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/timeit would be cool to have a live clock for time ingame/real life
So I enjoy a challenge; however, things seem way over tuned now.Adjusted difficulty of group content (2 & 3 chevron mobs)
Good report, I'm keeping my eyes on the new difficult scaling as well. AFAIK the only thing that changes was 2^ and 3^ mobs hit a lot harder, supposedly making AC and tanking more valued. However, red mobs are the exception: I don't know the math but if a mob is red to you it basically means your AC has flat penalty regardless of your AC, but I'm not sure how severe it is. Feels like if you had 440 ac you should still in theory be able to handle hits better than 100ac zerker.On any 1,2 or 3 chevron red con mob, I had to let the berserker tank it with his 100ish AC. Any other group member could tank, except for the tank, since the mob is red and only by 1 level. Especially the three chevron mobs, which would 2 shot me before the healer could get one heal off.
Same idea as above, yellow to green colors don't really change the difficulty of the mobs for the most part, at least not a on a clear scale other than resistances, only how much exp they give. I think it's only when fighting greys will it be more of a roflstomp. I personally love hearing that y'all struggled on greens, but I do see how it feels like there's some disconnect with getting more AC but feeling the same.All mobs are green, by probably 10ish levels. Now we are a 22 Knight (440 AC with shield), 23 Berserker, 22 Sentinal and 22 Brigand.
So we proceed to break into the camp to go check for the commander, only to discover that these mobs were wrecking us at about the same level as the yellow mobs back in dry foot. We were actually struggling to get the camp cleared but we did.
Green 1 chevron ashen emberflies with their massive dodge and their regen are a pain but others like deer are no problem at all... it's kinda weird. Was killing 2 chevron blue and whites with a Warden yesterday and he was taking hits pretty hard but it was manageable.Good report, I'm keeping my eyes on the new difficult scaling as well. AFAIK the only thing that changes was 2^ and 3^ mobs hit a lot harder, supposedly making AC and tanking more valued. However, red mobs are the exception: I don't know the math but if a mob is red to you it basically means your AC has flat penalty regardless of your AC, but I'm not sure how severe it is. Feels like if you had 440 ac you should still in theory be able to handle hits better than 100ac zerker.
Same idea as above, yellow to green colors don't really change the difficulty of the mobs for the most part, at least not a on a clear scale other than resistances, only how much exp they give. I think it's only when fighting greys will it be more of a roflstomp. I personally love hearing that y'all struggled on greens, but I do see how it feels like there's some disconnect with getting more AC but feeling the same.
I personally feel the boost in damage is creating good challenge and the situation is overall much better than before, but like you said, also feels slightly overtuned.
The taunts are horrifically hard to land on moving mobs. 1s cast time. Short range. Cone shape. You basically can't activate it unless the mob stands still or it runs down the cone. Most mmos make taunts instant, okay range, or autoface/omnidirectional or all three. I really wish the defensive cooldowns and taunts were instant hehLast night our Jugg couldnt get aggro on Nightshade (Wolf, I hope that was his name), took a good 30+sec with the healer running all about screaming and the tank spamming taunts before it finally took hold. It seems that aggro is very easy to keep for everyone not a tank. Just my 1 little experience.
Yes, while one can use a command to check the time, these types of games tend to take more of ones time than normal and a typed command is one that is easier to forget than if the local time is just displayed./time