Forum Settings
       
« Previous 1 2
Reply To Thread

Stonewood Bow Staff IdeaFollow

#1 Apr 04 2014 at 7:10 AM Rating: Decent
40 posts
Is everyone else having issues in Plane of Earth with guilds camping the treants blocking others from progressing? Could it be possible that old school "unwritten rules " of getting the item you need and handing over the mob spawn point to another person is really gone? its really a shame to see the way people get when a whole guild can have a zone on lock down like they do.Is there a way to make the Stonewood Bow Staff used in the flagging of PoWar castle quest LORE and No Drop ( just for the quest). Changing the bow to something like that may relieve alot of the BS and make things run smoother for all. Just an idea....
#2 Apr 05 2014 at 6:25 AM Rating: Good
Sage
***
3,035 posts
Well, this IS a problem, isn't it? There was some hope Sony would "fix" this issue in the emergency patch of this past Wednesday. Sounds like they didn't do anything? I got my one drop for my main Tuesday and I decided not to pharm for my other toons until my main got fully flagged and I was able to check out the zones and see if I could handle them as a multi-boxer. Frankly, I didn't want to be greedy. But this staff being UNCOMMON, TRADEABLE, NOT LORE and (yes, believe it or not!) STACKABLE (lol) means that it's tailor-made for pharmers as well as high-end guilds to perma-camp the treants. What's even worse the treants have fixed spawn points so unlike many other mobs you can't increase their spawns by clearing other trash mob types.

If a dev wanted to design a more annoying, friction-causing method to bottle-neck access to the locked sections of this new high-level zone, they could NOT have done a better job. This was either done INTENTIONALLY or RECKLESSLY.
____________________________
Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#3 Apr 06 2014 at 9:34 AM Rating: Excellent
44 posts
I agree something needs to be done, but they did make at least one very important change on the emergency patch: the named spawns of The Judicator no longer warp to each other if more than one is up at a time now. Before this, if one was left up (due to a wipe or something) and another group spawned one and engaged it, the other one would warp over, forcing the group to have to deal with two of them! And even with a fully geared raiding group, one of those spawns is no joke. While the bottleneck is unfortunate and is bringing out the jerk in some people, I like the content. It is challenging and doing what so many people have been crying for for a while: forcing a return to cooperative grouping. I have seen and been a part of so many more groups now, and have not been seeing many box armies dominating the landscape, especially once you get attuned for the inner part and the castles. Even though only one of my characters is currently beyond the Field of Strife, I love it!
#4 Apr 07 2014 at 12:19 PM Rating: Excellent
**
610 posts
..and to complicate matters, the very same Stonewood Bow Staff is usually farmed from the Treants in POE to make the ~50K tribute item: Stonewood Compound Bow...which is one of the highest value tribute items that is easily available these days...

To the OP : How dare they make this item no trade.



Edited, Apr 7th 2014 2:29pm by hexeez
#5 Apr 07 2014 at 8:34 PM Rating: Excellent
Scholar
Avatar
****
4,445 posts
I know they should change the flagging quest to require a no-trade item from the golems in pofear???


*ducks for cover*
____________________________
Hi
#6 Apr 08 2014 at 2:55 AM Rating: Decent
10 posts
I have an Idea , make the staff forageable , make it a rare forage but it will give others a chance at getting one . And shame on all the players that permacamp these mobs for not playing nice .
#7 Apr 08 2014 at 5:48 AM Rating: Excellent
**
610 posts
fronglo wrote:
I know they should change the flagging quest to require a no-trade item from the golems in pofear???


*ducks for cover*


Dont worry , I wont be throwing anything lol Smiley: lol

Yeah its poor foresight by the developers imo, as they could have created a quest item specifically for the POW access quest and use a mob other than the Treants in POE.. Or if short on developer time atm, just make any other useless item from a different mob the quest item and leave the highly sought after Stonewood Bow Staff alone.

