Thuban wrote:
It's false that this one means has been removed, and it's false that it's the one means. You can get charms places a lot of different ways.
The Lamp was not removed? Last I saw it was removed. If it hasn't been, that's great. As to other means... I mean, I guess it comes back to my old-hat complaint that if the only person that knows about things is the builder, there's no point in building it in the first place. Content that is secret or gated to only the initiated few is not in my opinion actually added content; it's just perks for knowing a few OOC things or the right people.
Thuban wrote:
We agree on the utility of GS and haste. I wouldn't want it while getting to the final boss, but it sure is nice to have against the final boss. It's also nice to be able to enchant the loot on the spot, too. I'm not sure where the glow slow or weaken spells are that you're talking about, but it turns out that PCs can also have great saves to thwart monster spells just like monsters can have against PCs. If you're getting consistently done in by glow spells, you need to improve your kit. A well-kitted PC will save against monster spells at an even higher rate than a monster will against PCs.
Again, dragging an extraneous group member around for 90% of the trip is not fun for them, and it's an extra hassle for the ones dragging them around. This is the complaint. This is the problem.
I'm trying to be civil and constructive here, but I really don't feel inclined to curb my own snark when I'm getting snark first. Yes, PCs can have great saves. Unless they're sprites against fort-based. Or griffons in general. So again it comes back to liability vs asset. So lovely, two entire races are liabilities and that's just fine and dandy, or anyone who plays casually is SOL. Guess that's by design and just FU if you want to do sprite or griffon for RP reasons or don't have time or your allies don't have time to enchant the hell out of your kit, or you don't know where the best gear to enchant is. Players z and y should just git gud I guess, or become player x. Except they can't become player x unless they're already player x?
Thuban wrote:
Every cabal has PvE benefits that other cabals do not, and it makes sense in any given battle that cabal abilities would be relevant if characters have them at their disposal. I'm not sure what your point is. There have been plenty examples over the years of other cabals not present in that log accomplishing things in PvE that required their cabal abilities. Some characters have made major PvE accomplishments without even being in a cabal. My personal opinion is that none of the people in that log are even in the best PvE cabal, given what I've observed from players in different cabals over the years. Again, just my opinion.
That wasn't the point. That wasn't why you referenced that log in the first place. You referenced that log as an example of how "non-standard" group composition was not impossible. Everyone here is saying "yes, non-standard is possible, but it is NOT possible without specific non-class/race abilities." That is my point; that was the point spidermonkey was making. That is the point that was being refuted by you. Yes, *most* cabals have PvE benefits. This *specific* example that *you* cited as proof of not requiring meleers to make successful runs on end-game content is *not* a valid example because it relies on *non-class* abilities to make it successful in an argument about content being restrictive on the class options you have to complete it. You referenced the log as proof, but it is not proof of concept. The concept being discussed was *class requirements and forced class composition of groups.* Show me a log of Crucible, Druids, or Harlies defeating end-game content with no mercs or barbs and then we'll talk.
Thuban wrote:
Why are you quoting me responding to someone else and assuming I'm also responding to you? I'm not.
Because I made a paraphrase of the exact same statement that you deemed "non-meaningful contribution." I was attempting to make it meaningful, because it matters and it shouldn't be ignored just because it doesn't have a series of numbers, equations or ratios specifically stated.
Thuban wrote:
What the spears were being used against is relevant. 30 BoGs on the Dracolich seems virtually impossible if everything is working correctly. If you have a log of that, please send it to me, because that could indicate a bug. I've never seen or heard of anything remotely like that.
Void horrors, winter gods. I'll see if the dracolich fight's still in my buffer. I'd like to know why it's meant to be virtually impossible. It's not the first time I've seen dozens of BoGs used in a single engagement with the dracolich in recent times.
Thuban wrote:
I realize this is a game and we're not doing rocket science here, but the better the empirical evidence we have, the better we can fine-tune everything. "About this" and "approximately that" against unspecified targets isn't the most precise information. It's better than nothing, but when we can look at specific monsters and get precise success rates in a given combat, that's way more actionable.
Here's the problem. SK's randomization and the numbers behind race X and PC A are invisible by design. It is not reasonably feasible for a player-side person to generate what you're calling empirical evidence. It is a monumental undertaking for a player to do it. I've done it before with a bug I found in the dodge skill when stances were implemented. What *is* reasonable is for someone with behind-the-curtain access to arrange and test. It is a far, far more simple matter for a staff member, or Dulrik, to generate empirical evidence of the kind you're looking for. At best, a player can make guesstimates. A staff member can set hard numbers and mimic gameplay with 100% certainty in a variable controlled environment. What we, as players, can do is say "this is not fun and it doesn't work for us because of X, Y, Z." What then should be the reasonable response to that from a staff member, imo, should be "okay, why isn't X, Y and Z working and how can adjustments be made?" What is not an appropriate response is to expect players to generate thousands of lines of logs with barely controllable variables to estimate numbers and results when it would take a staff member a minute fraction of the time to find the same results.
