Maelstrom Need to be Changed

You’re not getting my point. I’m not saying Maelstrom needs to be changed. The only reason I got involved in the discussion with you is because you claimed it needs to be made harder. The Maelstrom is fine. Or at least, it was fine – I haven’t had the chance to play with this last hotfix yet.

What needs to change are the summoned surges. That, and a bunch of other RNG-heavy “moo moo poo poo”.

So, TL;DR: Maelstrom definitely doesn’t need to be harder and probably doesn’t need to be easier. The extreme RNG-gating needs to be fixed.

1 Like

It sucks now… Spend the whole storm and get 18 because the strikes are so rare now.

that sounds grand but Im a solo player.

The number of ??? should get down the more thralls and players are involved and Maelstrom mobs should reset their hp when they can’t attack a target because it’s on a wall.

e: This discussion is getting so absurd when people think that “cheesing a mechanic by avoiding it” is worth discussing.

The grind for recipes is infuriating. Luckily, most of them are basically useless right now anyway. The drop rates are far too low and the situation with the large chests at the end of the vaults makes it worse.

On my private server I’ve installed pippi and I’ve been playing around with the thespians. I want to see if I can create quests that hands out specific high value recipes upon completion.

I don’t understand why there isn’t a little off that in the base dlc. It really seems like they just decided to tie recipes to loot tables because they ran out of time.

2 Likes

Funny this does make sense after the acquisition by Tencent. I played a game years ago and the core of the game went from farming and crafting to RNG loot drops instead right after it was bought by a different Chinese gaming company. Coincidence?

1 Like

Don’t think so, every Asian MMO I have played has been a RNG grind fest

2 Likes

Personally, the overall concept of Maelstrom, Surges, Wild Surges and Vaults seems fine to me.

Getting better thralls, should be a bit harder (work) for you to obtain. I have yet to do a T4 surge, although did have enough ??? pieces to do 1, but my clan (3 of us) decided to do a T3 instead since getting better thralls is our main goal. In our first attempt, we got 1 blacksmith T3, 1 blacksmith T2, fighters T3 (x3), archer T3. Would have gotten a tanner T2, smelter T2, as well but we messed up and killed them the second time we fought them (woke up). We did kill the other thralls which could have been knocked out but that was intentional.

I personally harvest in the maelstorm once in a while and get 25 to 40 ??? drops a run. (Much lower than some have posted above) Its fun to fight out in the Maelstorm. You only need 400 chaos points for T3. Half that for T2 if you are just looking for crafters for your stations. Named crafters/fighters while are great to have, but not necessary when starting out. The mad rush for everyone to get names seems to be missing the point. Enjoy the game, and you will get them in the long run.

On our server, people (clans) split the cost of T4 surge, by paying 1/3rd the cost and cover / use one pad so whatever pops on the pad is theirs. So you can always arrange agreements with others to do a T4 surge and not have to pay the full freight. Granted, you may get less chances for good thralls but you also did not need to farm as many materials either. This is one way around small clans / solo players can do to do a surge.

One balance issue I could say they could adjust is one skull bosses should drop at least double a normal mob drops since they are at least twice (if not more) tougher than a standard mob. Its the only tweak I recommend at the moment with my lack of surge experience (did 2 so far).

Isle of Siptah (beyond the Surge concept) feels much easier than the Exiled lands map. Main resources are abundant on the most part everywhere on the map including gold, silver, brimstone, black ice. Coal is fairly uncommon but still found in bunches if you look. So getting started, building a base and gear is fairly easier than Exiled Lands where you had to run much farther to locations to farm a particular material. I do like the concept since it allows people to build where they want instead of near premium resource location. Also makes it easier for casual play.

There are no purges or sandstorms so no base destruction or early deaths to sandstorms when you could not find cover / have a sandmask.

Yes, getting good crafting thralls takes a bit of work, but it makes it more fun to obtain them since you have to earn them in an event than randomly finding in a location on Exiled Lands. Having all named thralls was not too hard after a while in Exiled Lands, only complication was getting the various named armorsmiths for the various gear.

Being this is early access, I am sure there is plenty more planned including more end game content for experienced players and things will be tweaked to make the experience better for all. I have enjoyed the expansion overall (even with the bugs that I hope most will go away eventually).

1 Like

Or just make demons immune to gas… case solved

Would make sense if you ask me, why should undead demons die of gas ayway right?

I think breathing in the storm should be a problem anyway, there is not a real difficulty standing in the storm as a human atm

You get multiple T4 fighters/archers with a really good chance for dancer/bearer and each surge gives you 100% at least 1 priest or crafter. If you get a T4 priest, then a crafter most likely won’t spawn.
I even got 2 purge blacksmiths and 2 taskmasters in a single surge.
I have a feeling you haven’t played alot of surges.

yall realize some of us have lives and jobs right? and that we can only do 1-3 surges a week if we’re lucky?

2 Likes

They need to tone down the spawn-rate as well. The more creatures, the more lag. And there are lots of them spawning during the storm. To make up for it, they could increase duration of the storm, as well as the duration when there’s no storm.

The lag hasn’t been bad on my official server for a while now, so that leads me to believe that they have the situation under control.

So, make the grind even grindier? And make the vaults stay locked longer? No offense, but no thanks.

1 Like

But teh RNG can render hours of harvesting surge mats mute if you don’t get anything you need or get duplicate crafters instead. Sending hours to obtain enough mats to only get T4 cooks would make me rage quit. And that takes a lot, even on PVP, i never rage quit.

On PVP good luck finding 3 clans willing to split and share. that concept only works on PVE. PVP is very unbalanced due to not being able to farm T4’s on the down low. the whole server will know when you create a surge, and guess who will be there to poach/or kill your thralls? Yep the 10 person OG clan with its infinite stored mats (just takes one “watcher” to tell the others to log in). Funny, it always come back to that economic breaking on raid PVP. Once you have something, it is there until you quit.

Again they need to tier the Surge so solos and those that can’t play hours on end can enjoy it.

T1 20 Eldarium, 250 ??? 1 Wave
T2 30 Eldarium, 400 ??? 2 waves (15 eld, 200 ??? per wave)
T3 40 Eldarium, 675 ??? 4 waves (10 eld, 168.8 ??? per wave)
T4 50 Eldarium, 1000 ??? 7 waves (current) (7.1 eld, 141 ??? per wave)

The RNG is the same, just less waves. The most effecient is the current, less resources per.

And remove the the underlining ??? cost to tier for the 7 waves we have now.

2 Likes

Maybe change the requirements to be based on the size of the clan the summoner is from?

1000 for clan of 10
900 for a clan of 9
800 for a clan of 8
… and so on.

7 Likes

And then the procedure for summoning a surge goes like this:

  1. Gather the whole clan at the Leyshrine.
  2. Craft 100 chaos.
  3. Kick everyone out.
  4. Pull the lever.
  5. Invite everyone back in.
  6. Profit!

:wink:

4 Likes

Surely that should be
6. RNG :wink:

Agreed. And I can most definitely see large clans doing just that to avoid the mechanic.

3 Likes