The availability and price of the Stonewood Compound Bow has already gone up on my server because the bottleneck for that trade skill item because it is now needed for the access quest.

While there is only one other item for tribute with more favor points and easily available for those who use tribute : The Primordial Driftwood Compound Bow = 50K favor/tribute and that has gone up as a result of the shortage of the above mentioned Staff for the Stonewood Compound Bow.

It used to be (a week or so ago) from 6-8Kpp for either tribute bows to as high as 25 KPP on my server. Any higher and one might as well use platinum at 1:1 (plat to tribute ratio) to buy favor from the Tribute Master as the prices are now getting too high for a tribute item.

After years of not using tribute I had started back a few months ago on my Necro and the cost per 10 minutes is high from lvl 95 onwards...

At lvl 95 it costs him 220 tribute per 10 minutes = 1320 tribute per hour or 31680 tribute per day played ...That's why 50K tribute is nothing much at the higher levels anymore..

I hope they make an intelligent fix for the issue, as it is creating unneeded conflict amongst the player base...


Edited, Apr 8th 2014 8:02am by hexeez
#8 Apr 08 2014 at 5:54 PM Rating: Good
Sage
***
3,035 posts
Not to be unsympathetic but the tribute "problem" is a relatively minor side effect compared to the quest/flagging problem. Frankly, a tribute item providing 50k of tribute for a cost of "6-8k" is a Sony screwup in its own right. In other words, enjoy what you had while you had it. (Does anyone really depend much on tribute anymore? I have 1000s of tribute points and I never bother to turn it on.) If they fix the BIG problem I hope the bow will go back to being "the" tribute bargain in the game, as it was before. But the flagging problem is incredibly lame and it's hard for me to believe that it persists to this time. There are at least a dozen easy fixes for this and it boggles the mind that not a one has been implemented.
____________________________
Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#9 Apr 08 2014 at 6:13 PM Rating: Decent
Encyclopedia
******
35,568 posts
I'm kinda honestly trying to figure out what anyone's using tribute for. It does not stack with any spell effects, and the effects are relatively tiny anyway. Plant your character in the GL for 30 minutes and you'll gain more for free than you'll get with any amount of tribute turned on.

And even if someone is insistent, there are much easier ways of getting tribute items. I get that a single 50k item is great, but for the time spent farming it, you could have probably gotten twice as much sweeping through Veksar. Several items there tribute for 10-20k IIRC. And it's like level 50 mobs. I literally have hundreds of thousands of tribute on a couple characters just from hunting there. And that's prior to starting to just sell the items to folks in the bazaar. Cause the cash is far more valuable than the tribute (for me at least).
____________________________
King Nobby wrote:
More words please
#10 Apr 08 2014 at 8:28 PM Rating: Decent
Scholar
Avatar
**
761 posts
Darn .... I hate challenges :(
____________________________
Come visit my housing creations 20+ in Cedar Country Meadows, ZEK.
#11 Apr 08 2014 at 9:41 PM Rating: Excellent
**
610 posts
For a necromancer no gear focus beats the focus that Twinge of Pain (or Affliction haste tier 10 =33% haste to casting dots vs 18% on the group gear focus) and Visions of Suffering (affliction efficiency tier 10= 25% decrease in detrimental spell mana cost vs 17% on the group gear focus ) tribute focus gives.

For a Necro it lets him lay the dots much faster than even raid gear focus as it checks against the gear focus and uses the highest one.

Farmers that make the 48Kish tribute bow are always there in POE farming the same exact treants exasperating the flagging bottleneck even more = developer oversight (imho) when picking that staff and resulting bow as the quest item for the POW access quest.

Gbaji... But these days I'm too lazy to go and rummage through Veksar and some of the POP/OOW zones for the other good tribute items.. Rather spend the Plat at this point in time from the farmers in bazaarSmiley: grin


Edited, Apr 8th 2014 11:47pm by hexeez
#12 Apr 08 2014 at 11:54 PM Rating: Excellent
44 posts
Actually, if you haven't been to the tribute master lately, they fairly recently updated some of the tribute lines and added some new effects. It really is useful again and is sometimes the difference and reason I can take on higher challenges with my box group.

