Déception ! Surprise ! Awfull !
Posted: Thu May 01, 2025 6:59 pm
Hello, I'm sending you this message because I don't understand how you work.
You ran two seasons, which worked 80% on results positif, and the players were happy with them.
You closed Season 2 to make Season 3, which as of today isn't great, but let's move on.
What I think, and what a majority of players think, is why so much laxity on certain things.
First, let's talk about the KU BUG. One of the GMs responded directly to a player, saying that you weren't interested in fixing the issue and that clearly, you didn't care, which allowed players to exploit the BUG, making money and items off the back of a BUG with no return.
Afterwards, RVR, certain game modes in Season 3, crash the server, for example, mass TP in an area, or others.
And I think the RVR overhaul isn't at all optimized for the server's gameplay. Too much RP on these systems, it's becoming RIDICULOUS!
Regarding PVE, you have nerfs everywhere.
- Regarding dungeons such as IARN, KRONDON, and FOMOR, you set a 4-hour respawn timer. I think that's a bit too long. Some players have a shorter playtime, and I think a 2-hour timer would allow everyone to complete the dungeons. Knowing that leveling a character in BG is quick, I don't see the point of nerfing dungeons and preventing players from equipping quickly, because the dungeon itself takes a long time to respawn.
- Regarding the PL, let's talk about it. You've nerfed all the means for players to avoid PL. PL is an integral part of the game, and since it doesn't
please a community of players, you're nerfing it. The healer's proc rate has always allowed for monstrous pulls and LP gains in Seasons 1 and 2 combined.
In the same way, the monk could farm certain dungeons, which allowed him to equip himself quickly.
Because apparently the watchword on this server is rapid RVR.
- Regarding the WRITH from the Bounty quest, I think removing it isn't the best thing.
I don't understand nerfing the proc rate. On ALB, it's always existed, on the monk or even the cleric in tandem with the necromancer.
We need to stop nerfing everything, on the principle that it doesn't please a community of privileged players.
There's something for everyone; some prefer to abuse the RP system from the spawn of Season 3 on ground shields, and level up to 8L in 3 weeks, and others prefer to do PVE and help these same people level up their new character.
It's part of the economy and the life of the server.
And it would be good to give reasons for the nerfs. Because nerfing is good and can be useful in certain circumstances, but with reasons, it can help people understand why.
Regarding radars and AFK-farms (spin, malmo, df, etc.), I think there's more work to be done on this front, and it's becoming urgent!
Thanks for the work done in any case; I can't be negative about everything either.
You ran two seasons, which worked 80% on results positif, and the players were happy with them.
You closed Season 2 to make Season 3, which as of today isn't great, but let's move on.
What I think, and what a majority of players think, is why so much laxity on certain things.
First, let's talk about the KU BUG. One of the GMs responded directly to a player, saying that you weren't interested in fixing the issue and that clearly, you didn't care, which allowed players to exploit the BUG, making money and items off the back of a BUG with no return.
Afterwards, RVR, certain game modes in Season 3, crash the server, for example, mass TP in an area, or others.
And I think the RVR overhaul isn't at all optimized for the server's gameplay. Too much RP on these systems, it's becoming RIDICULOUS!
Regarding PVE, you have nerfs everywhere.
- Regarding dungeons such as IARN, KRONDON, and FOMOR, you set a 4-hour respawn timer. I think that's a bit too long. Some players have a shorter playtime, and I think a 2-hour timer would allow everyone to complete the dungeons. Knowing that leveling a character in BG is quick, I don't see the point of nerfing dungeons and preventing players from equipping quickly, because the dungeon itself takes a long time to respawn.
- Regarding the PL, let's talk about it. You've nerfed all the means for players to avoid PL. PL is an integral part of the game, and since it doesn't
please a community of players, you're nerfing it. The healer's proc rate has always allowed for monstrous pulls and LP gains in Seasons 1 and 2 combined.
In the same way, the monk could farm certain dungeons, which allowed him to equip himself quickly.
Because apparently the watchword on this server is rapid RVR.
- Regarding the WRITH from the Bounty quest, I think removing it isn't the best thing.
I don't understand nerfing the proc rate. On ALB, it's always existed, on the monk or even the cleric in tandem with the necromancer.
We need to stop nerfing everything, on the principle that it doesn't please a community of privileged players.
There's something for everyone; some prefer to abuse the RP system from the spawn of Season 3 on ground shields, and level up to 8L in 3 weeks, and others prefer to do PVE and help these same people level up their new character.
It's part of the economy and the life of the server.
And it would be good to give reasons for the nerfs. Because nerfing is good and can be useful in certain circumstances, but with reasons, it can help people understand why.
Regarding radars and AFK-farms (spin, malmo, df, etc.), I think there's more work to be done on this front, and it's becoming urgent!
Thanks for the work done in any case; I can't be negative about everything either.