Codex of Power Revamp

Sorry nwaij but cop are a game changer solo,duo,group, and 6 man, anyone that says otherwise is either mistaken or trying to rationalize a bad idea. All classes are fairly balanced with only small tweaks needed, the new system requires some classes to put in double to even triple the time and exp needed to be as effective in their role period.
 
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I dont think the triple codex solution is perfect but it is better then what we have now. Could always make tomes like the spell damage tome effect monk special attacks and rogue backstabs.

Really i think the best solution would be to combine them all. Make it so you gain 10% of the power from your specializations, 10% from killing mobs, and 1% per codex you do. There are plenty of ways to make it interesting. Anything is better then the current system which is a huge pain for new players.
 
It's would be too soul-deadening to see the XP bar move 5x slower for most people who get that far (when compared to the speed of AAXP).

Not that I personally feel this way, I just think that was the stated reason IIRC.
 
The Hand of God did not come down from on high and decree that for all time Codex of Power on the game Shard of Dalaya would be in 5 volumes taking 110AAs worth of experience each. Nothing is stopping them being condensed or having the xp amount required altered. It would be a lot easier and fairer to just change those numbers and call it a day until 3.0 come along and a better fix is easier to implement.

Hybrids and multifaceted classes are already balanced (or, intended to be balanced) around being able to do more than one thing. This is why a mage nukes for less than a wizard and shamans heal for less than clerics, for example. Forcing those classes to invest 2 or 3 times as much codex xp to keep pace with other classes they are balanced (or, intended to be balanced) against is patently unfair. How is that not readily clear to everyone who plays the game, let alone staff?

P.S. Sorry negative feedback person for being hard to read or whatever your quasi illiterate message was meant to mean.
 
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Honestly Eisley/bloog have solid ideas here since you asked for a defense.
I would look at something on those lines. IE a condensed tome, that takes 50% less exp and delivers what 5 cops would. And heck, since the exp would be cut on them, give people like 1 free tome done to make up for it(loss of time invested) of their choice that they have activated or something small as a token of being a loyal player who deals with too many changes. If they have no tomes to do, which sucks, sorrrrry.

From my personal standpoint I cant see any rational reasoning to change these this deep into shards history. What you are trying to get from this proposed change is so small, that in the end you are probably going to be doing more work to fix things that were at some point mentioned here, ie hybrids.
 
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Whatever the change may be I believe that it must be done in a way that increases accessibility for those breaking into the end game. For those who want those at the bottom of the ladder to suffer through cops as you did I say this: the overall health of this server is worth more that your perceived right of passage.

Shorten the xp requirements for cops. Anything else, in my opinion, would be too drastic.
 
For those who want those at the bottom of the ladder to suffer through cops as you did I say this: the overall health of this server is worth more that your perceived right of passage.

Can't help but comment on this. Exp now is so far superior to exp "back in the day" it hurts physically. To say you're suffering is laughable. Most people commenting in this thread did their CoP1-5 when the world wasn't ruled by T12+ mega tanks being boxed for exp 24/7.

Thats not also to say it was particularly hard back then to exp either. Just different challenges as there are today. To say suffer though is far fetched. Even with a below average group casually killing in old world exp zones can complete their Codex of Power 1-5 at a fair pace.

I wouldn't be opposed to just shortening the CoP exp required. It's a kind of dated set of tomes from an era where people "wouldn't ever be able to complete all 5". With literally 100+ additional tomes in the game to do for people, no reason they have to be so long anymore. 20% to everything is a huge monster of a benefit though, so it's hard to balance time invested vs. reward gained.
 
Can't help but comment on this. Exp now is so far superior to exp "back in the day" it hurts physically. To say you're suffering is laughable. Most people commenting in this thread did their CoP1-5 when the world wasn't ruled by T12+ mega tanks being boxed for exp 24/7.

I would just like to point out that the CoP changes are clearly aimed at those newer players who don't have a T13 tank to box, and aren't in a guild with friends who have access to ringer tanks. I am stabbing in the dark, but I am guessing that most people who are just finishing AAs do not have access to a ringer tank.



I kind of like the idea of splitting CoP up into different sets. As it was pointed out before, it actually lowers the required XP by a small margin.

My thoughts on why I like it:
I play a shaman/paladin combo, and I'll clearly need all my CoP done if I was to be 100% as effective as I can be. This changed system would let me focus on say healing first (for raiding.) Or I could focus on melee (pal) and spell damage (shaman) to increase my DPS and help me finish the rest of the other 2 CoP faster than I would have been able to currently.

Maybe I'll only use my shaman as only a heal bot and so I only need the healing CoP, then I can focus on relevant tomes.

If I want a bonus to everything at once, I can work 5% of a CoP and switch to the next CoP.

I think this small change is positive because it increases flexibility, allows a more focused approach, and lowers the XP requirement. I honestly don't see why this is bad thing.
 
I would just like to point out that the CoP changes are clearly aimed at those newer players who don't have a T13 tank to box, and aren't in a guild with friends who have access to ringer tanks. I am stabbing in the dark, but I am guessing that most people who are just finishing AAs do not have access to a ringer tank.

