cornelweezy
Dalayan Elder
Things I really like/d about SoD:
- the lore was well developed
- the exp-debt style penalty for dying
- fun quest accessibility throughout the levelling process, because killing the same few camps over and over again for exp is painful and unfulfilling
- treasure maps (these are truly *amazing* until all the loot is useless)
- the holy trinity was well respected almost to a fault
- the devs are committed to protecting the game's economy and have been largely successful
Things I really don't like about SoD:
- the buff system (coupled with boxing and class imbalance, this is a disaster)
- some classes have no clear role, being either overly static or convoluted, poorly impacting class balance gamewide
- questing at 65 generally doesn't have the incremental bonus feeling that questing sub 65 did, with few exceptions
- the "cash sinks" aka charms are inhibitive of server health as they burden completionists to farm plat at any cost necessary
- end game progression aka tomes/opuses is less a measure of ability to strategize to defeat content and more a discouraging timewall. You would think these things are the same (and if they were, that would be much better) but here they are not
I want to see better class balance, but mainly to do away with the "long duration buff" system. Buffs are really boring because they're the most passive way to improve a character. Buffs are also problematic because some of the most valuable ones are attached to poorly balanced classes. They need to be more dynamic and they need to come at a higher opportunity cost.
There should not be a single buff in the game that lasts longer than 5 minutes. Most buffs and debuffs should be refined and reformatted into a series of offensive, defensive, and niche short duration powerups (I'm thinking 12-60 seconds generally) that are activated and then not resuable until a brief/intermediate duration cooldown time has passed. Most of these should be spells. The most powerful ones depending on class and progression should be AAs. These powerups should provide everything current buffs do and more, in a way that's dynamic and unique to each class. Things that can't be balanced around short durations should instead be made to link between the user who activates it and the single target recipient or the group, and the link breaks if the user zones or dies.
edit: reading through this thread, I really agree that virtually all races should be all classes and such. I don't think any race should be pigeonholed into a certain class but I think, naked at lvl1, there should be balanced benefits for choosing one race over others. These benefits should be more or less totally marginalized by progression.
- the lore was well developed
- the exp-debt style penalty for dying
- fun quest accessibility throughout the levelling process, because killing the same few camps over and over again for exp is painful and unfulfilling
- treasure maps (these are truly *amazing* until all the loot is useless)
- the holy trinity was well respected almost to a fault
- the devs are committed to protecting the game's economy and have been largely successful
Things I really don't like about SoD:
- the buff system (coupled with boxing and class imbalance, this is a disaster)
- some classes have no clear role, being either overly static or convoluted, poorly impacting class balance gamewide
- questing at 65 generally doesn't have the incremental bonus feeling that questing sub 65 did, with few exceptions
- the "cash sinks" aka charms are inhibitive of server health as they burden completionists to farm plat at any cost necessary
- end game progression aka tomes/opuses is less a measure of ability to strategize to defeat content and more a discouraging timewall. You would think these things are the same (and if they were, that would be much better) but here they are not
I want to see better class balance, but mainly to do away with the "long duration buff" system. Buffs are really boring because they're the most passive way to improve a character. Buffs are also problematic because some of the most valuable ones are attached to poorly balanced classes. They need to be more dynamic and they need to come at a higher opportunity cost.
There should not be a single buff in the game that lasts longer than 5 minutes. Most buffs and debuffs should be refined and reformatted into a series of offensive, defensive, and niche short duration powerups (I'm thinking 12-60 seconds generally) that are activated and then not resuable until a brief/intermediate duration cooldown time has passed. Most of these should be spells. The most powerful ones depending on class and progression should be AAs. These powerups should provide everything current buffs do and more, in a way that's dynamic and unique to each class. Things that can't be balanced around short durations should instead be made to link between the user who activates it and the single target recipient or the group, and the link breaks if the user zones or dies.
edit: reading through this thread, I really agree that virtually all races should be all classes and such. I don't think any race should be pigeonholed into a certain class but I think, naked at lvl1, there should be balanced benefits for choosing one race over others. These benefits should be more or less totally marginalized by progression.
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