my feedback for new pub
1. on tame-ables:
on tigers:
in-game feedback from someone that had not been to tc1 yet,
this is my sentiment exactly
on the dragon turtle:
does it have anything that makes it better than a greater dragon from a pvm perspective?
without something that makes it more desirable, i just don't see how it will overtake g.drags
(with the amount of farming that it takes to get a well-rated pet)
i will still get one, but i'm not sure if i will ever use it.
on non-tameable phoenix:
2. on loot:
a- will there be treasure maps for eodon?
b- i liked where the devs where going when they released imbuable artifacts with one desirable property (other than the scarcity of that mempo!). it's a shame they seem to be going away from that.
is the new armor set imbuable? if not, i see most of the arties as collector-only items.
this --->
http://stratics.com/threads/a-discussion-on-artifacts.350004/
c- where the stealables on the eodon test server for the focus group?
if yes, then i would like to see them on tc1 before publish so that everyone has an equal chance at the first run on their home shards
3. on masteries:
just some comments/thoughts/questions from reading the notes. also including some hopes from before the pub notes were released (i had hoped for counters for an opponent's trapped box/potion/apple, a balancing of magery with weapon skill for pvm - both an equivalent for armor ignore and the ability to use a slayer mage weapon while still impacting spell damage, and some stuff that would just be cool). although i'm sure some of these would imbalance pvp if they were implemented.
only my ignorant opinion/ food for thought
magery- i was hoping for a mastery that would balance with armor ignore for pvm it would be neat if death ray was direct damage, and possibly destroyed trapped boxes
mysticism- does the mystic weapon ability remain active after a disarm? i wish nether blast did direct damage or possibly destroyed trapped boxes (same idea of balancing with armor ignore)
necromancy- i wish that the command undead summons would remain until they are destroyed by combat. also, it would be very cool if a necromancer could raise a dead mount and then ride it (or maybe that could replace exorcism) - call it unholy steed
spellweaving- i think using the mastery as an answer to getting an arcane focus on less-populated shards is a great idea. mana shield would be better if it reflected the damage back like rpd
enchanted summoning- instead of buffing summons, i wish they gave a substantial cf-buff to spells that specifically belonged to that mastery.
bushido- i think anticipate hit should also give some sort of damage buff to counterattack. warcry could fizzle attacks and spells within a radius around the caster
chivalry- i think it makes more sense if rejuvenate was to be based on karma instead of weapon skill. it would be nice if holy fist had an area effect around the target of dispel evil (range based on karma and mastery level)
ninjitsu- shadow could also allow a greater distance while running in stealth (maybe indefinitely). i hoped that you would be able to use specials/cast non-ninjitsu spells while in animal form with this mastery.
intuition- seems pretty good. i just think the name could be better
archery- flaming shot should have an ssi penalty. it could require oil to be applied to a quiver (similar to applying poison to weapons) instead of using mana. it should also have a chance to destroy a trapped box
fencing- thrust could fizzle a potion or bandage. pierce seems op in pvm
mace fighting- stagger should give a sleep/splinter walk effect or short fc penalty and chance at destroying a trapped box. i wish they would replace toughness with a passive ssi buff and ability to drink potions with two-handed, non-balanced weapons (maybe call it momentum control)
swordsmanship- focused eye could be hit lower attack effect instead of hci buff
throwing- called shot should give an hla effect with a chance at disrupting a potion/bandage
saving throw- i wish magery with mage weapons and mysticism with mystic weapons in this were also included in this
parrying- shield bash could provide a temporary hit lower attack effect instead of paralyzing the opponent (reactive paralyze already exists on shields)
poisoning- could injected strike somehow include wrestling? (maybe allowing it's application to gloves) potency should increase the speed (timing change- less ticks in between)
wrestling- it would be nice if this mastery applied an hci buff. does the rampage cf bonus go over the item cap? knockout damage bonus should roll into rampage and be replaced with an ability that did a temporary freeze on potions/apples/bandages for a short duration following a successful hit (joint lock)
animal taming- i wish boarding was replaced with a 6th control slot (master legendary tamers should be able to control more beasts than other characters)