This doesn't really make sense to me. You can't xp anymore if you don't have the perfect group with a ringer tank? Like the post above, I did quite a bit of my PoP grinding old continent dungeons working on my and my friends Vah. Sure it wasn't super fast but it was fast enough. Whatever happened to just hanging with guildies to xp no matter what crazy group make up you have?

My confusion in this whole discussion is currently only the two top guilds in the server require PoP to be done. So making it so PoP are easier to raid doesn't really hold water to me unless the whole goal is to make it easier for tier jumpers.

There are quite a number of lower tier guilds that don't require PoP, only AAs. Why are we pushing to make it easier to tier jump instead of giving them incentive to join a lower guild and work their way up? If someone really was hardcore and want to get to the higher guilds asap, they'll get their CoP done anyways.
 
This doesn't really make sense to me. You can't xp anymore if you don't have the perfect group with a ringer tank?

The post I quoted was eluding to the fact that all people today use ringer tanks to finish CoP, so CoP use to be harder (or something.) I was just pointing out how that wasn't true, and I believe that most people don't use ringer tanks if they are going through CoP on their first character. Sure you can xp without a ringer tank. We've all done it, and a lot of us still do it. Does xp go faster with a ringer tank and therefore make CoP easier to complete? Your damn right it does.

All I was saying was:
Because of the above, this suggested change is much more helpful to players who don't have ringers than players who do have ringers.


I'll go one step further and say that based on Grinkles math, for classes that need all 3 CoP books, a 4% reduction (22 aa) in total xp required is a drop in the buck (though it is a reduction.) That said, for a class that only really requires 1 CoP, it is a significant reduction in XP required. Example: Maybe a rogue or wizard never does the healing CoP. Is this really a bad thing, or does it just feel unfair? (I'm not being a dick, this is a real question.)
 
I cannot speak from the point of view of having CoP 1-5 + more tomes completed. But if I were, I would like to think the more people I had to play with to kill big bad monsters with the better. Is this not what this change is getting at? SoD is not exactly fertile field for online gamers.
 
I'm not sure where the - CoP is basically a requirement to enter a raid guild - came from.

As far as I am aware, the active raiding guilds on the server are currently: Fidelis Et Verus, Dragonkin, Prophecy, Sacred Band, and Chaotic Winds. From forum recruitment posts, guild websites, and general observations, it doesn't look like having the codices of power complete is a requirement to join any of these guilds. None of them. Not even the guilds actively farming T10+ content, where (in my opinion) 5 completed tomes is a perfectly reasonable request.

Also, as a player who solos and tries to group a lot outside of raids, I like to think that there is a lot of character progression that can be done outside of an 18-man setting. 18-man raiding can be very time consuming. You have to get all of the right characters online at the same time, grouped, ported, buffed, then start clearing trash and attempting to kill big monsters. Not everyone can or will put in that kind of time commitment.

Improving your character through experience and gear can, and (in my opinion) absolutely should, be a viable option if you choose to not be a hardcore raider. I believe an issue arises here, where there are very limited options for advancement outside of 18-man raiding once characters reach the point where they're finishing AA.

One option I think could be helpful would be to make cmal gear gain stats with experience. Maybe shorten CoP and make cmal gear take a lot of experience like a seed of health/energy to compensate, but let that gear level up to mid-tier raid gear when completed - better than bind on equips from BQ/Cita. This would give lower tier players incentive to do that cmal content (which I think is awesome), and give them a path to progress gear-wise while progressing experience-wise outside of an 18-man raid.
 
I'm getting this weird vibe that people think CMal is underused, when my personal experience is that it's never up. It's seems weird to try to put even more strain on the place.
 
Didn't intend to give the impression that cmal is underutilized, I was just struggling to come up with another zone that dropped gear that was as good for every class.

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Perhaps spreading out this new xpable gear into actually underused zones in a way similar to cmal's winged structure would be helpful. For example: the cmal 1 armor slot pieces could drop in Red Sun Mines, 2 in Kedge, 3 in Cata (or something like that). Or maybe Dreadfang Spire, a really cool zone that I never see anyone in.
 
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It's not just you I'm getting that vibe from. Also, the only decent idea I had to improve it was along that line of thought you just put forth, but I couldn't really the concept anywhere I was happy with. You seem to be doing fine with it, though! =P
 
This is only an off-the-cuff idea, Waldoff, but with each new codex taking about 176 AAs to complete, do you like the idea of implementing a 20-minute 50% exp bonus each time the player completes another 10% of the tome? It could be coded as the player had used an Elixir of Major Experience. This might provide a little motivation to players climbing that 176 AA wall and could even be put in with an emote along the lines of, "You hit a stride in your studies, and the knowledge seems to come faster."

Even if this idea is not so hot, can we at least get confirmation that the codices will give increasing partial bonuses as they are being worked on? If it really is all-or-nothing, I can see upcoming players being discouraged. 176 AAs without any tangible advancement is pretty brutal.
 
Have the codexes cost 1/20th as much...

I do like Enasc's idea. Perhaps DFS each floor is a new tier of xpable gear.
 
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