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And his PIN is probably 1234, since that's mine.
That's amazing! I've got the same combination on my luggage!

sspitfire1 |

Attention:
Don't expect much order and peace at Rotters Hole. The best we can offer you is this: If you want to trade, do so inside the walls of the Keep, as far back from the Shrine as you can go without loosing sight of the chaos ensuing at the Shrine. Of do it in some random corner of town where no one will think to come hunting you.
The Shrine will be a bloodbath. Period. End of Story. Good Luck!

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Weird bug. I was chasing Commander Nefarious, and all of my spells stopped having any effects. They still showed graphics, but did no damage. One of them was grey out, and yes it was a stamina spell. My best guess is chasing him accross Hex boundaries while casting screws up synchronization, so I needed to relog to fix it.

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Thank you to the prize patrols! I got just the armor I needed.
After the majority of the fun at Rotter's Hole, a group of us traveled to the Monster Home 2 hexes to the north. Our group of experienced characters, with only one or two long bows, was seriously challenged by the Ustalavian Generals and Legends. Tier 2 gear (or a long bow for every character) is recommended. Thank you to Sspitfire for sharing tactical experience.
After that adventure, Garr lead a few of us in a campaign to bring "lawless vengeance" to Rotter's Hole. Commander Nefarious was busy shooting the AFK characters at the shrine (RH is the wrong town to AFK in, by the way), and we chased him through town several times. (During the chases, I learned that Apprentice's Tangle Bombs work quite nicely in PVP.)
To Garr and whoever is playing the Commander, thanks for an exciting end to the evening.

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Weird bug. I was chasing Commander Nefarious, and all of my spells stopped having any effects. They still showed graphics, but did no damage. One of them was grey out, and yes it was a stamina spell. My best guess is chasing him accross Hex boundaries while casting screws up synchronization, so I needed to relog to fix it.
This happened again. So you have fixed part of the desynch, but not all of it. Having all of your character abilities desynch so you have to relog while your character us still in the game is still a crash bug.

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Illililili wrote:Weird bug. I was chasing Commander Nefarious, and all of my spells stopped having any effects. They still showed graphics, but did no damage. One of them was grey out, and yes it was a stamina spell. My best guess is chasing him accross Hex boundaries while casting screws up synchronization, so I needed to relog to fix it.This happened again. So you have fixed part of the desynch, but not all of it. Having all of your character abilities desynch so you have to relog while your character us still in the game is still a crash bug.
This happened to Nadya and Dorin on the run from Rotters Hole to Keepers Pass, it only happened once though and I think it was on the edge of the Rotters Hole hex. It resulted in my death so I did not have to log out. Dying and being teleported to a shrine fixed whatever issue was going on. Though Nadya did not die and was also fine after a bit with out a relog.
One other oddity (though a minor one). We were running while encumbered and Nadya would get a burst of speed while crossing a hex border (every border) almost like the server forgot she was encumbered between hexes. This only happened once for Dorin though.

sspitfire1 |

I have recently moved a lot of good while encumbered, 150% usually. (1x 150% is still faster that 3x (<100%)). There were weird places where speed up would happen.
I've noticed this too, mostly on uphills, actually, and only for short bursts.
Karlbob's description of events with the Ustalavs is missing two crucial points: 1) how bloody painful it was respwaning into a shrine being camped by a shaman, an ogre and a bunch of lackeys; 2) how terribly good I am at not running away when I am supposed to. I need to work on that last one; but the greif-gank goblins are all GW.

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I also desynched once while traveling from Rathglen to Rotter's Hole. The entire settlement of Rotter's hole was missing; I've seen an empty hex but never an empty settlement. Relogging fixed the issue and everything else ran smooth. Lots of PvP opportunities and the trivia was fun. Thanks for organizing this!

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Not being able to heal flagged players needs to be addressed. As well as healing abilities only useable in melee range. It really isn't fun for clerics to chase down running allies to heal them.
Tell them not to run so much. If they know you're supporting them then they need to change their tactics accordingly and pay attention to us too. It is challenging though, especially trying to support multiple party members at once.
In the long run I don't see spam healing as a viable playstyle option. Charge gems are craftable now, and when they become required for focus ammunition then orison healing will be expensive. This is in line with tabletop wand charge limits; nobody spam heals orisons in combat. Actual spells and power consumption should be the main feature of the cleric, and best when the fight is going south or during important PvP battles. Fighting today is like gathering yesterday. When the 'encumbrance' of combat is turned on then attacks, cantrips and orisons will seem much more like tactical decisions of resource management. Some people might not like it, but I'm looking forward to seeing how it might feel.