Edited, Apr 9th 2014 1:54am by Rotxam
#13 Apr 09 2014 at 5:40 AM Rating: Good
Sage
***
3,035 posts
I just visited the tribute master for the first time in a long while and I'm not impressed. The only thing that could be worth using is indeed Twinge of Pain II which reduces the cast time on my dots, for example, Chill of the Visionary, which I already had dropping from 3.0 secs to 2.3 secs with a worn focus, drops further to 2.0 secs. That's certainly worth having, altho not exactly game-changing. The HP and Mana buff items still max out at 350 hps and at level 100 a nasty mob does 350hp damage to you by just glaring at you. LOL

The real limitation on tribute is the max of 5 items to be selected. The cost is low enough that I'd buy everything that raises heroic caps but, unfortunately, you have to pick and choose. And, as with the campfires, there are so many utterly useless options. Does anyone today use tribute to obtain enduring breath or 2pts of extra CHA?
____________________________
Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#14 Apr 09 2014 at 2:04 PM Rating: Excellent
**
610 posts
Strange that you are only getting .3 secs savings with the higher rank than my 95 Necro sees with the 10th rank of twinge 1 (.5 sec diff).

When buffed but tribute off, my Necro's 3.0 sec dots last 2.2 secs then if I turn on the tribute (twinge of pain 1 but the 10th rank) it takes the dots down to 1.7 secs which is .5 second difference in my case.

I consider it borderline game changing for my Necro, especially when I have to cast 8 or more dots at 1.7 secs instead of at 2.2 secs when burning a LOD.
#15 Apr 09 2014 at 2:21 PM Rating: Excellent
Encyclopedia
******
35,568 posts
I think tribute usefulness is also limited to just a few classes anyway (such as those for whom layering dots as fast as possible is beneficial). Even then, I suspect it's not as huge a deal as some might think. I suppose if you're right at the edge of what you can manage, it's worthwhile. But I'm thinking that if you really need that extra benefit in order to succeed, you're probably fighting mobs well past the time/exp efficiency point (ie: You'd be better off taking on less difficult mobs at a higher rate).

To me, that makes it situational as something you'd only turn on when you need the extra boost when you're hunting for an item drop, completing a difficult mission, etc. Probably not so useful for leveling and AAs. Which in turn means that if you're running around with it on all the time, or while grinding exp, you're probably just wasting the tribute.

And frankly, on the classes I play, I have yet to find *anything* that's worth turning on. They really ought to revisit the whole system to either take it out, or make it useful for more than a couple classes.


Oh! And if you're buying the tribute items, you kinda can't complain about the farmers for that item.
____________________________
King Nobby wrote:
More words please
#16 Apr 09 2014 at 2:26 PM Rating: Good
Encyclopedia
******
35,568 posts
hexeez wrote:
When buffed but tribute off, my Necro's 3.0 sec dots last 2.2 secs then if I turn on the tribute (twinge of pain 1 but the 10th rank) it takes the dots down to 1.7 secs which is .5 second difference in my case.

I consider it borderline game changing for my Necro, especially when I have to cast 8 or more dots at 1.7 secs instead of at 2.2 secs when burning a LOD.


It it really that big a deal? I've never played a dot focused character, but don't dots still hit on 6 second ticks kinda regardless of when the spell actually goes off? So you're hitting the mob with the initial damage .5 seconds sooner, but the dot is still going to hit for X damage every 6 seconds. Or am I missing something?
____________________________
King Nobby wrote:
More words please
#17 Apr 09 2014 at 2:45 PM Rating: Good
Avatar
****
4,580 posts
in my view, the current tribute effects (and mod2, and focus effects...) should all have been turned into AA ages ago. I do prefer gear with the more D&D classic stats and not a huge list (like buying a car) though.

