Now that some days have passed I can post something about the patch.
The Good:New High Level Arenas. Now they they are not that long anymore even a lazy person like me will do them from time to time.
Other Arenas. More fun too. They just need a little bit more fine tuning like 2-3 Mini Bosses in later rounds and probably a new Class between Mini Boss and Boss at the end. Could be something Monster could generate or Tenb just nominates a few Customs for that position.
Monster bringing loot now. Nice (IMG:[
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style_emoticons/default/happy.gif) Finally they bring back something for all the millions and millions I spent in the lab.
The Bad:Damage. Monsters do less damage but so do we. Everything takes longer now. I spent month and month to get stronger and now im weaker then I was when I started maging with really shitty gear and profs at 40ish.
Grindfest. Stamina Drain is just to much now. I can understand why it was nerfed for mid level players but not why it was nerved for High Levels. The higher you get the more the Training costs rise. If a training costs 5 million but you generate just a few Cs all 1000 rounds something is wrong.
Credit Nerv. Loot does not sell for much anymore. See problem above. You spend lots of time but generate very few Credits.
Not sure about this:Accuracy. Now Monsters can evade and shit so it makes actually sense to train something besides STR, DEX and END (IMG:[
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style_emoticons/default/happy.gif) But combined with other things like reduced damage and small nervs to Haste it becomes awful.
Sure Monsters do less damage but you will miss which can be a problem deeper in Item Worlds where every miss drains a lot of Spirit.
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Once Damage gets somewhat fixed (only so low because an unknown bug was fixed) and Tenb invents a clever system that keeps Mid levels from generating to many Credits and High levels from gaining to less everything will be fine (IMG:[
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This post has been edited by Ichy: Jul 15 2011, 18:39