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  Click here to go to the first Rift Team post in this thread.   Thread: New Expert Dungeon the Enclave of Ahnket

  1. #31
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    This is a direct response to people having tons of rune unsocketers and nothing to use them on. It has nothing to do with runecrafting. Developing content for just the runecrafter without evaluating the other crafting trees is what I would consider "unfair." In this case, everyone with a rune unsocketer can take advantage of the way these drops. Stop arguing about superficial dribble. I honestly can't believe that this is the BIG complaint.

    Here is something to actually complain about. The eternal weapon is a huge "fix" for some classes. You should test how unplayable and uncompetitive certain classes become without it.
    There needs to be a way to either transfer that power over or to fix those classes so they are less dependent on the eternal weapon.

    Another superficial complaint is about stat weights being even on gear. It only looks nice on paper to see everything even but the end result has always been uneven performance. Until, they take the time to balance the classes right without requiring all these extensive bandaids stats on gear won't matter much.

    The dungeon is going to end up like other dungeons that get created too late into an expansion. Most will just run it a couple times and be done... even if the gear within the dungeon progresses your character effectiveness. The big reason being there is no follow up content or plan discussed going forward on why a player should invest time progressing there character on already outdated content. Class balance, itemization choices, focusing on the superficial, and no progressive content in sight are still going to be a big issue.

  2. #32
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    Quote Originally Posted by Aedynn View Post
    This is a direct response to people having tons of rune unsocketers and nothing to use them on.
    People who have tons of rune unsocketers are actually not affected at all, as the amount of unsocketers you will need is minimal compared to the "collection" many veteran players have meanwhile. So from those people gamigo will neither earn money now nor in the near future, because they maybe need 2-3 unsocketers but have around 100 in the bank.

    Who is affected are newer players who don't have a convenient stock of premium items laying around. It's also a bad sign for the future if it's going to be released like that.

    Quote Originally Posted by Aedynn View Post
    It has nothing to do with runecrafting. Developing content for just the runecrafter without evaluating the other crafting trees is what I would consider "unfair."
    Runecrafter didn't get anything when almost all other crafting proficiencies got their planar crafting additions. Also rune amenders are the least popular ones and barely interesting. Actually Runecrafter is one of the worst professions in this expansion, since only very few runes are used anymore (not like before when almost every slot had runes).

    So a buff would be completely fair, that aside new runes should always have something to do with RUNEcrafter and lesser so with premium items.

    Quote Originally Posted by Aedynn View Post
    In this case, everyone with a rune unsocketer can take advantage of the way these drops.
    And everyone who don't have unsocketers laying around has to pay credits to get BiS runes for their gear?


    Quote Originally Posted by Aedynn View Post
    Here is something to actually complain about. The eternal weapon is a huge "fix" for some classes. You should test how unplayable and uncompetitive certain classes become without it.
    There needs to be a way to either transfer that power over or to fix those classes so they are less dependent on the eternal weapon.

    Another superficial complaint is about stat weights being even on gear. It only looks nice on paper to see everything even but the end result has always been uneven performance. Until, they take the time to balance the classes right without requiring all these extensive bandaids stats on gear won't matter much.
    I agree with you that Eternals, and the messed up gear since planar fragments as well as class balance are big issues. Doesn't make the rune topic irrelevant or less problematic tho.

    Quote Originally Posted by Aedynn View Post
    The dungeon is going to end up like other dungeons that get created too late into an expansion. Most will just run it a couple times and be done... even if the gear within the dungeon progresses your character effectiveness. The big reason being there is no follow up content or plan discussed going forward on why a player should invest time progressing there character on already outdated content. Class balance, itemization choices, focusing on the superficial, and no progressive content in sight are still going to be a big issue.
    I also agree here, the dungeon has to be integrated into the game in a smart way, otherwise it was waste of resources. The logical way would be to make multiple difficulty tiers with proper rewards. The Expert version NEEDS to be on par with the other Experts, either it's as easy or the others get buffed a bit too with a proper reward increase too. And then it needs a second version aimed for AT LEAST T1 geared players, which can then reward the nice new BiS runes (recipes), maybe a new T1.5/upgradeable to T2 with Storm Cells cape (since except the Fae Yule cape there is only a T1 cape at the moment) and some cosmetics or so.

    TL;DR - The rune issue should be addressed to make the runes drop separately -OR- a recipe drop/purchase. Wouldn't mind if they are semi-expensive to craft (planar crafting level with matrixes etc. to also keep their value / CRs interesting).
    Last edited by Seshatar; 03-12-2019 at 01:04 PM.
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  3. #33
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    It's important to remember that this is intended to be a "top end" expert in terms of difficulty. Similar to Rhaza’de Canyons, but the hope this time is that it will actually be rewarding. We still don't know what the itemization will be (item changes going in around Thursday if all goes well) and there will be chase items besides the runes and gear itself. Not sure what those will be yet.

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  4. #34
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    Default Ahnket Parasite was reflectable

    On Allajax, the buff to see the portal, Ahnket Parasite : B094125D7A428EDB7 was able to be reflected, which gave the boss the buff, be nice if this wasn't possible.

  5. #35
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    We bugged out Frezhak after a wipe, on the second pull the boss didn't get Impure protection, and aqua jet was still not able to be interrupted even if Water Shields was burned off. I suspect the bosses mechanics remained disabled after being dropped to a low % HP when we reset the boss.

  6. #36
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    All of the pieces require you to kill the last boss 5 times.


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  7. #37
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    Lingering Touch persists on Allajax after he resets due to a wipe

  8. #38
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    Alu'Mar has two different buffs with the same name:
    Ahnket's Aid : B0A1AAAB1CB1F7161 and
    Ahnket's Aid : B3557A70266F2DAFA

  9. #39
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    Frezhak's spout needs to instantly be removed on "use" otherwise with a high enough burn rate you can reuse the same spout to purge the Impure protection buff and avoid having to move to a new spout.

  10. #40
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    How about those 'bis' runes. Did they drop on live ?

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  11. #41
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    Its all well and good that the game hasn't been totally abandoned (and that a new dungeon is coming). Raids require a ton of resources so I understand its probably easier to do a dungeon. Buuuuut.

    This is a waste of time. We are way to far in to the expansion cycle to have a expert dungeon be of any use to anyone other than the very small amount of new players. The max level players should be the focus here. This should switched to a 5 man master mode. Tune everything up. Mechanically speaking it sounds like this was handled pretty well in terms of encounter design. From a business standpoint its wasting more company resources which I assume are very finite, to produce something that will see very little play. The best "quick content" I think that can be done at this point are the Raid IA's like Hammerknell (which still gets alot of use to this day) and master mode dungeons. If a new expansion is coming out, then absolutely new expert dungeons make sense for the first couple patch cycles post launch, but we are over a year in, at this point Players are much more likely to devour a master mode dungeon that can reward relevant gear than an expert mode dungeon that at best will give them gear the same as what they have (or more likely worse).

    It seems like you guys want to put effort in to this game, so I thought it was worth commenting on what would be best for both the company and the player base. I hope the advice doesn't fall on deaf ears.
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  12. #42
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    Quote Originally Posted by Khelendross View Post
    and that a new dungeon is coming
    It's not coming, it's on live.
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