free to poke me with any bugs on Discord, for now I'm going to relax and have a nice rest for the remainder of the evening. Enjoy!

    < Message edited by Kamui -- 9/8/2023 21:14:07 >
    AQ DF MQ  Post #: 6
    9/9/2023 10:06:00   
    Sapphire
    Member

    ^Is the misc still bugged? NM, it's giving me a perm END..carries over to next battle. I can train 4 stats fully!!!!!



    Also, the new spell/pet in the Merm shop says "item not found"

    < Message edited by Sapphire -- 9/9/2023 10:09:01 >
    Post #: 7
    9/9/2023 10:33:00   
    Bolter
    Member

    The Mermazon Shop at Ballyhoo is bugged, when you attempt to purchase anything from it, it says you need to buy the Dragon's Secret Novel, which has no link to it in anyway at all. The one from the event page still works fine however.
    AQ  Post #: 8
    9/10/2023 12:35:40   
    LUPUL LUNATIC
    Member
     

    Now that the full Wingweaver Set has been delivered and had time to test and play with the entire set, i want to give my feedback for the set.

    Wingweaver Battlegear Armor :

    The Armor is very good, it has a very strong Barrier in its FO mode.After some testing with it, you could become easily immortal against Wind/Water/Energy monsters/bosses. You can take good hits and still stand, its especially more potent with having END because it increases the potency of the Barrier from armor.You can also use the Armor with the Misc for an even bigger Barrier and as a Warrior/Ranger there is a potential to infinitely sustain Wingweaver Weapon click skill while having Deflecting Winds toggle on. I find the Heal Res skill a bit too slow to use when you could be getting 400-500-600+ Barrier instead in the other mode and imo i think currently is a win-more skill.

    Wingweaver Zephare Pet :

    The Pet for this set its underwhelming. First of all the Regeneration mode is very bad,it has split resources regeneration so it inately favors Mages while Warriors/Rangers get only half of its regeneration due to them not having MP. However i find the Regeneration mode to be bad because first of all it cannot crit/lucky strike.This automatically makes it worse than a pure straight up healing MP/SP Pet. My suggestion is that this mode should be changed, and preferably make the Pet eat Barrier to regenerate SP+MP similar to Fae Wanderer Pet but for Barrier instead,Regeneration status it has its not complementing very well the set overall, but if it had more Barrier related shenanigans it could have better synergy with the set. The other mode is okay, however we already have a similar Wind Pet in the form of Spotter Drake that costs SP for +50% Damage, with a more universally useful secondary mode namely Status Potency.

    Wingweaver's Wrath/Fury/Indignation Weapons :

    The Weapons for this set are very good,with some more caveats as follows : The Armor in its Elelock Mode affects Bows/Weapon specials, this means that the Armor is giving Elecomp to Wingweaver weapons, this means that when you consume Barrier for a nuke, the Armor contributes as well to give it even more damage and this is a very good design choice. It has synergy with the weapon and the nuke is very noticeable at full power. But wait,thats not all! The weapons have the potential to have NO SP cost for its ability.This means that it can be infintely sustained with the Armor while being efficient, or if you wanted to toggle off Deflecting Winds, to switch the gears from defence to offence with a simple toggle! This makes the armor be very versatile,and makes the weapons really hurt monsters with enough gathered Barrier. Weapons are very good but my main problem with them is the bth lean. They have -5bth lean which is not very good on a weapon that is made to nuke because you can often miss your hits and end up just eating your Barrier for nothing or close to nothing.

    Wingweaver's Aegis Shield :

    The Shield of the set is also very good. It has a very good passive in the form of 6.25% Heal Res.This means already that for free you are gaining ~6 more SP per turn with added more benefits on top. Samukematsuri Shield regenerated little SP when hit, this shield does it independent of conditions. And the QC Heal skill can be boosted for 900+ HP healings (according to gibby). Overall its a very good shield and the cleanse is also extremely good when needed. Some people were creatively using the cleanse to dispel Purple Rain spell debuffs, so in the future if we have effects that hurt us more, this Shield can relieve the pain.

    Wingweaver's Spirit Misc :

    We end up with the Misc for this set,and its an excelent defensive misc. I even dare to say that it can be used for all elements even better than a 50% resistance misc because if you are in elementally protected gear you wont be taking very much damage and this misc helps a lot and it may even be better than a 50% resistance misc in some cases. It gives END and +Heal Resistance (although it isnt listed in the character status sheet like Shield's Heal Regen). All i wish the misc do was granting 50 END instead of 35 END, so that might as well go all the way with Endurance defensively. You can get 90-100 Barrier with misc alone with END so its great, and it helps with infinitely sustaining weapon skill paired with the Armor. I have gotten 675 Barrier after i attacked 1 turn with Armor+Misc, enough to tank a monster hit (Wind/Water or Energy monsters) and also having enough Barrier to use Wingweaver weapon skill.

