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  Click here to go to the first Rift Team post in this thread.   Thread: Planar Attunement Feedback

  1. #331
    Ascendant Mirimon's Avatar
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    really? because either way you would do it in an area appropriate for your level.. oh, and look at that, the rift types you need constantly spawn there at random.. They seed the rifts for those events, so the point is moot. and as is stands there is a place to go for each type when there arent events... point is time/APXP wasted on something that occures naturally

    perhaps making them a special event rift (not just the element) but with a different internal objective to complete? different rewards? or even bonus PAXP for completing it (perhaps a rare planar gem that gives you X amount of PA points?

    getting the rift type you want to do is not an issue, at all... Upgrade what you can summon or remove that starting lure all together and replace with a base point stat set like added elemental dmg or cosmetic colors.. really doesnt matter, just make it useful.

  2. #332
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    Quote Originally Posted by Mirimon View Post
    in the planar attunement.. what is the purpose of spending ur first set of points on a specific elemental lure??
    are those special rifts that give bonus APXP?? or is it simply another rift, in wich one could just run about completing every zone quest, doing dailies, and grind farming any rift they see to lvl up?

    if the rifts created by these planar elemental lures are not, in any way, special.. why have them? and why waste that first set of points?
    Remember what the RP in MMORPG stands for? Roleplaying? It's a bit of fluff to reinforce the fact that you are becoming closer to the power of that plane, so much so that you can pull out a rift of that element from any tear, like fire in IPP or life in Shimmersand. Not to mention Rogues and Warriors can use it to easily farm tablets by popping water rifts at the Dunes of Akala in SS.

  3. #333
    Ascendant Mirimon's Avatar
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    still, not giving us anything we dont alrdy have in game

  4. #334
    Plane Touched Tomaj's Avatar
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    Quote Originally Posted by Anasur View Post
    As a cleric my choices for weapon advancement are.... wands and staff? That's a joke, right? Where's the hammer and mace?
    In the other planes?

    Each plane has two weapon types: wands, staves, maces (both 1h and 2h), totems, daggers.

  5. #335
    Plane Touched Tomaj's Avatar
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    Quote Originally Posted by Mirimon View Post
    really? because either way you would do it in an area appropriate for your level.. oh, and look at that, the rift types you need constantly spawn there at random.. They seed the rifts for those events, so the point is moot. and as is stands there is a place to go for each type when there arent events... point is time/APXP wasted on something that occures naturally

    perhaps making them a special event rift (not just the element) but with a different internal objective to complete? different rewards? or even bonus PAXP for completing it (perhaps a rare planar gem that gives you X amount of PA points?

    getting the rift type you want to do is not an issue, at all... Upgrade what you can summon or remove that starting lure all together and replace with a base point stat set like added elemental dmg or cosmetic colors.. really doesnt matter, just make it useful.
    Interesting notes on this, but I'd like to make mention of a couple things.

    I decided to go with the fire rift, because I'm woefully lacking on fire rifts for the achievement (even despite leveling through Scarlet Gorge and Droughtlands, and spending a good deal of time in Shimmersand). As such, I can open fire rifts wherever I please. This is good, because I can open fire rifts at will in other zones (opening them in IPP makes me chuckle, for example). But, I can also open fire rifts that are exclusive to other areas, and get zone-wide achievements without having to go to that zone. I doubt this is intended (given world event rifts don't work the same way), but it's a nice option. Additionally, it makes grinding particular reputations easier, for essences, lures, etc. Also, these rifts spawn invaders which spawn footholds - more achievement stuff made a little easier than waiting for an event to occur in specific zones. Finally, the rifts (regardless of what level tear you use them at) have a chance to drop the artifacts specific to the level of the zone(s) where the rifts naturally occur. So, say I'm farming low level fire artifacts - I can just use the fire lure to open fire rifts, and each rift has a chance to drop one of those artifacts.

