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  1. #1
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    Join Date
    Mar 2011
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    [dev1019] Voidwatch Refinements

    So I figure this would be the best place to comment on the changes upcoming regarding Voidwatch given the devs want feedback on content.

    While the idea itself of Voidwatch being "anti-Abyssea" in its requirement to hit a large number of triggers only possible through bringing a variety of jobs is ideal, there are problems with this that leave the event currently barely desirable.

    1. The reward system punishes any attempt to split or share treasure.

    While I understand the reason for making treasure personal stems from the old fashioned quarrels over loot which weren't limited to surprise ninja lots and broken alliances, the current treasure system can award one person a R/EX item they cannot use or won't use leaving that awkward feeling of wasting drops.

    Could this not have been a point system instead? Or simply introducing an option to put treasure into the lootpool would have sufficed. Either way, the lack of a main lootpool is a huge drawback that leads to unfair loot distribution that favors giving it all to the CPU rather than the architects of the alliance.

    From one extreme to the other as it were.

    2. Voidstones aren't the problem, rewards are.

    With the initial 20hour cooldown on VW, immediately we got an alternative method to use Voiddust in order to access the event more often yet the problem simply is that the rewards are sparse for an event attempting to lure in 12+ man groups.

    While this is partially due to no level cap increase, the event demands more work than Abyssea yet barely delivers on that effort. The lack of unique drops and the high likelihood of getting worthless gemstones or ingots is partly why this event is currently simply a novelty.

    It's been over a month and some of the treasure from this event hasn't even hit the AH yet. Is that not evidence that the event has not been received well?

    Garbage like the Accursed Belt doesn't help either.

    3. The !! system is currently in need of refinements.

    With the introduction of nearly every job class into the VW !! system, the likelihood of not finding the trigger is extremely high especially when a trigger can seemingly be any spell within an elemental school.

    While it can be exciting to have seemingly anything be a proc, the bond between high levels of procs and actually getting something other than gemstones leads to frustration when you cannot !! due to having to rotate through dozens of procs.

    If the system is going to be designed to need an alliance or more, the drops honestly need to reflect the diversity of the jobs brought out to battle.
    (2)
    Last edited by Sparthos; 06-16-2011 at 10:03 AM.

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