    These were my impressions/feedback with the set. It could be improved a little (Pet mainly) but otherwise a very good set. I give it a 8-8.5!

    < Message edited by LUPUL LUNATIC -- 9/10/2023 13:14:47 >
    AQ  Post #: 9
    9/10/2023 12:47:04   
    Corvid
    Member

    @Lupul - nice thoughts, that is a helpful review

    I strongly agree about modifying the pet to enhance its regen mode via barrier eating. As it stands, the pet is largely obsolete compared to other options.

    Overall I am extremely grateful that my suggestion’s themes were implemented, including barriers, the original effect of barrier eating, and heal res in the shield. This set was fleshed out well and has optimized synergies, making this best in slot for my main (its niche being a high END defensive/tank warrior).

    Nice work to everyone involved on this set.
    AQ  Post #: 10
    9/10/2023 12:53:59   
    Rastaban
    Member
     

    Barrier eating pet is an idea I can get behind.
    Post #: 11
    9/10/2023 13:26:45   
    Korriban Gaming
    Banned


    Finally played around with the completed set and here are my thoughts

    Weapon:
    One of the key pieces tying the set together. Good synergy overall. The nuke damage is good but it didn't exactly impress me. The fact that this can be completely free with enough Barrier is a huge plus and one of the main reasons why I like it. 8/10

    Shield:
    Can someone confirm if we're supposed to be able to click this multiple times per turn or is it only supposed to be once per turn? The heal resist is nice though I am a bit bummed that we only ended up with half of the proposed value. The heal is useless without END. There's almost no reason to use this for the heal unless you run END. The status cleanse is a nice bonus but like I've mentioned before, we don't have any bosses that really inflict threatening statuses currently so I don't see it as being very useful for the current day meta. I can see the hype behind cleansing debuffs from stuff like PR but I'm personally not a huge fan of that and find it kinda over rated. 7/10

    Armor:
    The perma Heal res skill is nice though again, I wished it could be slightly higher if not faster since you need to dedicate 2 full turns to max it out. I can probably get more Barriers out of those 2 turns than buffing future Barriers for only a measly 25% if in the full set. This is probably more a personal nitpick than anything. The FO mode with the Barrier gain on attack, combined with EleComp is fantastic. 9/10

    Pet:
    Undoubtedly the worst part of the whole set. I don't see the pet in its current form being useful for anything at all. The heals are extremely low and extremely slow to stack up. Even after a couple of turns, the number healed was still pathetic. I see zero reason to use this over the other SP/MP heal pets that we have. The damage mode is plain and doesn't have much synergy with the rest of the set imo. We already have Spotter Drake with the same effect but has a more useful second mode compared to this pet's heal mode. The charges do nothing to help both modes. They are long to setup and are consumed in a single use. Even with the charges and multiple rounds of stacking, the heal mode remains a joke. 0/10

    This is the only piece of the set that I think really needs changing. I support Lupul's idea of giving it a Barrier eater mode to heal MP and SP. Additionally, I would also propose for the second mode to sacrifice all damage to give Barrier. I think this has more synergy with the set as a whole and would at least make the pet more useful.

    Misc:
    Pretty decent. The Heal res is nice and the Barrier that you get each attack isn't shabby either. 8/10

    Overall:
    This set gets a 7.5/10 for me. The set feels very balanced, it doesn't feel weak (apart from the pet) but doesn't feel crazy strong either. This set works better for Warriors and Rangers on its own compared to Mages due to the penalties that Mages get. As a Mage, I think you're going to be better off sticking with Necro and Crystal Mana Defender if you're only going to pick 1 Barrier set for your whole build. Though this being said, if you use both Necro and this set, you could really get some crazy combos out of it and I think this is the best way Mages can utilize it.

    I have to admit that I was not a fan of the set or the ideas before it came out. Now that I've seen and played with it, it still isn't my favourite but I don't hate it either. Definitely a usable set.
    AQ DF AQW  Post #: 12
    9/10/2023 16:28:17   
    Aura Knight
    Member

    The pet could be nicer as a barrier booster and if it would instead heal you in its damage mode. It's unfortunate the cute art is wasted on a useless effect. The misc, shield and weapon are all decent. I completely forgot to donate on the account I play most but my alt account did enough to get the pet and the items below.
    AQ DF AQW  Post #: 13
    9/12/2023 4:38:13   
      Kamui
     Hashire sori yo Kaze no you ni!


