Citadel Experience Dollars

ive exped in citadel four about 2 or so hours, 2 diffrent occasions in the past couple weeks and only got 1 tome (stamina 1 or 2 iirc) i would say thats awful but 2 hours isnt a long time to be in there for a good idea how bad it may or may not be.
 
That's because to engage him is god awful now. Get orders, clear to old CC area, kill/ turn in rings to golems, give orders to CC, port to DL, kill another bunch of trash, prep for CC, tank dies immediately on engage (LOL), group wipes, back to step one.

Total clear time to death or failed attempt (whichever you want to call it) can vary from 1 hour to 1.5 hours. After 2 failed attempts you've sunk 3 hours into this 6-man. Not to mention rebuffing, going from that city to DL, run to Cita again, account for crashes and such along the way.

Wait what? That's the stupidest thing I've ever heard. Although I suppose everyone deserves it for causing so many goddamn problems.
 
Iirc this was to have people explore zones instead of grinding just 1 or 2 zones. This is why they implemented blessed zones

That's why I said "rational" thought. Blessed zones is a great idea for this. Nerfing the hardest content in game to give less reward than content twice as easy, is not. It's just screwed up.
 
Nerf cash rate into ground -- up tome drop rate -- becomes niche "get tomes fastest but the exp and cash is meh" option?
 
As much as I would like the exp to be more efficient in the zone, I would welcome that suggestion Tao. Thanks for your response!
 
How about return cit to what is was and try to make a zone that is better then it.

Perhaps I'm silly in thinking that making more fun, new, exciting content is better then just nerfing things that people enjoy into the ground.

Also un-nerf the "hard" stuff in OG to make it so its better exp then killing the easy mobs at the zone in. Currently there is no reason the room that has the three mobs that spawn and run to the center is even in the game other then one quest item for two classes. This was a very cool "new" concept / idea that someone spent time on making and balancing that was simply nerfed into worthlessness without care or thought.

Is "You must spend X amount of time getting one CoP done" in the "vision" of the game. Is slowing down exp just a cry for help because you feel that people are progressing thru the game too quickly?

I still see the two people in charge of the server nerfing a lot of things or just simply removing things from the game just because that feel like it. This would be fine if they are also adding stuff to the game. Other then the new monk changes I don't see this happening. Perhaps I'm just an ungrateful dick?
 
Last edited:
How about return cit to what is was and try to make a zone that is better then it.

Perhaps I'm silly in thinking that making more fun, new, exciting content is better then just nerfing things that people enjoy into the ground.

Also un-nerf the "hard" stuff in OG to make it so its better exp then killing the easy mobs at the zone in. Currently there is no reason the room that has the three mobs that spawn and run to the center is even in the game other then one quest item for two classes. This was a very cool "new" concept / idea that someone spent time on making and balancing that was simply nerfed into worthlessness without care or thought.

Is "You must spend X amount of time getting one CoP done" in the "vision" of the game. Is slowing down exp just a cry for help because you feel that people are progressing thru the game too quickly?

I still see the two people in charge of the server nerfing a lot of things or just simply removing things from the game just because that feel like it. This would be fine if they are also adding stuff to the game. Other then the new monk changes I don't see this happening. Perhaps I'm just an ungrateful dick?

Here is your forum rep.
 
Another bad experience in Cita, just over 4 hours 1 named and a tome of dec 1. I know its not the longest duration in cita, but with the xp nerf there is almost no reason to go there anymore and it is the hardes zone to exp in mob wise. If anything up the tome drop rate a bunch, up the named spawn rate up a bunch, and make the dropables vendor for less.
 
How about return cit to what is was and try to make a zone that is better then it.

Perhaps I'm silly in thinking that making more fun, new, exciting content is better then just nerfing things that people enjoy into the ground.

Also un-nerf the "hard" stuff in OG to make it so its better exp then killing the easy mobs at the zone in. Currently there is no reason the room that has the three mobs that spawn and run to the center is even in the game other then one quest item for two classes. This was a very cool "new" concept / idea that someone spent time on making and balancing that was simply nerfed into worthlessness without care or thought.

Is "You must spend X amount of time getting one CoP done" in the "vision" of the game. Is slowing down exp just a cry for help because you feel that people are progressing thru the game too quickly?

I still see the two people in charge of the server nerfing a lot of things or just simply removing things from the game just because that feel like it. This would be fine if they are also adding stuff to the game. Other then the new monk changes I don't see this happening. Perhaps I'm just an ungrateful dick?

bring back Crystalis proc to what it was and the clerics will return!

I know its off topic but i felt it was worth asking for :)
 
Last edited:
Back
Top Bottom