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Complaint Department / Blue Way Spells and Glyphs
« on: June 10, 2012, 07:03:56 pm »
I'll try to post this with as few spoilers as possible, but to be able to describe the problem adequately, I will need to post some. Please don't read any further, if you do not wish to see any spoilers.
This is the third time in the chain of Blue Way training that I've needed a glyph for a new realm's spells that is only attainable through the Way Circle Quests at least one realm, up to three realms, out of reach.
It starts with Realm 2, when the glyph you need for any of those spells, isn't available until at least level 40/realm 3. Frustrating, but at low levels, it trains fast enough even using the lower level spells.
Not too big of a problem, until you realize there aren't any Realm 3 spells, so you have to wait until Realm 4 to be able to efficiently train. But once you reach Realm 4, you can't get one of the needed glyphs until another half-realm has been trained, and the other glyph needed for the second Realm 4 spell isn't available until Realm 5. Again, irritating.
If you for some reason decide it's still worthwhile to train Blue Way, once you reach Realm 5, one of the glyphs needed for that realm's ONLY spell, is locked into the Way Circle Master Quest. Another 50 levels away.
This is not the only magic I train, and I've not seen Crystal, Dark or Red having this many forced stagnations in training.
Levels 1-40: train on a realm 1 spell.
Levels 40-70: train on a realm 2 spell.
Levels 70-130: train on a realm 4 spell.
It's already been addressed that Water was one of the most rare glyphs in game, as a GM glyph, and now it's been added in at a relatively low level actually. With the new Way Quests, even the rarest glyphs are now attainable, which is great.
I'll be the first to say, Blue Way is not a good way for people who wish to use magic for hunting. The spells do very low damage, if any, on most profitable mobs, and they have a habit of crashing either the caster, or surrounding players in the cities. Even people with above-recommended specifications crash routinely around me if I cast in Hydlaa.
However, Blue Way is a great Role-Played magic, and it has a lot of possibilities for the way the characters can utilize it. For any players who like to back their RP up with actual skills and stats, it's somewhat daunting to see just how slowly the progression is for Blue. It wouldn't be that big of a deal if all the Ways were like this, but in my experience, at least 3 of the other 5 are much easier and more practical in the way the quests, training, and glyphs are organized. I hold the same realm for both Crystal and Blue, as my character is trying to become a healer, and what took me a matter of weeks for Crystal is taking me months for Blue. To me, it seems like you shouldn't have to be realm 7.5 before you can cast the only realm 5 spell, especially when the other Ways don't have the same restrictions.
This is the third time in the chain of Blue Way training that I've needed a glyph for a new realm's spells that is only attainable through the Way Circle Quests at least one realm, up to three realms, out of reach.
It starts with Realm 2, when the glyph you need for any of those spells, isn't available until at least level 40/realm 3. Frustrating, but at low levels, it trains fast enough even using the lower level spells.
Not too big of a problem, until you realize there aren't any Realm 3 spells, so you have to wait until Realm 4 to be able to efficiently train. But once you reach Realm 4, you can't get one of the needed glyphs until another half-realm has been trained, and the other glyph needed for the second Realm 4 spell isn't available until Realm 5. Again, irritating.
If you for some reason decide it's still worthwhile to train Blue Way, once you reach Realm 5, one of the glyphs needed for that realm's ONLY spell, is locked into the Way Circle Master Quest. Another 50 levels away.
This is not the only magic I train, and I've not seen Crystal, Dark or Red having this many forced stagnations in training.
Levels 1-40: train on a realm 1 spell.
Levels 40-70: train on a realm 2 spell.
Levels 70-130: train on a realm 4 spell.
It's already been addressed that Water was one of the most rare glyphs in game, as a GM glyph, and now it's been added in at a relatively low level actually. With the new Way Quests, even the rarest glyphs are now attainable, which is great.
I'll be the first to say, Blue Way is not a good way for people who wish to use magic for hunting. The spells do very low damage, if any, on most profitable mobs, and they have a habit of crashing either the caster, or surrounding players in the cities. Even people with above-recommended specifications crash routinely around me if I cast in Hydlaa.
However, Blue Way is a great Role-Played magic, and it has a lot of possibilities for the way the characters can utilize it. For any players who like to back their RP up with actual skills and stats, it's somewhat daunting to see just how slowly the progression is for Blue. It wouldn't be that big of a deal if all the Ways were like this, but in my experience, at least 3 of the other 5 are much easier and more practical in the way the quests, training, and glyphs are organized. I hold the same realm for both Crystal and Blue, as my character is trying to become a healer, and what took me a matter of weeks for Crystal is taking me months for Blue. To me, it seems like you shouldn't have to be realm 7.5 before you can cast the only realm 5 spell, especially when the other Ways don't have the same restrictions.