Sai

Members
  • Content count

    145
  • Joined

  • Last visited

  • Days Won

    3

Sai last won the day on June 1

Sai had the most liked content!

Community Reputation

41 Excellent

1 Follower

About Sai

  • Rank
    Advanced Member
  1. people want to be social, have more raiding partners, who are we to limit ppl to only 99 guild members? imo guilds can be as large as they want, the un-organized ones will fall apart after a few weeks, the organized ones will be kept to a managable size themselves anyway.
  2. most of your post was from a personal perspective, you gave a few reasons but they are all from your point of view. the in game activities are based on your experience. it's great to try and suggest things to the game, im just trying to remind you that not everyone feels the same way and perhaps you can re-think on a few of the points. regardless of the size of the guild, not everyone will be able to participate in every event/raid, that's just nature of mmo. this is really a player managed social aspect, the game should leave as much freedom as possible and let the guild masters handle it. the reasoning for a smaller guild is better fit for a clique group, in which there is no point to restrict EVERY single guild to have low member counts. also, a few things you mentioned are wrong - eg. guild war is based on guild size, the more you have, the more flags open up. my guild easily has 100+ competing in any given war.
  3. not viable to enforce everyone to have smaller guilds, because you dont want to run a large one. guild war as far as i know is random(ish) pairing, you'll have to figure out how to fight larger guilds with less people. simply not viable to ask devs to change a hard limit in game because of personal preference imo, since there doesnt look like many who would like a smaller guild.
  4. Or you could convince the guild master to only keep 100 players. Could always pose a smaller soft limit on the number of members you keep in the guild. I guarantee you the minute you reduce a hard limit, people will cry about it too limiting.
  5. ^ that, p2p and f2p are probably more accurate descriptions, does not make one 'better' than the other. i've spent a little on the game (in the 3 digits), so far i've got basically nothing to show for it - game RNG has been... unkind to me (ahem, not that im complaining...*cough*) does that make me p2w?
  6. i still remember the day when grinding exp for the next level meant killing elite mobs that gave 0.01% exp on the current level, with a party that stayed online for days on end. camping 48 hours on a special mob that respawns once a week for mount token (and dealing with the ensuing PvP chaos). running the instance for the 5,000th time because the one item you need has a 0.05% drop rate on the last of 7 bosses. or, you know, maybe im just old.
  7. Every thread that basically says "i want the best/prettiest things in game but i dont want to invest time/money" should be automatically ignored.
  8. Paladin, hopefully the paths are along the lines of buff, debuff and heal tank
  9. Still, official word would be good @RedPanda
  10. completely derailed, maybe move to a pvp discussion thread
  11. maybe after the nerf, i played warrior pre-nerf, even things like heroic AA i had to run around like crazy to avoid AOEs
  12. the problem here is not just the pure capability to dps, but also CC and heal. geared mages are basically unkillable 1v1, has insane burst, heals themselves (and others?) and also high mobility, if so they choose. it's about the ability to do everything, which makes it OP in pvp and pve. no other class or path is as capable as mages (at the moment) to do damage and survive. glads dont have the damage and scouts are squishy. do they sound OP yet?
  13. which means exec dmg needs to be high in burst to make up for the moving around time. but not high enough to be over powered in pvp <- this is tricky.
  14. While i enjoyed the post - was there any reason why you chose to space it out with so many line breaks? ;D Quite right on that specific crowds picks specific classes, not going to elaborate on it - dont want to offend anyone. The classes are a little unbalanced right now because devs have not defined their role yet. They have tried to do everything with every class - almost. Why? because CoL has separate paths, there are only so many functions of a character in an MMO, dps (Single Target, Multi-Target), support (Heal, Buff, Debuff, Crowd Control), tank. If CoL could establish an identity to each of the Paths (not class), i think the balancing issue could be solved. Is scout supposed to be the highest single target dps? or mage? if mage can do heavy AOE dps then should they also be the king of single target damage? how do we mitigate the disadvantage of exec/fang dps in that they have to run around and cant dps constantly? if scouts have hardly any CC, should their damage be higher? if forest guide is supposed to be single target pvp, should they get some additional pvp dmg or disables? Lots of questions, all comes down to the identity of each path.