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Mystera legacy mace
Mystera legacy mace









mystera legacy mace

Multiple people can attempt this at a time but it will only record your attempt if you are solo. Then northwest of that there is the PvE arena, where you can challenge waves of monsters to see how long you can survive. The rating does decay over time so a new champion will be crowned if you go inactive. The first is a PvP arena where you can fight it out and you will be assigned a rating which determines your spot on the leaderboards posted outside the arena. And i love a lot of the tweaks and adjustments made to the pvp and gameplay in the past few months (other than dropping more skulled) This is just my 2 cents after pumping many hours in.Come check out the arena north of Market Square, and be sure to bring tickets for you and your friends. this will see “berzerker” class players running around shieldless with 2 handed weapons risking shieldless instadeath for a ww kiting playstyle.Ī new bow with built in pen 25% would also make bows viable after a bit of testing recently I think this would see them used.Īnd an idea for a new area thats fairly easy to access similar to sk area with say 10 floors each getting much much harder with dense spawns and high reward chests, this would create and area no solo player could hunt but encourage tribes to hunt together and roll on good rewards, it would also see tribes clashing for control of the chests because at the moment uw is a solitary place and sees little compitetion and rarely any team fights, mystera seems to lack a real tribe hunting area (excluding the 2 bosses). Give pickaxe 50 percent pen please including whirlwinds. ww3 reflect from quils while debuffed can do the same.

mystera legacy mace mystera legacy mace

please add a debuff cap… 4 x tentacles can combo your whole hp in 1 volley… which would’nt be bad if endgame ascenders didnt lose 1000 hours work for something this simple. Next is potions… the more hp you get the more you can be quarter cap hit for (for me its 324 but potions heal a flat 200… perhaps making potions heal 100+healing skill+5-10% max hp for a little bit better endgame scaling?įlayers. please make it scale 10+1/10th heal skill. I also feel shrooms need to have their heal adjusted, it feels like a 50 percent heal atm and this causes many problems for lower players getting stuck with a lich or gb (even higher players can struggle to dps the heals) the heal could be re adjusted to something like 10% + 100 hp for a more reasonable scaling on high hp monsters.

mystera legacy mace

To stop top tier players dominating the high end gear market I feel flayers need to be moved to 100+ (even floor 99 doesn’t see great drops but atleast ot sees some good pieces pop up) ghostblades moved to 80 and liches moved to 60. Now light is viable and easy obtained with knitting I think crafting needs to have its rune procs moved closer in line with knitting procs.Ĭurrently feels like 50 percent of the servers strong heavy armours/weapons/shield have been found by me in Uw and with the addition of flayers and now vamps uw 100 is harder for players trying to reach gear they should be able to reach. Other than an R spike 3 with 10 arch and an S5 sig it was all trash.Ĭompare this to knitting where 1000 wool can knit s5g5 and s5r5 pieces (including ring slot items) with much more ease, and seeing as glowing is much more useful in pvp than flat damage, people or using bowmans scarfs instead of rings because they are simply much more craftable.Ĭrafting is literally dead endgame, items in uw dropping s5r5g4 and people knitting s5g5h4 light pieces now light has a dodge buff which gives advantages at endgame pvp yet you can spend 20k iron and not get anything near the same in an iron plate that doesnt give a dodge bonus… I’m yet to hear of someone crafting an s5g5 sig/mace/heavy armor… So recently I spent 1500 gold 1500 rubies a ton of iron and steel making spike bands, warriors sigs, steel maces and iron maces.











Mystera legacy mace