Tribute, again to me, would have made far more sense to be something you do to gain favour in a particular city and/or diety. To allow you to homebind in Neriak for example you have to buddy up with the tribute person to unlock the benefits of that city. They could even have extended it further to have global implications, for example bring back the warring between "good" "evil" races on Norrath and have the tribute counts influence some zones/events.

As far as the staff being the only key to the new zone pieces... not the soundest dev decision to do it that way I will agree.
#18 Apr 09 2014 at 2:50 PM Rating: Good
*
136 posts
I too would love to see more faction good vs evil going about... they could really expand on that and do alot.
#19 Apr 09 2014 at 3:06 PM Rating: Good
Sage
***
3,035 posts
Agreed, I'd like to see more involvement of factioning in game play. I'm a traditionalist, as anyone who has read at least two of my posts can discern Smiley: smile and I do have a fond memory for the early game where faction had such a big impact on what you could or could not do in the game. I never forget when I had trouble doing the druid epic 1.0 because I had unknowingly trashed my Kaladim faction by kiting dorfs. Being a typically lazy Halfling, I hired a dark elf shadowknight to pharm Crushbone belts for me so I could turn them in to fix my Kaladim faction. I wonder if that shadowknight ever realized she was trashing her own faction by killing CB orcs, since they're allied with Neriak in some classically complicated and confusing "classic EQ" fashion. LOL

Edited, Apr 9th 2014 5:06pm by Sippin
____________________________
Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#20 Apr 09 2014 at 3:18 PM Rating: Good
*
136 posts
My wife wanted to kill me all the time... I let her take over my Half Elf warrior that I had played since 99... and the character had messed up faction. Druids hated him... ( I killed Treants)... I slaughted gnome guards so no going to Akkanon... I also was hated by Haflings since I killed them for sport at every chance, but I could walk into Neriak with no problems.
#21 Apr 09 2014 at 3:42 PM Rating: Excellent
**
610 posts
gbaji wrote:
It it really that big a deal? I've never played a dot focused character, but don't dots still hit on 6 second ticks kinda regardless of when the spell actually goes off? So you're hitting the mob with the initial damage .5 seconds sooner, but the dot is still going to hit for X damage every 6 seconds. Or am I missing something?


Its not a really big deal..But I'll tell you why I find it good for the Necromancer class.

When I initially tried the very same tribute focus on my then young Necro main about 7 years ago, before I really learned how to effectively kite multiple higher con mobs reliably and safely for xping. I found then, that it was not worth the investment of time to farm the items or buy in Bazaar as I was plat poor and did not yet learn certain basic techniques to multiple kite to make this worth it in a LOD situation..

The Necro can aim to stack just enough dots asap that you already know will be sufficient to kill the mob before snare wears off (you do not want to have to re-snare) and immediately go to the next while ignoring that one in its wake as it rots in tow.. then the next and next and so on, while all are on tow. As the Necro is stacking dots he is already on the way to the next mob. This way the ideal number at any time is 3 while the 4th is already zeroed in on and tagged... just as the 1st one dies off the target window. With Death Bloom and RB AA's one can do this almost indefinitely by using the efficient 5 tick + dots primarily with a sprinkling of the Blood DD line of spell and have Life Tap DD up and just one Lifedraw swift dot up for situational use only (it is the most efficient swift dot for Necro's).

This process is faster than the numbers seem to indicate once the necro moves correctly.. Generally engage the mob from as close to max spell range as possible, then never be not casting a dot or spell while the gems are refreshed and only increasing distance from the mob(s) by moving away only when the gems are greyed out from a spell that was just cast. Then the necro slowly turns without moving for a split sec- while the next dot is being cast on the mob.. This process of stacking dots on multiple mobs is greatly helped by this...I know it sounds confusing but I see and feel the difference like night and day as a Necro. Think of it, if you use a 1-2 minute burn dot enhancing ability like Third Spire AA or Intensity of Resolute (vet reward) or Robe clicky etc when you already have 24 dots spread out over three mobs or even more dots and mobs simultaneously, how much more damage you are doing compared to one mob with 8 dots stacked.

