mining to 1-phase the puzzle. Essentially, if you're not maxed with maxed gear, you're stuck 4-5 phasing the Wardens after Obelisk. Which also means, goodluck ever beating the records on the leaderboard post-nerf, there's literally no possible way now to speed parts of the raid up that were originally faster. I see that the monkey puzzle before Ba-Ba has been sped up, which shows that the mandatory 2:45-3:30 it takes to clear that room pre-balance was seen as enough of a problem to speed it up, so why then would you make the final fights lengthier by design to "increase difficulty" rather than just up the boss damage if you make a mistake? Or something along the lines of "Ok, it's the same where you do the boss correctly, it can still be as fast as it was, but if you mess up, it's more punishing, and therefore more challenging." That would be a much better way to balance those final fights rather than forcing them to take longer.
I feel like it was because there was a realization that the rate the new raid was being completed looked too fast on paper or something. That this would lead to the rapid devaluation of many of the new items. easy fix to that is adding more rewards to the available loot pool and making certain items - rather than the purples themselves - more rare.
Last thing, the mid raid supply drops being nerfed to remove ambrosias from Power is a mistake. What should be done instead is to add 1 two-dose of both ambrosia and adrenaline + 2 salt per Power supply, with the salt having a common range of 1-3 per Power supply, and the adrenaline having an uncommon chance to see 2 per Power supply, and the ambrosia having a very rare chance of seeing 2 also. This would keep solos flowing smoothly if the player is skilled enough to conserve supplies, and the less skilled players would still be able to use the ambrosias as (somewhat less of) a crutch.
To any Jmod reading this, know that I don't even normally do pvm content at all, I'm a pker mostly, and th
02-Sep-2022 02:22:26