The "classic" world is not keeping up with player power in SoD

Certain things that are being preserved for “classic authenticity” just don’t match what runes have done to player power. Specifically:

  1. Respawn timers need to be adjusted; even just for general quest mobs (or just lower the threshold that triggers hyperspawning), but particularly the “unique” go kill one mob on a 10 minute respawn timer need re-tuning. It feels HORRIBLE to be sitting in a five man group just hoping you get the tag, when someone just swans in on their own and takes it without even grouping up.

  2. Mana regen from drinking needs increasing. Make it a Mage thing, put it behind a reputation, I don’t care. I don’t mind having to stop to drink; immersion, pacing, the fact that mages (as an example) can teleport so they have less “travel time” and more “regen time” is absolutely fine. But having to sit and consume 2 full drinks just to get back to full again, especially when melee classes can keep going in dungeons, again feels bad.

It feels particularly annoying when you’ve actively decided against meeting stones becoming summoning stones, but allowed Warlocks to drop summoning portals that act the same way in their stead. Why has this feature been deemed “classic appropriate” but drinking water that actually restores your mana to full is too much to ask?

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Agree with you here, just buff the mage food/water so that it regenerates more. Or add an extra tier of water/food and delete the current lowest tier

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Firmly agreed. Duskwood is extremely busy on my server and it is taking a painstakingly long time to get credit for quests. I haven’t even managed to hit level 26 yet and I’m trying not to allow my enthusiasm to take too much of a hit but there seems to be less people willing to team up compared to back in phase one.

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