This even in level appropriate content for a soloing lvl 95 Necro ie VOA t3 and t4 zones like Beasts Domain or City of Bronze..and in that scenario it makes an average of 20 AA's for me in a LOD. A difference of about +5-6 AA's per lesson burn in COB or Beasts Domain than when its off... At 95 solo, each kill gives roughly 1 AA while LOD is active. My Necro is well over the AA bonus cap and with focus, AA's etc the Necro's 5 tick dots actually last 14 ticks.

The biggest pain for this tribute system is forgetting to deactivate it and burning 220 favour per 10 mins while AFK.

I want to say sorry to the OP (Nalinee) for causing this thread to get derailed off your original topic by bringing up the tribute issue conflict with the staff and bow for POW access.. In hindsight 20/20 I should have opened a new thread.

Good luck and I hope the devs show some wisdom and fix the flagging bottleneck SOON and in a wise manner.


Edited, Apr 12th 2014 2:39pm by hexeez
#22 Apr 09 2014 at 4:20 PM Rating: Good
Encyclopedia
******
35,568 posts
hexeez wrote:

Its not a really big deal..But I'll tell you why I find it good for the Necromancer class.

...

This even in level appropriate content for a soloing lvl 95 Necro ie VOA t3 and t4 zones like Beasts Domain or City of Bronze..and in that scenario it makes an average of 20 AA's for me in a LOD. A difference of about +5-6 AA's per lesson burn in COB or Beasts Domain than when its off... At 95 solo, each kill gives roughly 1 AA while LOD is active. My Necro is well over the AA bonus cap and with focus, AA's etc the Necro's 5 tick dots actually last 14 ticks.


Ok. Guess that makes sense. Once you play a class you can get a "feel" for what might seem to be minor effects, so I get it. Like I said, I have a shaman friend who swears by using tribute as well.

I think the biggest problem with tribute is that when it was initially introduced it was a means of obtaining special effects that were difficult/expensive to obtain otherwise. Today, with pretty much any set of gear you'd wear having a full set of somewhat standardized focus effects plus the introduction of all those special combat effects, the effect of tribute just seems so minimal (even when it's not just directly overwritten by those other things). Add in all the clicky effects and it's hard to even find any tribute effects that will do anything at all.

Not sure what the solution is (or if one is really important to create), but I've found it to be incredibly situational. I've stopped bothering to gather it because, as I mentioned earlier, I've got like hundreds of thousands of points on a couple characters, and never use them for anything. When I tribute something that I'd otherwise toss, I generally do guild tribute, so maybe someone else can take advantage of it if they want.

Quote:
The biggest pain for this tribute system is forgetting to deactivate it and burning 220 favour per 10 mins while AFK.


Lol! Yeah. Totally get that.

Quote:
I want to say sorry to the OP (Nalinee) for causing this thread to get derailed off your original topic by bringing up the tribute issue conflict with the staff and bow for POW access.. In hindsight 20/20 I should have opened a new thread.


Derails are us! Nah. Useful info is useful info. And I think that the tribute aspect of this is relevant. Debates on tribute in general aside, it clearly is a sought after item for tribute, so it's relevant to the question of impact from choosing this as a bottleneck for flagging. I'm kinda surprised that they introduced such an odd and annoying flagging process in the first place. I get that this zone was originally designed back in PoP, but they could have chosen to use a more modern method for flagging rather than what feels like a throwback to exactly the kinds of methods that people hated about PoP back in the day.


