Slayerj
Posts: 121 Joined: 03-22-17
Last post: 1342 days
Last view: 327 days
Barri:
Let's get straight to the point, with the addition of A2S1 we now have a fantastic place to mine, Dyntherehrere, (I don't have the time atm to log in and get the name haha.) located in Port Cobh. This dungeon is very short and seems very new player friendly in how strong the mobs are. It leads into a straight line of a shadow mission instance filled to the brim with baddies to slay as you make your way to either a second new dungeon, or a new-ish location in Iria! Along the way mobs can drop keys for up to five chests, and up to 3 cool bosses can spawn at different locations on the sea floor. It's a cool addition and can net you some really neat items, such as the ore creates that hold up to 150 of one type of ore for 3x2 inv space! To top this area off, there's ore to mine all along the path that offers much more gold and silver than normal mining or Metalurgy could. You can even get Geods, but at this time I'm not sure what they do as they seem to not be working? I'm assuming they give ore or gems, but time will tell. The best part is that these mining spots are a 99% gather rate! It's truly the place to go for your gold and silver needs, while still giving you plenty of iron and copper.
That said, this... Heavily kills Barri for mining. Long dungeons, base 50% gather rates on the ore, slow pace to your gathering as a end result of the two, and no rewards to offer that really mean much or help you with your ore gathering (Creates). It's a fantastic update and I've loved every second that it's helped me plow through my refine ranks of two different characters, but looking at the big picture, it just made content more outdated in a sense. Could the ore from all versions of Barri/other locations offer up to 10 ore per deposit with the same 99% (or at least 80%) gather rate? This is just a small change and I doubt it would make people gather ore from these locations instead of the sea floor, but that doesn't mean old content should be left to rot, we're not Devcat/Nexon.
Animal Taming:
Before I even start this one, I know people are going to come out of the wood work to defend this skill for being completely fine. Just stop, you can yell up and down that it's fine and that people actually use it. I've seen at most 1 person use it in my year and a half of playing this game, and completely gave up on making use of it after weeks of messing with it in the past.
Let me first go over how this skill works. First you equip a taming cane in one slot, and bait in the other, both of which effect the % rate at which you tame a mob. So, after you give up an equipment slot for this one skill, you then must either yourself or a friend, weaken the mob to around 25% or 30% health, after which you can load the skill and attempt to tame the mob. Your % rate is based on skill rank (or so it claims), bait, cane, and might also get a bonus from control of darkness. Upon taming an animal, it stays at the low health you left it at and can only be healed via heal or gifting potions, neither of which you can do with CTRL click (which appears to be unchangeable). The tamed mob might have a different skill or AI compared to normal and will fight for you for a short time period. In this time period, if you move via a load zone of any kind, your mob will leave you. This means map loading zones such as Stairs in dungeons, Changing maps in the over-world in any way. You may only have one mob tamed at any rank as well. Not every mob can be tamed, which is obvious or this would be very powerful regardless of how it worked, but some mobs can't be tamed that make no sense, like lions in cor for example while actual fomors, like Lancers, can be.
This skill is abysmal while also being very unique and cool. The only other skill like it is the DK trans skills, which is very powerful but costly.
There are a number of ways to fix this skill. Ranging from removing the hp requirement, full healing the tamed mob, allowing you to tame up to 2 mobs at near end level ranks, allowing mobs to follow through load zones (like control of Darkness, a skill generations before, does) making all tamed mob AI more aggressive, altering what can and cannot be tamed, slightly raising the tame % (It's based on a number of things), or completely changing the skill with some add on of gaining a summon item that works off rank that you can use later, based on the mob tamed and not allowing more summoned than your rank allows. Some of these are minor and require less work, other require more, and any mix of these would be nice, because as the skill stands now, it's just there for a single bit of G8 story and nothing else.
I understand a skill like this has the power to be OP if over tuned even a little, because it completely eliminates a single mob, but a good way around that is to not allow canceling the mob and sending it away. (Though if that method is taken, please re-tune the training methods lol)
Okay, can we get some thoughts on this? Yay, nay, why, something else better?
Banned
Posts: 14 Joined: 01-21-18
Last post: 1859 days
Last view: 827 days
Barri was already made redundant for ore farming because metallurgy existed, outside of niche uses. (g2, refine, spirits). I haven't tried this dungeon, but it always seemed to me that no one was really hurting f or ores but rather leathers and tough strings as an example. On top of getting merchant mastery, refine and mettal are reallt easy to handle especially since the requirment was nerfed already. I don't know if you were trying to say this, but to me this part of the update seems incredibly redundant. I'd also call it unnessary as it sounds like it kills the already pretty low value of ores
To go back to your suggestion, I'd rather see the end chests of all the old dungeons looked at, or maybe work with mob drop tables if that is possible now. Not only are old dungeons not hard enough for the speed players are progressing, they still have nothing to offer besides rabbies now relatively busted pay out for how easy it is. Apologies for the slight digression there.
Yea, the mob should receive a buff upon taming or at the very least be healed back to where it started. It's biggest issue right now is the speed and inconsistency.
It's slow and inconsistent if the mob will attack will attack what you want, and better yet, how you want. Devils advocate, that's why no one uses these skills because they just aren't fun or beneficial.
Random suggestion, increase the amount of monsters you can tame and make it like diablo 2 necro where you can just swamp the world in monsters, ai issues would be resolved by having more stuff.
Domirade
Posts: 42 Joined: 07-05-19
Last post: 325 days
Last view: 267 days
Taming is not a useful skill. It has maybe one or two uses. It also doesn't give any stats whatsoever, so unless you want to do G8, feel free to skip it altogether.
I don't understand your complaint about Dyfnfor making Barri obsolete. Barri was already obsolete for the purpose of gathering anything other than iron. To the point where people are strongly encouraged to do Metallurgy if they are trying to rank refine.
Dyfnfor provides an extra source of primarily silver and gold, alongside gems (if/when cracked geodes work as intended?) which makes it a viable alternative to metallurgy at the pain points of refine where most people run low on one or the other depending on where and how they're metallurging. And yes it makes ore crates a possibility but I'd caution that the mobs in the dungeon (and especially the Trench) are a bit tougher than what you'd encounter in Barri. For people who are already done with Refine and actually want materials for blacksmithing, the crates provide a slight incentive to go through Barri with a speed pickaxe over just alchemizing unknown ores into iron.