Really? What was it before?
Challenge: Slow & Steady
Re: Slow & Steady
You just took a really bad beating. But yes, about spells and other abilities it doesn't fit in the first place to get to know certain spell because you killed some beast. I think you have to imagine that your character is training that spell/skill and then he gets to use it well, not that he actually learns it from 0 to 100 the moment he speaks to the trainer.Allwynd01 wrote: ↑Tue Feb 08, 2022 1:45 pmIf you lose levels, how would you solve abilities and talents? Do you lose them too when you drop below the required level? How do you explain this lore-wise? With amnesia? You were defeated in battle and you received a pretty hard blow to the head so you forgot how to use Mongoose Bite level 3 and can only use Mongoose Bite level 2 that does slightly less damage... It doesn't make sense to me.Merikkinon wrote: ↑Sun Dec 26, 2021 5:37 pmTechnical question:
Is it possible to actually LOSE a level (I don't mean in TWoW currently, but in the game mechanics)?
Just curious because I have been thinking of a challenge mode that incorporates a bit of the risk of HC mode and a bit of the elongation of Turtle mode, but in a unique way.
Just would like to find out what the game engine allows.
It would be interesting to be able to lose levels, but the mechanic sounds very difficult to implement in a good way.
Maybe don0t die but get a debuff for some time?
Re: Slow & Steady
That's exactly the idea OG Blizz wanted to implement with spell skill levelling system. Alas, they didn't find that balance between learning a new spell and mastering the spell. That's why we still have ranks. Sole reason downranking spells sometimes more efficient than using the highest available spell. Mages are a good example on that, just like priests and druids with healing.Markuis wrote: ↑Thu Jun 09, 2022 10:06 pmYou just took a really bad beating. But yes, about spells and other abilities it doesn't fit in the first place to get to know certain spell because you killed some beast. I think you have to imagine that your character is training that spell/skill and then he gets to use it well, not that he actually learns it from 0 to 100 the moment he speaks to the trainer.Allwynd01 wrote: ↑Tue Feb 08, 2022 1:45 pmIf you lose levels, how would you solve abilities and talents? Do you lose them too when you drop below the required level? How do you explain this lore-wise? With amnesia? You were defeated in battle and you received a pretty hard blow to the head so you forgot how to use Mongoose Bite level 3 and can only use Mongoose Bite level 2 that does slightly less damage... It doesn't make sense to me.Merikkinon wrote: ↑Sun Dec 26, 2021 5:37 pmTechnical question:
Is it possible to actually LOSE a level (I don't mean in TWoW currently, but in the game mechanics)?
Just curious because I have been thinking of a challenge mode that incorporates a bit of the risk of HC mode and a bit of the elongation of Turtle mode, but in a unique way.
Just would like to find out what the game engine allows.
It would be interesting to be able to lose levels, but the mechanic sounds very difficult to implement in a good way.
Maybe don0t die but get a debuff for some time?
Slowly turtling my way up.
- Sapiverenus
- Posts: 55
Re: Slow & Steady
It's pretty basic. You were killed, revived, and now are weaker than before. Now your Mongoose Bite doesn't hit as hard. Easiest thing to explain really. If you get beat up in real life you become physically weaker; injury can cripple; and death is quite an extreme.Allwynd01 wrote: ↑Tue Feb 08, 2022 1:45 pmIf you lose levels, how would you solve abilities and talents? Do you lose them too when you drop below the required level? How do you explain this lore-wise? With amnesia? You were defeated in battle and you received a pretty hard blow to the head so you forgot how to use Mongoose Bite level 3 and can only use Mongoose Bite level 2 that does slightly less damage... It doesn't make sense to me.Merikkinon wrote: ↑Sun Dec 26, 2021 5:37 pmTechnical question:
Is it possible to actually LOSE a level (I don't mean in TWoW currently, but in the game mechanics)?
Just curious because I have been thinking of a challenge mode that incorporates a bit of the risk of HC mode and a bit of the elongation of Turtle mode, but in a unique way.
Just would like to find out what the game engine allows.
It would be interesting to be able to lose levels, but the mechanic sounds very difficult to implement in a good way.
Hostiles raiding from Dungeons; Unique Meeting Stones no LFG
Class Leveling Mechanics
Big and Deep Ideas
Darker Nights Ideas
Challenge to anyone reading:Think of what a good 100 hour level 1 - 20 custom experience would be.
Class Leveling Mechanics
Big and Deep Ideas
Darker Nights Ideas
Challenge to anyone reading:Think of what a good 100 hour level 1 - 20 custom experience would be.