IMO, all flagging/advancement beyond say tier2 should primarily involve instanced zones. Certainly, it should *never* involve camping in real zones for a rare drop from a smallish number of mobs. That's just asking for trouble IMO.
____________________________
King Nobby wrote:
More words please
#23 Apr 09 2014 at 5:34 PM Rating: Excellent
**
610 posts
Thanks.

Yes I hope they fix the problem like by tomorrow ..As the EQ forums are getting vexed in nature with tempers about to flare up from some disgruntled players and accusations etc.

Hate to see that, as it just riles and segregates the player base even more than it is already... Raiders vs Boxers vs Groupers vs Farmers vs rival Guilds..

#24 Apr 09 2014 at 7:23 PM Rating: Good
*
136 posts
The forums there are a powder keg of emotions anyway. Every week someone posts the game is going to end and or how 1 class is breaking something. But thats been the norm for about 14years now. I would say only about 20 people post there, they make multiple accounts and keep posting same old arguments over and over. I should know because I love doing it... but I love strife.
#25 Apr 11 2014 at 6:20 AM Rating: Good
Sage
***
3,035 posts
Personally I never minded competition if it's reasonable. I remember the days when Vex Thal was THE raid end-zone and my guild would compete with our rival guild to be the first to get to the second floor of the zone so we could go after the boss, Aten Ha Ra. A guild had to be "on its game" in such situations, making sure that the raid force members were on time and it was especially fun when the server would re-set off schedule. We'd have members available during the day try to assemble a "skeleton crew" raid force to start the clearing, figuring we could CoHero the late-comers and thereby get a jump on our rival guild. Some more pacifistically-inclined members would suggest entering a sharing agreement with the other guild, alternating clears of the zone but I always felt that was wishy-washy. The game is one of martial competition, resolving issues with weaponry and my feeling was let skill and dedication decide!

That being said... in the first sentence I used the term "reasonable." Having Vex Thal be a keyed raid zone with a number of named spawns requiring a competent raid force to engage IS reasonable even if VT was a non-instanced zone that could---and would---lead to conflicts between guilds. How the stormwood bow is being handled in terms of being needed for all players to access areas that are NOT strictly intended for entire guilds to raid on a relatively infrequent schedule (Aten Ha Ra popped once a week, IIRC), that's NOT at all reasonable.
____________________________
Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#26 Apr 11 2014 at 3:32 PM Rating: Decent
Encyclopedia
******
35,568 posts
Sippin wrote:
That being said... in the first sentence I used the term "reasonable." Having Vex Thal be a keyed raid zone with a number of named spawns requiring a competent raid force to engage IS reasonable even if VT was a non-instanced zone that could---and would---lead to conflicts between guilds. How the stormwood bow is being handled in terms of being needed for all players to access areas that are NOT strictly intended for entire guilds to raid on a relatively infrequent schedule (Aten Ha Ra popped once a week, IIRC), that's NOT at all reasonable.


If I'm understanding what you're saying, that's more or less one of my long term critiques of the PoP expansion's approach to zone flagging in general. Which is why I mentioned upthread how I was surprised that they continued with the same method this long after the expansion was originally released.

Pre-PoP, flags/keys were generally group/solo things that granted access to raid zones/areas. So the bottleneck was getting sufficient numbers of guild members keyed for the zone(s) you wanted to raid. PoP turned this upside down, by requiring raid events to gain flags to content which was largely group (or even solo) useful. This caused a massive bottleneck, not just to raid content, but to all content. Most people hated it. It's the reason why they eventually replaced the flagging requirements in PoP with level requirements.

Sounds like PoW keying isn't quite as bad, but they're still doing the same "get a flag to gain access to group content" bit. Which I still have issues with. If for no other reason then it just doesn't scale over time. Right now? People will flock to it because it's the current new/hotness. Once it's not, it'll become a ghost town. No one's going to spend the effort for what ultimately will end out being at most sideramp content.
____________________________
King Nobby wrote:
More words please
« Previous 1 2
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 148 All times are in CST
Anonymous Guests (148)