    My hope was actually that they'd be a unique type of rift (similar to crafting/raid/expert rifts) for those particular lures, but maybe this will come to pass in the future. I don't see an issue with the initial lure, to be honest with you.
    Last edited by Tomaj; 09-25-2011 at 05:31 PM.

  6. #336
    Prophet of Telara
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    Quote Originally Posted by Gomba View Post
    All Trees are missing specialization for Avoidance. This is to include Rogue Dodge...
    There should just be another cell for Dodge, Parry, and Block. Maybe give Parry/Block to warriors, Dodge/Block to clerics, and Dodge/Parry with rogues. QQ mages.

    Giving two 0/3 avoidance stats would probably be sufficient. Definitely a nice little boost, but nothing amazing, which even then 3% can be a lot. To balance out the other elements you could also add in a armor (flat or %) or spell damage taken.

    Quote Originally Posted by Qan View Post
    It's only 100 points (1 level) and I think it's kind of cool.
    A mandatory 100 points per tree quickly becomes uncool. Especially when you have to burn 200 points on some purple fluff cell because it is in the way.

    Also one thing in general is that Trion needs to get over the "nuance" of their honey comb design and actually add in some form of rational for the elemental lay out. Half the weapon types are very accessible. Some of the purple cells are near the center (air) while some are completely avoidable (life).

    The bonuses in general are quite nice for DPS and healing. There's a good mix of fluff and flavor. Right now there is only a couple cells that should probably be added:

    Avoidance: Dodge/Parry/Block/Armor/Spell Damage Taken/All Damage Taken
    Elemental Taken: Decrease damage done from creates of [Elementa] rifts by X%
    Correct layout see the cells are about equally attainable...not some requiring 4 extra PAs to get equal access

    I really hope that these are moderately easy to get. I know that Trion expects it to be a long haul, but would be nice if raid nights could at least net me one a day if not more. Otherwise it really won't make any noticeable difference.

  7. #337
    Shield of Telara Aastarius's Avatar
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    Quote Originally Posted by Phage View Post
    There should just be another cell for Dodge, Parry, and Block. Maybe give Parry/Block to warriors, Dodge/Block to clerics, and Dodge/Parry with rogues. QQ mages.

    Giving two 0/3 avoidance stats would probably be sufficient. Definitely a nice little boost, but nothing amazing, which even then 3% can be a lot. To balance out the other elements you could also add in a armor (flat or %) or spell damage taken.



    A mandatory 100 points per tree quickly becomes uncool. Especially when you have to burn 200 points on some purple fluff cell because it is in the way.

    Also one thing in general is that Trion needs to get over the "nuance" of their honey comb design and actually add in some form of rational for the elemental lay out. Half the weapon types are very accessible. Some of the purple cells are near the center (air) while some are completely avoidable (life).

    The bonuses in general are quite nice for DPS and healing. There's a good mix of fluff and flavor. Right now there is only a couple cells that should probably be added:

    Avoidance: Dodge/Parry/Block/Armor/Spell Damage Taken/All Damage Taken
    Elemental Taken: Decrease damage done from creates of [Elementa] rifts by X%
    Correct layout see the cells are about equally attainable...not some requiring 4 extra PAs to get equal access

    I really hope that these are moderately easy to get. I know that Trion expects it to be a long haul, but would be nice if raid nights could at least net me one a day if not more. Otherwise it really won't make any noticeable difference.
    Which, I believe, is the whole point of them. Nice to have's but not necessarily game changing ...
    Last edited by Aastarius; 09-26-2011 at 08:06 AM.
    I do not suffer from insanity, I enjoy every minute of it.

  8. #338
    Plane Walker Gomba's Avatar
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    Quote Originally Posted by Gersh_Trion View Post
    Couple of people seem to misunderstand the statement that PA xp will be casual friendly. That doesn't mean we are going to go out of our way to ruin "Group" XP, in fact for the most part XP from group activities will remain the same as it is today.

