Would not say that… The only benefit in PvP are the 300% crafting speed, compared to 200% with normal T4 alchemist. 50% resource reduction is common for T4 alchemist.
And Sayd the oathbreaker is also really easy to get or Gilum’tun, Asuras Chosen…
Would not say that… The only benefit in PvP are the 300% crafting speed, compared to 200% with normal T4 alchemist. 50% resource reduction is common for T4 alchemist.
And Sayd the oathbreaker is also really easy to get or Gilum’tun, Asuras Chosen…
Correct on that.
Alchemist and Armorer are the only real T4 crafting thralls with substantial benefit on PVP servers.
Bombs, Flawless Epic Armor.
Arch priest are better than T4 priest because of craft time imo.
Taskmaster 3 will suffice, as it crafts named in about 8 hours, in between raid times.
It is worth cranking on Sinner’s Refuge for Sir Bowen. I have received two more just today. One of my typical vs clan ops is breaking in and finishing off a wheel with a T4 in my pocket. People think their thrall huts are generally ignored: this is my favorite target.
I appreciate your approach to T3 though. I usually start to castle rush (crush) whenever I can score a Smith 2. No need to go for named and waste time waiting or training. Also whatever fits into raid window constraints is a definite plus. IOW please keep sharing your tactics. ;D
The reason I always break my thralls so I can finish them (with a t4 taskmaster) after raid hours or in the morning
Back when i was in an Alpha, we used to take all the doors off our thrall wheel, and leave it empty during raid hours. Basically, save your bombs, otherwise you just wanted to start something just because.
I absolutely and enquivocally agree with raising its damage to said values. After all it is the Sword of CROM, not the Sword of Flowers!! It should be synonymous with the same attribute we automatically think of when Crom comes to mind; sheer unbridled STRENGTH. We should fear a blow from it and be on edge ready to dodge it at all costs. And for the record, I wish it was simply made unequippable by thralls.
Im sorry, but as much as I want to place my trust in such a model, I just cant support this. Based on existing experiences, I have become too fearful that any regeneration percentage will be simply watered down to the point of utter uselessness, and believe that the same thing will happen to any ‘vampiric drain’ effect too. For idea A) the total percentage would be utterly feeble, or for idea B) the number of HP for those 2-3 seconds would only be 1 point, if even that! Put it this way, if it wasnt puny straight off the starting block, people would start calling for it to be nerfed until it is at that point.
Yes I know I am being abnormally negative in this regard, but history is one hell of a teacher.
Sword of Crom should have the psuedo-stamina crap removed.
LBS should be restored but given a 5 to 15 second delay. Equip it. Go 10 seconds without taking damage, and you start healing. If you take damage, it stops, and you have to reequip it and wait another 10 seconds before you start healing again. USEFUL WITHOUT BEING OP.
Agreed, having LB Spears and SoC sitting in a chest doesn’t bother me very much. If they become useful again, it may bring a spark of joy. Neither decision is the end all be all in this game, so much other stuff out there. There are more ways to kill people than number of weapons you can fit on your hotbar/wheel so [everyone] stop obsessing about 2 of them. ESPECIALLY now with this last Warmaker patch and the changes it brought. SoC won’t save you any longer.
Except staying quiet is the problem. PVP-whiners would not stop crying, and whining, and begging for nerfs.
We stayed quite.
Then Funcom in their infinite wisdom started listening to the PVP-tears, and we got hit with pointless nerf after nerf. So why on Gods’ Green Earth would we stay quiet any longer?
If we don’t obsess over them, the nerf wave won’t end. Spears, SoC, LBS got it from both ends (spear nerf and it’s unique skill nerf), How many before them, the Annihilator would be the next on the chopping block, and it would continue on after that as well.
Please don’t reply to me if you are just going to ignore my argument and name call instead. Thanks.
Such a simple and good change yet Funcom is unable to figure it out or implement it.
This company is a joke. Or: the person who decided the balance change is not playing his/her game.
And that’s what causes the frustration. Not the players asking for nerfs but Funcom handling those “balance changes”.