    Fixed some borks with the misc/pet/shield. Misc now gives a notice status so you see the HealRes bit. Pet was bugged and the Zeal-enhanced attack wasn't working properly, so that's fixed now. And the shield now properly only allows one use of its quickcast skill per turn, and properly auto-hits with the healing.
    AQ DF MQ  Post #: 14
    9/13/2023 1:44:56   
    Aura Knight
    Member

    Pet is still not impressing me but hopefully it's because the stats I'm working with just aren't ideal for it.

    Shield change not fun for me but it was a fix so is whatever. I do feel it would be nicer if endurance wasn't the stat that mattered for it. With high endurance why bother with heals?

    The misc is pretty much perfect. It's likely to be a main use item for me.
    AQ DF AQW  Post #: 15
    9/13/2023 5:35:32   
    Sapphire
    Member

    Ok so I have played with the full set a bit, and my thoughts are as follows:

    Pet:
    Easily the worst part. Splitting 40% melee into MP regen and SP regen, and then further splitting that to 2 turns makes this pet terrible. I don't use my pets/guests for damage so the damage mode it has is negligible. The regen mode isn't enhanced via CHA boosts or other normal pet boosting so not even Beastmasters can really even make much use of this. The split regen is more helpful for non mages. I play mage builds. So this makes it even worse for me, than even the normal terribleness it already is. 2/10

    Shield:
    Quick Cast heal on a shield with 6.25% heal resist isn't something we've seen. From that standpoint, it gets some points. But as Aura Knight so correctly pointed out, and something I've long been saying, END is a stat when trained, provides so many HP's that you need to heal less often. Making END assist healing IMO is just silliness. It's double dipping. I also do not play tank builds unless I'm backlashing, and if I'm backlashing, I'm using doomlight shields. As has been pointed out, with END stat trained and some berserk shenanigans, it can heal quite a bit. But I still say with END stat trained, it's not needed in 99.99% of situations. So i could care less about what it can be boosted to do. If someone who has 250 END is needing to do this, something's wrong. 4/10

    Misc:
    No issues with the misc. Providing a barrier after attacks and spells is a decent misc. 6.25% heal resist is ok. It gets points for the idea not existing, but it isn't so utterly fantastic that it's a must have/use . 6/10

    Weapon:
    Easily the best item in the set. I am rather fond of clickable skills on weapons and the barrier eater for free cost is something I think is great. In fact, I think more effects that lower or make costs free is at times, better than damage. I still say resource management is better than damage due to the flexibility it provides in more difficult fights, which coincidentally, is likely versus a mob with a damage cap. With a finite amount of slots to use, I'd rather just carry stuff that I can always use. So the weapon gets a huge thumbs up from me. 9/10

    Armor:
    The armor isn't bad, but it isn't the greatest thing ever, either. I like dismount mode more than mounted mode. I find the perm heal resist on a damaging skill a bit counter to reality. If I'm damaging the monster , I'm killing it faster. But yet a get perm heal resist? It means I'm less likely to take advantage of the feature. To me it would have made more sense if the perm heal resist didn't happen on a damaging skill, or the damage was drastically lowered for *better* heal resist. Also, the secondary heal resist of 12.5% only being allowed while in the full set is bad. I think it's a good balance idea to attach it to the armor, at least, but not the full set. It is a blatant attempt to disallow too much heal resist stacking by staff, and so the potential the overall idea put forth falls short of expectations..which was my huge concern. Also, magic attacks taking a .75 penalty to the barrier removes points for me. 6/10


    Overall, I think the fact that the entire set is best in a tank warrior build, ie it doesn't excel in multiple builds, makes it lose points for me....especially considering I don't play warrior, and I don't play tank builds outside backlashing. The niche build that takes the best advantage of this set caters to some players. Just not me. I wish it had a bit more universal appeal. The barrier difference in a 0 END MAge build vs a Tank warrior build is quite noticeable, and enough that I can see those who play those builds may quite like this. But for me, it fell short.
    I initially backed the idea. Although the idea did evolve some, and I did prefer some of the original ideas over the final suggestion (like the mechanic that tracked over-heals), the huge concern I had (besides the pet, which I figured would be terrible) was that staff would severely reign in the perm heal resist to the point that if the set were chosen, it would leave me with a feeling of regret for spending tokens to place to get everything. Not only did they reign it back in like I thought might happen, they reigned it in to the point of me sort of disliking the final product altogether. I love it when new ideas are implemented, but my concerns here simply came to fruition. Even Lupul said just use it for the barrier mode and forgo the heal resist mode. And I agree. My assessment is a bit biased in that I don't do warrior, and I don't do END, and I think training END means you don't really need heals/barriers, so making this cater to that build is silliness. I personally think training END is a waste, but I know other players like it.




    < Message edited by Sapphire -- 9/13/2023 5:49:43 >
    Post #: 16
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