First off, let me say just recently I've returned from a long break. (Came back in october, but really only logged to say hello to old friends etc)
A) What do you guys think of the Khal Viceroy mob?
B) What do you guys think of the previous version of the mob? (Khaliment I believe)
Suggestion 1A)
This is a mob that is usually pet zerged, Rarely main tanked, is a very easy kill but requires quite a few people and 99% of the time the loot consists of: 1 spell, 1 gem, 2 khal weps. 99% of the people are killing him either for a spell or a gem. Most likely a spell. So you have this one mob, 15-20 people that drops 1 spell people are after.
My suggestion is if this mob stays the way it is, change the spell drop to more than just one. 2/3 spells per kill would justify making this mob take more people.
Suggestion 2A)
Make K.V. drop a quest item that could be used to turn in for spells. It gets a tad annoying getting 4 melee spells in a row.
Suggestion B)
Leave the 1 spell per kill drop, and change this mob back to Khaliment. Thus taking less people to kill, and a better % for everyone to win a spell.
Not basing this post off greed at all, but for many classes (especially caster and some melee) ZP spells are a class defining ability. It should be easier to obtain. (Like the previous ZP quests, which you could get your spells in a week or so)
What do you guys think?
there was many post on this . try serchin ur see how 99% of the ppl on here felt
letskill: Seeing as how 99% of posts get locked after they're a week old I didn't bother trying to bump one.
Thanks for your helpful input though
Speaking on MF, changing how tuff KV is now and lack of people, it has pretty much sank this server alot of people have just gave up, was only fun raid people could do. Even if u make a decent raid mob people would be willing to put in effort to tank it, 6-7 full stack diviner's or what ever the number was is to much on a dead server. I ended up with lots of 2/3 toons and yes i farmed in orginal zp on 6-7 toons to obtain spells, make KV a very hard mob to kill was tuff on low population i think should be farmable like it used to be give people a chance at least to get spells, still a time sink so SoE will be making money still right
My take on it is that it's a complete slap in the face to the loyal players who still play on the "dead" servers.
When they decided to "fix" KV, that really screwed the pooch for alot of players on those servers. I think only one guild kills him on hod now, the others can't even joint raid him it's gotten so bad.
I hate to see the other servers, at this point people can't really complain about multiboxers soloing him because now probably half of the people on these servers no longer kill him.
Edit*
That's my opinion of the situation from a week one player, and a paying customer.
Andy, I've thought about this one alot, too. I've been a part of numerous KV raids, and to this point, I have on both my mains (ench and wiz) a whopping 1 zp spell (thunder on my wizzy).
I guess the argument could be made that if/when I ever get the others, it will be all that much sweeter, but I gotta say increasing the spell loot by one wouldd be nice.
~Piojo
xcobainx wrote:
My take on it is that it's a complete slap in the face to the loyal players who still play on the "dead" servers.When they decided to "fix" KV, that really screwed the pooch for alot of players on those servers. I think only guild kills him on hod now, the others can't even joint raid him it's gotten so bad.I hate to see the other servers, at this point people can't really complain about multiboxers soloing him because now probably half of the people on these servers no longer kill him.Edit*That's my opinion of the situation from a week one player, and a paying customer.
When they decided to "fix" KV, that really screwed the pooch for alot of players on those servers. I think only guild kills him on hod now, the others can't even joint raid him it's gotten so bad.
Totally agree on this, KV is able to be petted... but you cant set up a decent grouping raid of toons of 1300 to 1500 cmed toons to main tank it unless you have the number game down, meaning heals...If is left like it is least make spells farmable for people to have fun and complete there toons.
He shouldn't be the only way to obtain spells... nothing wrong with him dropping them but the faction grind for spells should of been re implemented long ago or never removed in the first place. It wasn't easy(well pre portals it wasn't) but at least you controlled your own destiny on how fast you got your spells. Now you're bottlenecked into needing KV to not only drop a spell you need, you also have to win the roll on it.
Loot system like that is all fine when it comes to gear, but with spells that have become vital parts of the game its extremely flawed.
Wikedlyrics wrote:
He shouldn't be the only way to obtain spells... nothing wrong with him dropping them but the faction grind for spells re implemented long ago or never removed in the first place. It wasn't easy(well pre portals it wasn't) but at least you controlled your own destiny on how fast you got your spells, now you're bottlenecked into needing KV to not only drop a spell you need, you also have to win the roll on it.Loot system like that is all fine when it comes to gear, but with spells that have become vital parts of the game its extremely flawed.