Re: Slow & Steady
You basically described what Resurrection Sickness does.Sapiverenus wrote: ↑Sun Aug 28, 2022 6:01 amIt's pretty basic. You were killed, revived, and now are weaker than before. Now your Mongoose Bite doesn't hit as hard. Easiest thing to explain really. If you get beat up in real life you become physically weaker; injury can cripple; and death is quite an extreme.Allwynd01 wrote: ↑Tue Feb 08, 2022 1:45 pmIf you lose levels, how would you solve abilities and talents? Do you lose them too when you drop below the required level? How do you explain this lore-wise? With amnesia? You were defeated in battle and you received a pretty hard blow to the head so you forgot how to use Mongoose Bite level 3 and can only use Mongoose Bite level 2 that does slightly less damage... It doesn't make sense to me.Merikkinon wrote: ↑Sun Dec 26, 2021 5:37 pmTechnical question:
Is it possible to actually LOSE a level (I don't mean in TWoW currently, but in the game mechanics)?
Just curious because I have been thinking of a challenge mode that incorporates a bit of the risk of HC mode and a bit of the elongation of Turtle mode, but in a unique way.
Just would like to find out what the game engine allows.
It would be interesting to be able to lose levels, but the mechanic sounds very difficult to implement in a good way.
Re: Challenge: Slow & Steady
Git gud. Get better equipment and higher level before entering the dungeon.
Tank is responsible for his personal preparation. You are not supposed to die often.
Xudo - tauren warrior 19 Sergeant armory.
I don't raid and rank, so you can not bother asking.
Nerf high level enchants on low level gear
Add lvl requirement to bandages
Best and optimal gear for 10-19 twinks
Have fun not only at 60.
I don't raid and rank, so you can not bother asking.
Nerf high level enchants on low level gear
Add lvl requirement to bandages
Best and optimal gear for 10-19 twinks
Have fun not only at 60.
Re: Challenge: Slow & Steady
The "git gud" is a bit antagonistic, but I agree with the thought behind it. I rarely see people die in dungeon groups I've been in. I grant that I have the privilege of knowing a good healer that I play with, but aside from that, it just boils down to dungeons needing to be approached with some care and thought. If you're the tank, keep in mind how much you can reasonably handle, and where you can pull it to in order to avoid dragging in unnecessary mobs (and don't LoS your healer). If you're healing, keep in mind your mana and cast times, and respond to damage as efficiently as you can. Remember that you don't always need your biggest heal, and lower ranked ones can be useful even at later levels, make sure the group knows when you need to stop to drink, and keep mana pots on hand for emergencies.
Re: Challenge: Slow & Steady
Forget LFT, roll HC.. U will get into dungeons with ppl who do not like dying.
Re: Challenge: Slow & Steady
Not all players are that good. Making mistakes and dying is okay. Newbies come to the server, they also want to get gaming experience. It's a pity that the developers killed low-level dungeons.
Re: Challenge: Slow & Steady
I'm actually a newbie myself. I played a little bit back in the day, but never got very far. Turtle is my first time having a character that made it past the first few zones. For me, playing on Hardcore is a way to improve my skills. The high penalty for dying means that I have to put a lot of thought into what content I do, how I approach it, and how I make use of the tools the game gives me. Sure, I've had to restart the character a few times, but I end up learning something from each death, and understanding why I died that time, instead of just throwing myself at a brick wall until I get through it, which I think has helped me immensely in becoming a better player.
Re: Challenge: Slow & Steady
I'm sorry what are you doing not in the hardcore forum thread? Thank you, I already understand your point of view. No need to repeat.
Re: Challenge: Slow & Steady
I'm not sure you do. I'm saying that it's not just for players who are already good at the game. Having an extra challenge can be an incentive to improve, and look at what went wrong when you die so that you can figure out how to avoid it next time.
Because ultimately, Slow and Steady is a lot like Hardcore - a self-imposed challenge. If you don't like the penalties, you're allowed to drop it. If not, then also like with Hardcore, you accept that it will make the game more difficult, and places an expectation on you as the player to master the game and avoid dying. It's very much possible to clear dungeons without party deaths, much less multiple.
Aside from that, I'm sorry if you're having trouble finding people to tank and heal, but S&S players are allowed to group with normal players. So it's not the penalty that's responsible for that.
Because ultimately, Slow and Steady is a lot like Hardcore - a self-imposed challenge. If you don't like the penalties, you're allowed to drop it. If not, then also like with Hardcore, you accept that it will make the game more difficult, and places an expectation on you as the player to master the game and avoid dying. It's very much possible to clear dungeons without party deaths, much less multiple.
Aside from that, I'm sorry if you're having trouble finding people to tank and heal, but S&S players are allowed to group with normal players. So it's not the penalty that's responsible for that.
Re: Challenge: Slow & Steady
The only reason I support this change, would not be to incentivize more people to queue up.
But rather to prevent whiny people from quitting a dungeon after dying (to their own fault) because "I lost too much xp, its not worth it bye".
