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Experiences on PhinigelFollow

#27 Dec 16 2015 at 6:06 AM Rating: Excellent
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I didn't notice. It was a short quick fall but still fatal. I do think that's still part of falling animation.
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#28 Dec 16 2015 at 5:52 PM Rating: Excellent
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Rumours that the Phinigel server xp rate was changed in today's patch: true or not?


If not, I suggest* giving Lockjaw/Ragefire a shot (or another shot) before giving up on progression. I'm personally having a lot of fun on Lockjaw atm, and not sure I'm going to be active on Phinny for a while.

Edit: *if the slower xp rate is bothering you and/or ruining your interest in playing on Phinny

Edited, Dec 16th 2015 6:53pm by snailish
#29 Dec 16 2015 at 6:50 PM Rating: Excellent
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I do NOT think it's improved at all.
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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
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#30 Dec 16 2015 at 7:20 PM Rating: Excellent
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With the new /advloot tool i always use /hidecorpse always instead of /hidecorpse all. Make all the present and future corpses poof after they fall. Only time I need to turn back on is for a drag or rezzing.
#31 Dec 17 2015 at 4:12 AM Rating: Excellent
So far I'm liking it better than RF/LJ but just barely. My first experience left a bad taste in my mouth where the group was rush rush rush. Typical Gfay soloing, then Orc Camp play where we died here and there. Then we went to CB and I felt bad when I dropped a heal and the MT died... not being used to a healer it just about broke my level 7 Druid's heart. Still I played for hours and have enjoyed it. I don't know if I want to continue because I'm just not good at healing - I'm used to moloing at my own pace.
#32 Dec 17 2015 at 6:08 AM Rating: Excellent
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tysonwritesel wrote:
So far I'm liking it better than RF/LJ but just barely. My first experience left a bad taste in my mouth where the group was rush rush rush. Typical Gfay soloing, then Orc Camp play where we died here and there. Then we went to CB and I felt bad when I dropped a heal and the MT died... not being used to a healer it just about broke my level 7 Druid's heart. Still I played for hours and have enjoyed it. I don't know if I want to continue because I'm just not good at healing - I'm used to moloing at my own pace.


Healing a group is all about timing and you'll get better. The worst is playing a cleric during the days Complete Heal was a very effective spell. With its 10-sec cast time it could be agony waiting for it to land while the tank is approaching zero HPs. The debate is whether to bail out of the cast and try a fast-cast heal which heals for a lot less HPs. I'm surprised they've never come out with an update to CH, altho the Promised Restoration line is very helpful for large heals, but an entirely different approach to management.
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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
#34 Dec 17 2015 at 6:14 AM Rating: Excellent
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The /pick feature is very useful but it can be erratic. I've seen as many as 8 instances of Crushbone available at the time, all with under 10 players each, while the "primary" version of CB had under 20 players itself. Yet since the last patch I'm only seeing 2-3 versions, even when the primary version has 25 players, which is a LOT for this smallish zone. I wonder if they were generating new instances too quickly before and now they've toned it down. I kinda liked being almost alone in a zone like CB.

Also bear in mind if you're in an instance and you zone out (like to escape a train) when you zone back in, you're back in the non-instanced version of the zone. If you were grouped you need to remember which instance to /pick.

CB has some oddities which I sure don't remember from the past. Mobs run sometimes at as high as 46%. Seems to me the rule has always been 15%. A runner at 40% can be a real PITA. And sometimes they don't run at all! I fully understand the "logic" of runners, for example how when you are engaged with 2 mobs the first won't run while the 2nd is still alive. But the rules in Phinigel's CB seem to be different. Not end of the world but worth pointing out.

I've also had DB orcs walk right past me without aggroing, AND THEY CON KOS, which is also weird.

Honestly, I also kind of like DBG's new attitude toward camps. I can respect the concept of camping a small area with very static spawns, particularly if there's a potential named involved which drops something people seek. But I notice in CB some players trying to "camp" what amounts to practically an entire quarter of the zone. IIRC, the usual camps of CB were throneroom, tower, slaver pits, mines, tents, trainer and that's about it. The rest of the zone was pretty much FFA (free for all.) Like some players seem to think they claim "divine right of kings" to everything from the zone-in, over the bridge to the left and up to the mines. I don't think so.....



Edited, Dec 17th 2015 8:37am by Sippin
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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
#35 Dec 17 2015 at 9:51 AM Rating: Excellent
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Sippin wrote:
CB has some oddities which I sure don't remember from the past. Mobs run sometimes at as high as 46%. Seems to me the rule has always been 15%. A runner at 40% can be a real PITA. And sometimes they don't run at all! I fully understand the "logic" of runners, for example how when you are engaged with 2 mobs the first won't run while the 2nd is still alive. But the rules in Phinigel's CB seem to be different. Not end of the world but worth pointing out.

The ~46% thing is happening all over for me. I think it's an AI change (from I don't know when) that if you are killing the mob quickly it might decide to run sooner. I see this often when I send my pet on grey con mobs - the pet hits them once for half their hit points and they run immediately.
#36 Dec 17 2015 at 4:22 PM Rating: Excellent
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Felicite wrote:
Sippin wrote:
CB has some oddities which I sure don't remember from the past. Mobs run sometimes at as high as 46%. Seems to me the rule has always been 15%. A runner at 40% can be a real PITA. And sometimes they don't run at all! I fully understand the "logic" of runners, for example how when you are engaged with 2 mobs the first won't run while the 2nd is still alive. But the rules in Phinigel's CB seem to be different. Not end of the world but worth pointing out.

The ~46% thing is happening all over for me. I think it's an AI change (from I don't know when) that if you are killing the mob quickly it might decide to run sooner. I see this often when I send my pet on grey con mobs - the pet hits them once for half their hit points and they run immediately.



I'm seeing this on Lockjaw. I agree completely with Felicite's assessment of it.
#37 Dec 19 2015 at 4:55 AM Rating: Excellent
amastropolo wrote:
I have not been able to play on Phinigel yet. I logged in and made my toons, but the lag has been so unberable on every toon in every place I've been, that I can barely move or do anything, so I just quit and log out.


The problem was me, not them. I rebooted and applied a Windows 10 update that took over 2 hours to install (I guess I was behind) and that fixed the problem. Things run solid now for me. Having fun in game with a druid and a ranger (I gotta pick a main).
#38 Dec 19 2015 at 4:56 AM Rating: Excellent
snailish wrote:
Rumours that the Phinigel server xp rate was changed in today's patch: true or not?


False. Started by the people who hate the XP rates and are trying to get them changed. The large majority of people (non-scientific) seem not to mind. Though this weekend is double XP even on Phinigel.
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