He shouldn't be the only way to obtain spells... nothing wrong with him dropping them but the faction grind for spells re implemented long ago or never removed in the first place. It wasn't easy(well pre portals it wasn't) but at least you controlled your own destiny on how fast you got your spells, now you're bottlenecked into needing KV to not only drop a spell you need, you also have to win the roll on it.
Exactly. I was upset to see the quest/faction grind removed. I could care less if it wasn't for the fact that these spells are vital to any character. Every archetype greatly benefits from these spells and should have a fair shot at getting their share. Not getting 15-25 petters to kill once every 2 hours or so, getting 1 spell/1 gem, and then hoping to win the roll.
Regardless the way it is...only 1 person benefits from the kill, and that's not enough. Not for these spells anyway, if it was gear we were talking about it'd be a different story.
we all been sayin it from update they chgd him hasnt helpd so more ppl keep quitin
letskill wrote:
People quit before they changed him, people quit before Khalimet even existed. My point is people are always going the quit no matter what and anyone who uses KV as a excuse to quit obviously had other beefs with the game. This thread is more about the issue with spells not the whining and complaining because he can't be kited.
I've been back playing the game since September. I've probably killed KV 50 times in that timeframe from kites, to MTs, to now pets or channelors.
In those 50 kills, I've got 2 of my 3 spells (I only have/play 1 60), and BOTH were because I was the only melee there and/or the only one rolling for melee.
My solution.
1. Leave KV alone, possibly make the channelor root not work, petting with nearly 20 petters or MT'n him is one thing, but being able to be killed by 5ish channelors because their root happens to work is just as bad as kiting was...
2. Make spells drop off ALL raid mobs on ZP, RZ, TZ, VZ, RM, and KV. 1 spell should drop off every kill, regardless. You'd see people killing RM again more often.
3. Make the long grind/faction quest available again for those who don't raid. Make it difficult and long, no doubt, but at least have the spells obtainable for players in non-raid guilds.
My thoughts:
Take his "root" back off (or atleast give like a 3 minute timer on its' recast) and slap a 30 minute timer on him starting with the KoS spawn. That 30 mins can be from KoS spawn till despawns and island gets cleared. I don't agree with 2-3 toons up there wasting 3 hours while everyone else is waiting in lines with a decent force, but you shouldn't need 20-30 toons to partake in arguably the most significant raid/quest in game, especially not after how he was for so long. If you can muster 30 toons to MT VR properly, then you don't even really need ZP spells. But things like the Tank and Healer spells can help the less popuated do a little more with what they have.
I've been batting around the idea of jointing Viceory since the day of the "fix". But the dropping 1 spell and 1 gem just worries me about reactions. Right now we get along so well with the other 2 "big guilds" that a rift over this worries me. It makes me a little sad being the only guild on the server able to kill Viceroy. I don't like the idea that if a player wants to get a PoD spell or a ZP spell, or whatever..they HAVE to be a member of one particular guild. ZP spells, Khal Gems, and even the Saph Swords are arguably the best addition to the game right now for players and about 80% of the players are now cut off.
Even if the Devs make a way for people to farm the spell on their own, I'm all for it. But the only problem with the previous Viceroy is that you'd occasionally get 1 or 2 people that would try to do on their own and would clog up VR all day, which understandably gets the bigger guilds to demand a nerf. If they keep him "fixxed" like he is now, I'd like to see them add in mob in the future who works like old VR. I just don't see how excluding players can be beneficial in any way.
He shouldn't be the only way to obtain spells... nothing wrong with him dropping them but the faction grind for spells should of been re implemented long ago or never removed in the first place. It wasn't easy(well pre portals it wasn't) but at least you controlled your own destiny on how fast you got your spells. Now you're bottlenecked into needing KV to not only drop a spell you need, you also have to win the roll on it.Loot system like that is all fine when it comes to gear, but with spells that have become vital parts of the game its extremely flawed.
All true, he should be a raid mob is lotta guilds on CLW iam sure raid on a daily basis. Was no reason to remove the farming part, the farming was difficult to a point, if you lucky nuff to hit some the portal mobs it was fast no doubt. It be nice way to obtain them throu farming/exping isn't like it is going to ruin this game any more then it already is imo. Is true alomst all the best gear is throu qsts now and mobs you can farm.
Beowoulf wrote:
Agreed.
I think the ZP gods fill a nice void of giving a tougher mob for the bigger guilds to have a challenge. I think ZP spells would be a nice fix for thier loot table.