But rather to prevent whiny people from quitting a dungeon after dying (to their own fault) because "I lost too much xp, its not worth it bye".
Re: Challenge: Slow & Steady
I don't think that this should and can be prevented.
If they don't lose xp, they would pretend they lose money for repairs. Same thing.
Whiny people will whine. They just need an occasion.
Developers do all right. Low level dungeons pop often, they are not "killed" in any sense of the word.
There is a problem in finding tank, but it is not related to xp penalty for death.
Not everyone do Slow&steady afterall and you are not forced to do it.
Xudo - tauren warrior 19 Sergeant armory.
I don't raid and rank, so you can not bother asking.
Nerf high level enchants on low level gear
Add lvl requirement to bandages
Best and optimal gear for 10-19 twinks
Have fun not only at 60.
I don't raid and rank, so you can not bother asking.
Nerf high level enchants on low level gear
Add lvl requirement to bandages
Best and optimal gear for 10-19 twinks
Have fun not only at 60.
Re: Challenge: Slow & Steady
Well, you can't go against the flow. The rest seem to be fine with it. Will have to play solo until 60. Only 4 levels left. Sadly.
PS. Oh yeah, 5% on 56, or gold to repair is a very fair comparison.
PS. Oh yeah, 5% on 56, or gold to repair is a very fair comparison.
Re: Challenge: Slow & Steady
I cannot feel any compassion for u. U chose the glyph. U knew what it does. U do not like the penalty - why pick up the glyph?
Re: Challenge: Slow & Steady
If the penalty would be removed, then turtle mode would literally be normal mode in dungeons. Because you already get the same exp than a normal player in a dungeon.
So a turtle player could only dungeon-level, as fast as a normal one, and get the rewards without any effort.
Conclusion: that would be a dumb and imbalanced change.
Easy fix to your problem : if you don't want the experience turtle mode provides, do not play turtle mode.
So a turtle player could only dungeon-level, as fast as a normal one, and get the rewards without any effort.
Conclusion: that would be a dumb and imbalanced change.
Easy fix to your problem : if you don't want the experience turtle mode provides, do not play turtle mode.
Main: Whitemare
- Eightysixed
- Posts: 30
Re: Challenge: Slow & Steady
I too can confirm this, we do not like to die at all! We are methodical in our dungeon runs.
- Billymenager
- Posts: 9
Re: Challenge: Slow & Steady
I have sword of thousand truths after reaching 60lvl, equipped, added to colection but i dont see this in collection. Can i transmog other sword to this look?
Re: Challenge: Slow & Steady
Why are you decide that Sword of a Thousand Truths is sword?
With sword equiped I have crit chance 15,9%
With Sword of a Thousand Truths equiped I have crit chance 10,9%
I have 305 skills for swords and mace, 300 skil for axe.
So, It is not sword, not mace, not axe...
With sword equiped I have crit chance 15,9%
With Sword of a Thousand Truths equiped I have crit chance 10,9%
I have 305 skills for swords and mace, 300 skil for axe.
So, It is not sword, not mace, not axe...
-
- Posts: 38
Re: Challenge: Slow & Steady
If you make it an actual sword, some classes of characters would be unable to equip it.
Re: Challenge: Slow & Steady
Looking how much people can currently boost their xp (tents, war glyph, full exp from grey quests), rewards from this challenge should be waaaaaaaay better.
Btw. war mode should give something pvp related, each 10 levels, not boost experience.
Btw. war mode should give something pvp related, each 10 levels, not boost experience.
Re: Challenge: Slow & Steady
200 turtle tokens....the question is, is it for the character 200 or for the acc?
Alternatively, can I transfer these Turle tokens from one acc to another acc?
I look forward to your reply
PS: this is the best server I know in the entire history of wow.
Fotovoltaika says goodbye :)
Alternatively, can I transfer these Turle tokens from one acc to another acc?
I look forward to your reply
PS: this is the best server I know in the entire history of wow.
Fotovoltaika says goodbye :)
Re: Challenge: Slow & Steady
Tokens are account-wide. Any character on the same account can use them.S4rs wrote: ↑Thu Sep 07, 2023 12:05 pm200 turtle tokens....the question is, is it for the character 200 or for the acc?
Alternatively, can I transfer these Turle tokens from one acc to another acc?
I look forward to your reply
PS: this is the best server I know in the entire history of wow.
Fotovoltaika says goodbye :)
I do not believe you can transfer tokens to another account but you could try I suppose by submitting an in-game ticket and asking nicely. Worst case scenario the GM tells you no. I would expect a no.
- Eclipsetimm
- Posts: 34
Re: Challenge: Slow & Steady
the rewards for slow and steady are so lackluster
but since ppl have warmode and the tent spam you will never even know you have it on so i reckon thats something
but since ppl have warmode and the tent spam you will never even know you have it on so i reckon thats something