    What it does mean though is we will look at some of the casual activities, especially activities like the duo chronicle dunegons and make sure that they reward a good chunk of PA xp. As I said before we don't want the only route to success with PA to be grabbing 5 people and grinding away in a dungeon or elite monsters for hours on end. Ultimately the PA system is all about getting additional rewards for doing the activities you enjoy the most.

    After the holiday weekend there will be more iteration on the feedback for weapon masteries, special abilities and respec. So look for more updates on these topics later in the week

    Thanks,
    -Gersh

    Where is this "more" that Gersh is speaking of ... supposedly this system launches tomorrow and we have yet to get feedback.
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  9. #339
    Soulwalker
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    I love this idea!! it gives players a little added bonus throught their gameplay while taking care of important things like DRR, raids, t1, t2, and mm grinding, and pvping. so it just a nice way of them saying "here thanks for playing".

    with the bonuses being so low in no way did I see them putting this out for people to grind away to fill it....why would u it takes like 10 lvls to get +9 dex and .06% dagger damage..no this is something made just as a little added bonus for playing..so there is no reason to complain about a grind or them needing to lower xp amount.

    like alot of what people said though I would add
    -midigation (dodge, block, and parry)
    -resist to elements
    -maybe making first bubbles cost less and deeper ones more to get a feel like ur gaining from it
    also I think it would be nice to have a different one per calling...ie for a rogue my marks spec will use a ranged wep and my melee spec might be a different wep then whats paired in that element
    also with or without them adding taking bubbles my tank spec will need to be something different as well just for the endur gains.

    but really this system is very nice keep it up.

  10. #340
    Rift Disciple
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    Planar Charge: Increases your maximum number of planar charges by 1.

    I haven't chosen this perk in two different planes, yet, but I have heard that these do not stack. If they don't stack, that's fine. Getting 9 planar charges would be pretty ridiculous anyway. However, I don't like the idea of spending 200 points to fill in a slot that gives me absolutely nothing. I suggest that, once you select Planar Charge in one plane, it gets filled in all planes.

  11. #341
    Champion of Telara
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    I am going with you lazy sobs finish the bloody thing already.

    It sucks more than a two dollar who er um well it sucks alot that you have not finished the system and as such want us to blindly spec into it.

  12. #342
    Soulwalker
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    Its probably been said, but weapon itemization doesn't assist the weapon mastery. Rogues would be generally following the Air tree having Bows and Daggers with Dex stat, but Guns for one seem way more readily available, take the PvP or Saga quest for example as they only have Gun ranged options .

    Needs more weapon drop selection for this to work.

  13. #343
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    Boring. Not enough things to make your feel unique.

    Reserving my judgement till T2 and T3 of PA becomes unlocked though. Hope it's better than the first tier, it was disappointing to say the least.

  14. #344
    Soulwalker
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    Default Too Expensive .. So much time required not enough of a reward

    In general planar attunement is a great idea. However, the rewards hardly make it worth the effort. What is the fun on putting hours, days, months, of leveling for a such low level rewards.

    I'll use it because i really don't have a choice.... but I definately will never grind on planar attunement... there is no point to...

  15. #345
    RIFT Guide Writer Zyzyx's Avatar
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    Quote Originally Posted by Xsaan View Post
    In general planar attunement is a great idea. However, the rewards hardly make it worth the effort. What is the fun on putting hours, days, months, of leveling for a such low level rewards.

    I'll use it because i really don't have a choice.... but I definately will never grind on planar attunement... there is no point to...
    30dex/30str/30end 6 to all resists a straight 100-200 dps increase and 6 more planar charges for more raid rezes for your guild isnt worth it????


    On a serious note anyone have any clue when t2-3 for PA comes out?
    Last edited by Zyzyx; 10-09-2011 at 12:47 AM.

    Quote Originally Posted by Daglar View Post
    When time allows I'll be looking at the issue with the class guys.

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