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Saturday, October 9, 2010

Celestia!!!

Hello friends :)

Today's topic is CELESTIA!!!

Ok so its finally here (in the test realm), and to be honest, I am a little underwhelmed about it. Maybe its that we had to wait for so long, but I just am not super excited like I should be. Nonetheless, I'd like to go over the patch notes and give my thoughts. I'd appreciate hearing your thoughts in the comments area.

The biggest thing for us GM's is the raise of the lvl cap from 50 to 60. Most of my wizards stopped questing at lvl 50 to save exp pts for when the actually counted. This included not turning in the DS Zeke quest and the book quest.

With the cap raise, comes rank 8 spells (available at lvl 58). I am very excited about this, I wish we could see them before we get to lvl 58 or at least be given the names.

The next item is the new secondary schools. Another thing I have done with my wizards is hold back on using my training points. This was another move that turned out good. I've experienced the moon schools first spell, gobbler transformation, and I love it. At first I thought that the spells weren't gonna be powerful enough to be of any help. But given the right spell at the right time, it proves quite effective. And I can see how the moon school may dominate pvp.

I have also experienced the star schools first spell. These spells come in hand for any duel (PvP or PvE). I especially like the empowerment. This gives an extra pip for every rank 4 or higher spell cast against you. This makes me wonder if it works with satyr. I'm thinking 900 health AND a pip sounds awesome lol.

I haven't experienced the sun school yet. However, I have used tc cloaks before and they are very effective in pvp.

The next item on the list is the critical and block statistics. Obviously KI needed a fix to the status quo system. We could get pretty darn close to 100% Power pips (life could get over 100%). Adding new spells in, something had to change. I gotta be honest though, I don't understand the critical hit and block hit yet. I get the concept, but I don't really see how it meshes with the pp% system.

The next item is reagent changes. First I LOVE that we can now buy and sell in bulk. My fingers will get some rest. And I also Love that we can now put reagents into the shared bank. this will make higher level crafting much easier. This was also done with pet snacks, and that is much appreciated as well.

The next item is a deck update to prevent you from selling your last/only deck. It also prevents you from going into battle without one equipped. This change doesn't really effect me, but I suppose its good for new players.

A few other things that I liked were that the max gold amt was raised to 200k. Also the bazaar now has 500 of each item instead of 100. I like that the second chance chests can now supply to your bank. Life henchman now heal you :) Deleted wizards no longer show up in your friends list, which should empty a little space. Several chat exploits we're fixed and I am happy to say this does not include say numbers like third forth etc.

There were a few things that I really didn't like about this patch. First, players can no longer use /r to speak to people not on your friends list. This was a great way to add someones second wiz and is a real shame for this to go away. I also don't like that they took away the preview of a newly hatched egg in the dye shop. I thought this was very handy.

So yeah, those are my thoughts on the celestia patch (test realm). I haven't seen much of celestia yet, but it seems pretty cool. Like I said earlier, let me know what you think about the new stuff in the comments area.

Everyone have a great night/day.

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