So when we as players (basically every player who has bothered to comment) is saying "saves are making casters undesirable to play or have present," I think you're trying to put the onus of why it's not working on the wrong shoulders. We as players just don't have access to the variable controls and hard numbers that you as a staff member (and I use "you" in the general not specific sense here) have access to.
Thuban wrote:
What would make your input even more meaningful is if you stated what your expectations were as a player. How often should spear of faith land against endgame foes? You use words like "unreliable and ineffective," but I don't know what you consider to be "reliable and effective."
Reliable and effective would be somewhere on the order of 60-70% success rate. Given the restrictions on alignment-only spells that already exist, I don't think it's unreasonable to expect them to hit for full damage against the already-limited number of NPCs they affect. Particularly given the HP count on end-game NPCs.
Non-alignment restricted spells would be, by me, considered "reliable and effective" in the 40-50% range.
One-shots are an entirely different ball-park, but as I said already there are ways to make them not the key to easy mode without also castrating all other offensive casting.
Thuban wrote:
Of course it is. Vets will just get bored if they never have PvE challenges to face. Vets enjoy new content and challenging content. Everyone can become a vet in time by just playing and getting experience. If we build so the average player can accomplish everything the game has to offer, how can we make it so that it's still challenging and engaging for a vet? I am going to continue to make hard stuff for vets to do, and there will continue to be rewards for undertaking those challenges. Fortunately, at this point on SK, there is also a lot of easy and moderate content. You can assemble a perfectly competitive kit without going to anywhere like the Nightmares Temple or Dreamscape. Many of the most successful PvP characters in the past few years have had zero loot from those or other particularly challenging endgame spots.
No, I don't think it is good design. It is possible (if difficult) to make something challenging across the board without making it impossible or boring for either end of the spectrum. I won't be changing your opinion, apparently, nor will you be changing mine on this. I have not ever agreed with nor will ever agree with the idea that content should only be made for some and not all. I don't subscribe to that level of gaming elitism. I don't think it's healthy or beneficial for a game to have it. You, clearly, do.
Thuban wrote:
This simply does not square with the data that people have been and still are engaging in PvE on a regular basis, and it isn't and hasn't always been just hardened, unflappable vets like Syn. There is tons of loot circulating and lots of people have great kits. It also hasn't been the case since the last round of adjustments that people are getting overwhelmed by random encounters. There are also lots of ways for people to recover from losses that didn't exist before. I personally think that loss recovery has been a major problem that makes people shy away from PvE and PvP, but we've done a lot to address that. You could get looted and have a great kit again in a small fraction of the time it used to take.
The last I heard about a group recovering with any haste from a tpk in end-game, it required an IMM loot movement from where the group wiped. I mean, yeah, I guess that's always been a possibility, but it just doesn't happen very often or for some people ever. If you're talking about the potions of call armor, those require at least a moderately kitted couple of people to even get in the first place, so if you wipe and didn't stash one of those ahead of time, or don't have a paladin in your group that was carrying it to then call it with the rest of his armor for someone else to use, well... Yeah, sure, you're not wrong that some options do exist, but they're not exactly good options or quick ones.
I think the phrase "small fraction of the time it used to take" is kind of key here. Yes, it has always been brutal to die in end-game SK. But you know what kind of level of recovery SK is currently competing with? Respawn points with a few GP for repair costs. There just really is not any kind of comparison. Oh, and leet loot for *everyone* who completes the content and no limits on instances of resources. Do I think SK should go quite that far? Maybe not, but making the comparison of "it only takes you three days instead of three weeks" is not really something to shout from the rooftops, particularly when it takes multiple PCs to get back to fighting fit because not everyone can gather mods to slot into their gear but instead require priests or sorcerers to actually enchant.
Thuban wrote:
I don't know. They say Prince recorded hundreds of songs and videos that he locked in his vault. Just like different players have different motivations for playing, so, too, do different builders have different motives for building. I personally have built things that still haven't been found even after having been in the game for months or years. It will be cool if someone finds them. If not, I'll live. I don't even think about it in terms of newbies or vets. More like, "I wonder if anyone will notice this clue in a room description," or "what's a good reward for the PvE junkie who goes through all the trouble to actually reach this spot." For the meat and potatoes stuff like basic pieces that can be used to assemble good kits, sure, I try to make sure they're accessible, but sometimes it will take groups. All of the endgame powerloot has been obtained multiple times, and it doesn't even always go to the most elite/experienced players.
I mean, good for you? Glad you like being the only one to know about stuff you spent time working on. I don't think you're usual in that regard. I think the majority of content-creators want content to be experienced. I don't really understand your mentality of "I spent all this time on something and don't care if my characters are the only ones to know about it ever." Or, well, I do understand that mentality, but I'd like to believe it isn't the right understanding of it.
The fact remains that we disagree and probably always will on accessibility of content. I, again, do not think it is a good idea for content to be built with elitism in mind (whether it was intentional elitism or otherwise.) I do not think content should exist that is "just too hard" for a casual player to experience, even if they can't experience it with quite the same amount of haste or guarantee of success as a vet. I don't think I'm in the minority on that front; I think, instead, you are. Which, whatever. The only real problem with that difference existing is that currently the rest of us more or less have to play as if we are in that minority, too.