With the Sceptre as it is, you would have a maximum of eight teleports to the raid (with the Elite Desert Diary) and afterwards, you would have to go through Pyramid Plunder to recharge it, which you can't even do until all charges are depleted. Players have suggested using a new item to teleport to the raid, because the Pharaoh's Sceptre is clunky and requires lots of effort to recharge. Because of this, we feel confident about including teleportation as part of the Sceptre.īesides, having an item that teleports you to all other pyramids in the Kharidian Desert but leaves one out feels a little odd! This is a completely fair concern, but after speaking with our Anti-Cheating Team (ACT) we've concluded that the changes we made last year achieved what we wanted to prevent botting. Some players are worried that adding another use for the Pharaoh's Sceptre will exacerbate the botting problem at Pyramid Plunder. We won't be making any changes at the moment – we know it's not very powerful right now, but we believe the set-up for the future is going to be worth it! We wanted to slowly introduce the effects and components of an Overload-style potion for the main game, and this was one of the components. This item gathered the most negative feedback. Players feel like the Stat Renewal Potion is too niche to be useful. It isn't currently the most powerful special attack available – certainly not when compared to the likes of Godswords – but by reducing the cost of using it in this way, it should feel like it has its place. The second change would be to reduce the special attack cost down to 25%. This buff would further push the Fang's attack capabilities, while leaving weapons like the Rapier as the better choice for lower defence targets. We want it to be the best choice for high-defence monsters, but currently, there aren't many monsters with high enough defence to justify using the weapon as is. This is a strong buff that would make it one of the highest accuracy weapons in the game. However, we'd like to add some additional changes.įirstly, we want to raise the attack accuracy from 150 to 175. We are going to be adding some more high-defence NPCs, and when we do, the Fang will really come into its own! Players feel underwhelmed by the rework of Osmumten's Fang, especially compared to the more significant changes made to the other rewards.įirstly, we'd like to clarify that the Fang was intended to be a great weapon specifically for this raid. This is a big change, of course, and we want to know if this would mean the Charged Ward would be untradeable and require a player to have the skill requirements to use it. and we will be removing the option to ask Abbot Langley to create the charged Ward for you. This is a completely fair opinion, we agree. Some players felt that the option to create the Ward of Elidinis through an NPC undervalues the stats required to create it. As the Ward and the Arcane Sigil will both be very rare items we don't think it will pose this same problem, but we will monitor it closely. The drop rates for both the Pegasian Crystal and the Ranger Boots are very far apart which causes such a disparity in the supply/demand. In terms of availability, we've seen comparisons to the Pegasian Crystal and Boots. To clarify, the reason the stats were added to the uncharged version was to not make it viable, but so it could be used straight away. We've had questions about the availability and usability of the uncharged version of the Ward of Elidinis. We've given clearer explanations of each effect in the Heka of Tumeken section. However, there was some confusion about how the effects will work. You liked the idea of improvements to the Heka of Tumeken, and the new special effects that depend on which Spellbook is active. This will now give the uncharged version more viability as you can receive some of the Magic Damage Bonus from it without upgrading it with the Arcane Sigil. Magic Accuracy: Decreased from 10 to 5.Therefore, we are changing the stats to the following: Initially, we wanted the uncharged version of the Ward to be designed for usability rather than viability, we agree that this version could provide more functionality than it does currently. Players didn't like the functions provided with the uncharged version of the Ward of Elidinis. We're confident you'll enjoy using the Heka once it's live, where it should really come into its own! We're opting to continue with the current design. We're aware of the feedback but haven't found any alternative suggestions on how the Heka could work that would warrant changing it right now. We've seen feedback about the Heka not having the same level of power as the Scythe of Vitur or Twisted Bow.
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