sspitfire1 |

Saiph wrote:Not being able to heal flagged players needs to be addressed. As well as healing abilities only useable in melee range. It really isn't fun for clerics to chase down running allies to heal them.Tell them not to run so much. If they know you're supporting them then they need to change their tactics accordingly and pay attention to us too. It is challenging though, especially trying to support multiple party members at once.
In the long run I don't see spam healing as a viable playstyle option. Charge gems are craftable now, and when they become required for focus ammunition then orison healing will be expensive. This is in line with tabletop wand charge limits; nobody spam heals orisons in combat. Actual spells and power consumption should be the main feature of the cleric, and best when the fight is going south or during important PvP battles. Fighting today is like gathering yesterday. When the 'encumbrance' of combat is turned on then attacks, cantrips and orisons will seem much more like tactical decisions of resource management. Some people might not like it, but I'm looking forward to seeing how it might feel.
Well said. I agree.

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Takasi wrote:In the long run I don't see spam healing as a viable playstyle option. Charge gems are craftable now, and when they become required for focus ammunition then orison healing will be expensive. This is in line with tabletop wand charge limits; nobody spam heals orisons in combat. Actual spells and power consumption should be the main feature of the cleric, and best when the fight is going south or during important PvP battles. Fighting today is like gathering yesterday. When the 'encumbrance' of combat is turned on then attacks, cantrips and orisons will seem much more like tactical decisions of resource management. Some people might not like it, but I'm looking forward to seeing how it might feel.Well said. I agree.
The opinion is fine, but if there is little advantage to taking the cleric role over taking the fighter roll, it will not help diversity.

Khaio |
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Saiph wrote:Not being able to heal flagged players needs to be addressed. As well as healing abilities only useable in melee range. It really isn't fun for clerics to chase down running allies to heal them.Tell them not to run so much. If they know you're supporting them then they need to change their tactics accordingly and pay attention to us too. It is challenging though, especially trying to support multiple party members at once.
In the long run I don't see spam healing as a viable playstyle option. Charge gems are craftable now, and when they become required for focus ammunition then orison healing will be expensive. This is in line with tabletop wand charge limits; nobody spam heals orisons in combat. Actual spells and power consumption should be the main feature of the cleric, and best when the fight is going south or during important PvP battles. Fighting today is like gathering yesterday. When the 'encumbrance' of combat is turned on then attacks, cantrips and orisons will seem much more like tactical decisions of resource management. Some people might not like it, but I'm looking forward to seeing how it might feel.
What does that have to do with heals having range?

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sspitfire1 wrote:The opinion is fine, but if there is little advantage to taking the cleric role over taking the fighter roll, it will not help diversity.Takasi wrote:In the long run I don't see spam healing as a viable playstyle option. Charge gems are craftable now, and when they become required for focus ammunition then orison healing will be expensive. This is in line with tabletop wand charge limits; nobody spam heals orisons in combat. Actual spells and power consumption should be the main feature of the cleric, and best when the fight is going south or during important PvP battles. Fighting today is like gathering yesterday. When the 'encumbrance' of combat is turned on then attacks, cantrips and orisons will seem much more like tactical decisions of resource management. Some people might not like it, but I'm looking forward to seeing how it might feel.Well said. I agree.
I agree with Cal, I hope they set it so that some require a charge, and others don't.
Otherwise, I'll just make a fighter, instead of a cleric.the orison's do less than half the damage compared to a bow, so how the heck is it fair to put a bow and a focus with the same rules of needing ammo/charges when cleric get less bang for their buck.

sspitfire1 |

sspitfire1 wrote:About 20-25 at peak count. No lag or other desync issues.Ryan recently stated that there were 10,000 alpha invites sent. I don't know if it is just alpha burn out or something that bodes far worse.
Predictable counter from the fan boy: Alpha Burnout. I keep coming back because I am still learning a lot about the game; for most folks, though, there isn't anything to come back to until EE starts and killing 1,000 goblins in 48 hours actually matters.

sspitfire1 |

Caldeathe Baequiannia wrote:sspitfire1 wrote:Takasi wrote:stuffI agree with Cal, I hope they set it so that some require a charge, and others don't.
Otherwise, I'll just make a fighter, instead of a cleric.
the orison's do less than half the damage compared to a bow, so how the heck is it fair to put a bow and a focus with the same rules of needing ammo/charges when cleric get less bang for their buck.
Ya I agree there. For example, if a focus only has 50 charges, a player could burn through all 50 charges in less than a minute spamming fire bolt- and still not kill anything.

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What does that have to do with heals having range?
I suppose it depends on whether you see the style of healing in PFO from "the norm" in most MMO's as a unique feature to differentiate it from the crowd, or a frustrating style that doesn't allow the translation of skills gained from years of play with healing at range. They are doing similar things with other roles (ex. rogue) that deviate from accepted MMO standards.
I expect its a difficult deign decision to make for a small developer group: build the game the same as every other MMO so it is familiar to the migratory mob, but potentially doesn't compare well due to limited resources, vs. new styles of play that may turn experienced players off but attract others for a new and different niche style.