Example on how Valve changes certain heroes (babysteps over the course of multiple patches by observing the pro scene on what happens if value XYZ gets changed)
https://dota2.gamepedia.com/Crystal_Maiden/Changelogs
“Let’s buff Crystal Nova! (AoE nuke)”
A few weeks later: “Crystal Nova is very strong right now. Let’s balance it by increasing the manacost a bit.”
A few weeks later: “The spell is still very strong. Add more manacost and see what happens in the pro scene.”
EDIT: I should actually tag FUNCROM here, but as the name says…
Since it is the Sword of Crom, maybe instead of a set dmg value, it worked based on how much you put into strength. 3 points of damage per tick. put 50 into strength, get 200 dmg on sword (50*3 =150 + the 50 from strength itself. And that is not figuring in % perks). More in line with Crom wanting you to be more self efficient. This would make it useless on thralls, as it would be 0, since they don’t have a strength rating. The Sword of Crom should only be a player weapon.
For the LBS, i would be okay with the return to og stats as far as healing goes, but with one change. Make it only work if you are 25% or less in health. That way PVP wise, it is still a gamble if you get too low and i can finish you before you can draw it/get the full regen done. It would be more of a last resort life saver, than a quick heal after minor damage.
People are frustrated with Funcom, myself included, because they blindly followed what those players were asking for. It does not seem like they though through whether the change would be good for the game, whether there was a better way to implement it, or even if the thing people were whining about was even the issue instead of just a symptom.
NO.
Literally, all it needs to be balance for PVP is a delay. If it doesn’t start healing you until after a 15 second delay, it is perfectly balanced for PVP, even with its old healing stats. If you can’t land a single tick of damage every 15 seconds, you deserve to be healed on. End of story.
Esay Sparkie. This is a discussion. If you are unwilling to consider other players’ ideas, then stop reading. While your recommendation is a “good idea,” it is up to Funcom to decide how they want to correct the balancing on this weapon.
Don’t “no” and “end of story” people. If you do, you will find that they will start doing the same to you. There is no point in escalating, or becoming hostile here.
I considered it. The conclusion was that it was bad. I could break down why, but as you point out they are not funcom and don’t get to decide anyway.
I disagree.
YES!!!
There we are now in a shouting match.
Interested why a delay is better? Like how many seconds? Can the delay be subverted by quick switching. Does lag play into the delay.
I would say tyinig it in like another perk (Berserkers Rage) is mor in line with fluid mechanics and not introducing artificial pauses to achieve smoehting.
So again, for my idea, i give a

What was the complaint? People said it trivialized PVP. Why? It was a fast heal, and if people took damage, they could just unequip it and reequip it to instantly begin healing again.
Solution: Make the heal have a delay. (The actual length of the delay could be changed. 15 just seems like a good starting point.)
It would still be a fast heal, but the person using it would have to avoid all damage ticks for 15 seconds to start the heal. If they switched weapons, they would have to wait an additional 15 seconds. If the were hit by a bleed proc, that would reset the timer. If they walk through the smoke of a firespark arrow and took one point of damage, that would reset the timer, and so on.
That makes it balanced for PVP.
It being able to heal you to full at a decent pace, even with a delay, would also make it balanced for PVE.
NPC’s are also not as smart and fluid thinking as another player. I can run in circles around a rock to avoid being hit, never changing directions while i heal. Try that with another player, and they will adjust and make me at least zig zag and pay attention. I literally have done that to bosses, just run around stones and get back to 100% health, then re-engage. PVP usually have 2 types of heals…cheap for farming, and the meta for raiding and engaging with other players. We have to balance the books so to speak every time we do a build out to leave base.
NPC’s are limited to scripted AI, that is easily exploitable. Will always be.
And @zerog is correct. Why does everyone assume PVP players just run around killing each other? I spend 90% of my day harvesting and farming. Difference being i have to harvest excess and try and hide it away in case i get raided and wiped down.
PVE has only one worry, how much can i harvest, and how to i figure out the NPC patterns.
PVP players only care about things that make things harder for themselves. They are perfectly fine with an OP weapon if only a player can use it effectively, that way they can have an easier time raiding offline clans.
The PVP Scourge called for the SoC to be nerfed, and certain players threw an absolute fit when acid arrows were rebalanced.
My favorite was the guy arguing that food should have zero healing. It should only affect hunger and nothing else.