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Ya I agree there. For example, if a focus only has 50 charges, a player could burn through all 50 charges in less than a minute spamming fire bolt- and still not kill anything.RHMG Animator wrote:Caldeathe Baequiannia wrote:sspitfire1 wrote:Takasi wrote:stuffI agree with Cal, I hope they set it so that some require a charge, and others don't.
Otherwise, I'll just make a fighter, instead of a cleric.
the orison's do less than half the damage compared to a bow, so how the heck is it fair to put a bow and a focus with the same rules of needing ammo/charges when cleric get less bang for their buck.
I lol'd.

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.......
Ya I agree there. For example, if a focus only has 50 charges, a player could burn through all 50 charges in less than a minute spamming fire bolt- and still not kill anything.
Mind you if they do the same ammo rules, but changed the damage curve, I would not mind it then as it's a trade off.

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Khaio wrote:What does that have to do with heals having range?I suppose it depends on whether you see the style of healing in PFO from "the norm" in most MMO's as a unique feature to differentiate it from the crowd, or a frustrating style that doesn't allow the translation of skills gained from years of play with healing at range. They are doing similar things with other roles (ex. rogue) that deviate from accepted MMO standards.
I expect its a difficult deign decision to make for a small developer group: build the game the same as every other MMO so it is familiar to the migratory mob, but potentially doesn't compare well due to limited resources, vs. new styles of play that may turn experienced players off but attract others for a new and different niche style.
Personally, I wouldn't mind PFOs vision of healing being different. I just don't want it to be what it currently is.

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What does that have to do with heals having range?
The proposal to modify existing changes should consider that future stated changes have yet to be implemented.
Personally I would like to see how the current melee system feels when we are more limited in using an orison cure minor before any changes are made to the range of healing.

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Ya I agree there. For example, if a focus only has 50 charges, a player could burn through all 50 charges in less than a minute spamming fire bolt- and still not kill anything.
Fighters and melee weapons will also have some type of upkeep eventually. There will be an economy sink for everyone.
For balance purposes of 'what should I play' not all adventurers are created equal nor should they be. We have a wide range of options to choose from and so many xp training variations even within one 'role'. All characters can pick up all of the weapon options in Tier 1. I'm not less of a wizard just because I spent 81 xp to try out Cleave.
I originally wanted Haagen to be an 'ice dwarf' flavored cleric. I started out with a focus and used Icicle without trying many other options. I soon found that, from a pure damage perspective, that it was weak and moved on.
In PvP though I am starting to revisit less used orisons for different tactics. Icicle (rank 1) does a tenth of the damage factor per stamina of a longbow basic strike and with almost half the range. However, it can't be interrupted, does cold damage that goes through most armor resistance, adds a slow stack on the target and most importantly as a primary attack it sets up a chance to distress. Now I can move in with a destructive smite and with the distress condition I can lower the physical resistance. Or switch over to an axe for mangle or a mace for shillelagh. That's if I'm trying to base and stop someone range attacking. Another tactic for icicle if someone is rushing you is to switch to a bow and do a parting shot to immobilize the target. There are some cantrips (frost ray specifically) that do more damage and setup a ranged distress (but no slow stack), but there are no physical attacks that do distress at range that are quicker than a 2 second cool down (though the polearm has stab at 1.6 seconds and only 4 m range).
None of this is useful yet in PvE. If anyone would like to duel to test cleric balance factors please let me know. I still need more practice timing attacks, but PvP is really the best way right now to test the utility of low damage factor attack combos. It would be more interesting to see organized group fights like a tower capture.
Trying to wipe out as many mobs as possible to farm recipes in the current state of the AI is not a good method for judging the utility of attacks/cantrips/orisons.

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I agree with Takasi: An actual tower battle would be a nice step up from PVP in Rotter's Hole or a wilderness hex. Maybe two of the companies that still have a good number of active players could stage a tower fight.
If a company could just sacrifice one tower and post an event in a new thread in a few days or this weekend I will be there.
It doesn't have to be staged or mock. Just have everyone with a company come and battle for the tower in a free for all engagement. I will donate tier 2 wands and staves to the company leaders who win the tower every day. It would be nice to choose a tower central to the map, and for companies to be attached to active settlements that can change their window to the same timeframe every day.
I've had a few duels in the tower two east of Rathglen. It was originally owned by the Gemstone Mining Company but I'm not sure who has it now. We can fight for hours (with a good window hopefully) without any rep loss.

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I'm in on the tower thing. I'll let someone else create the event, but we should all have the option to create teams ahead of time so we can coordinate with our teammates before the fight.
Personally I don't think it's a good time to test pvp. The systems currently implemented need a lot of work beforehand.