Pan'Theon: Rise' of th'e Fal'Len - #1 Thread in MMO

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Kirun

Buzzfeed Editor
19,455
15,807
Is there any decent raids yet, and what is the max level in the pre alpha EA or whatever?
With how quickly this is becoming the next Great MMO of our generation, I'd expect dozens of raid encounters in the coming months.

There are no limits with Pantheon.
 
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Hatorade

A nice asshole.
8,526
7,337
man that crabby ass sarcasm 🤌

It's even better with the bickering about camps in game, incredible exchanges
The camps at manor maxes out at 4 and then a 5th shows up and just wedges themselves in-between everyone, people lose their shit. Good times.


Unrelated hit 16 on cleric, taking donations for exp rez is good cash.
 
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Cynical

Canuckistani Terrorist
2,338
5,418
taking donations for exp rez is good cash.
Learning Take Note GIF by BLoafX


I Real Death a lot, noted.
 
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Daidraco

Avatar of War Slayer
10,375
10,821
Ya, that's the forum (or mostly) guild.

Having a lot more fun in this game then I was expecting. The new player experience is pretty rough, us old school EQers can get by, but it's going to def turn off a lot of people, which worries me about the game being successful. Once you get things figured out though, the game is a blast! hate that i'm spending so much time playing it in EA lol

For those higher levels, i'm curious, are items no drop? So far the weapons/armor i'm seeing drop off mobs are all tradeable, but i'm only 12ish.
I'm on my third alt. The noobie experience gets quicker and quicker each time. I struggled for spare change on my first real character. The second one, it flowed a bit better. This third one, Im 11 in one night and over a gold in spare change. If I could trade shit between characters without begging and pleading someone to be my transfer friend - this shit would go even faster.

Go straight for quests and grab every single one, then just go kill a billion rats, skin every single one with a handful of bees - make bags (tailoring or leatherworking). Do that up to level 4 or 5. Then go on a back country adventure to kill Utilarians or whatever the fuck they are thats up near the old noobie zone. Collecting ONLY the shit you need for your professions and quests (Wild Vegetables, you need potatoes - but leave behind the carrots and every other fucking obnoxious thing designed to take up weight and space.) Next thing you know youll be level 6 with about 80 Silver with maxxed out professions and a full suit of gear. I suggest only getting the profession that caters to your armor, and then the opposite kind of profession to get the missing secondary professions. Get tailor/leatherworker and compliment it with Weaponsmith. Get armorsmith, compliment it with Leatherworker. Etc. Im sure other combinations work, but that route has worked best for me between two characters. Then do all those profession quests.

Then join a group doing skellies up to 8 (from 4 at the earliest), then goblins up to 11. That should take roughly 4 hours. I dont know what it is exactly, but I hit a massive road block at 11. 10 and 11 seem to be just grindy as fuck because your options start to get limited. Can farm bees in AVP but thats just as slow as grinding light blue goblins. Spiders fucking crush your group if you dont have CC - and the deeper goblins will push your tanks skull in. Just a real rough spot in my opinion. Then you see people get 12 and fucking disappear off the map because then they get to have fun with life again.

----------- Spoiler because its unnecessary read for most, but maybe it might reach someone that will at least look into level range changes in TF?
Increase the level of ALL Thugs by +1 across the board. If theyre a group mob, then it should be applied. For whatever reason, people have Thugs as a 4+ area and they seem to fall off a lot quicker than Skeletons. I'd say they should be like a 3 to 5 range camp, but you get through those levels so quickly.. that maybe it should be a 4 to 6 camp.

Increase the level of the low end of the Skeletons by +1 in the Skellies camps (Two in the gloom dark, and one in the caves). I mean, specifically, the "Skeleton" - and not any of its variants. Its obnoxious that we're in there at 8 killing greens and light blues. I think this camp is roughly spot on for difficulty and mob encounter outside of the annoyance.

On Goblin Entrance two (The one on the other side of the central bridge in TF) - increase those ENTRANCE goblins by +1. From the beginning all the way back to the square "door" that leads to the circular room with the rock in the center. If you come from another camp at 8, the "feel" you get will be that you're too high for these guys. But as soon as you get back past that square door, and you get two of the big boy goblins - its over. Or the Spiders towards where the named spider is. (Who is even going to camp that rare with the level range around it so out of place?...) Resists and loose aggro signing death warrants left and right. Just increasing that area's level range by +1 will make a huge difference and alleviate that "dug too deep" because people will be satisfied in that first hallway longer.

Spiders, on the other side of the map / south side - they could come down a level. A well oiled group can do them at around 10-11, but again - like going too deep into gobby cave, too early, an extra pull/add - even at the entrance - will kill your party. Its just too big of a departure in difficulty from what you "could" do with very little payoff. Especially having people instantly leave the party as soon as they hit 12 and fk off too Manor.

Gadai's across the board need some help. I would say ... you have what, three? four? five maybe? of these Gadai camps spread across TF. Can you make one or two a groupable area (increase density, decrease spawn rate, turn them elite) and adjust the level range to maybe have some overlap between being too high for skeletons, and too low for goblins? (Make them level 8 maybe). Then the Gadai's up towards manor and all that, make them groupable at 10?... Again, ... just a suggestion since they arent "really" getting any use by people that arent soloer's really. (Also, can you move the Gadai Recruiter named mob over to the Gadai that are actually level appropriate to do him up by Manor? Hes spawning in the 6-7 area's and its completely killing off any chance at doing the camp. Just make him a static spawn instead of a random spawn.)

Lastly, the Ulthiran's up in the far north past the noobie field - I suggest increasing their density a bit, but just lowering their social range. Their level range seems a good mix with the Cultist and Initiates. Possibly redo that whole area since Ulthiran Sacrificer just seems completely out of place over near the "new" new players cave. Like have that entire field turn into a big Ulthiran area with the Sacrificer down at the actual... sacrificial stone? Increase the level of those in the immediate area to 6 and 7, but leaving the outer edge of the field and pit down at 3 to 5.

This is like one of the few games I've caught myself actively wanting it to be better and make suggestions. I know the new areas and druid, and bard, and all that stuff needs to come down the pipeline. But I feel like your noobie areas just need to hit the fkn MARK man. Those areas gotta knock it out of the park - and currently I'd say TF is a good 6/10.

I havent given other noobie areas an in depth run like I have TF. So Ill refrain from saying anything, but I know for a fact the little I did play in Wilds End - its nowhere near as intuitive as it should be in a game that doesnt allow you to have a map. Like in that little Kelethin, it makes no sense that some of your NPC's are divided up like that. Imagine if you were an Elf - all that vine growing, all that wood that goes into making structures, the alteration of the Trees, ... just everything that went into making that little town ... do you really think Wood Elves would do all that? I mean, if we're trying to be immersive here... lets be immersive.

Anyways, thats just my two cents.
 
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moonarchia

The Scientific Shitlord
24,443
46,052
I'm on my third alt. The noobie experience gets quicker and quicker each time. I struggled for spare change on my first real character. The second one, it flowed a bit better. This third one, Im 11 in one night and over a gold in spare change. If I could trade shit between characters without begging and pleading someone to be my transfer friend - this shit would go even faster.

Go straight for quests and grab every single one, then just go kill a billion rats, skin every single one with a handful of bees - make bags (tailoring or leatherworking). Do that up to level 4 or 5. Then go on a back country adventure to kill Utilarians or whatever the fuck they are thats up near the old noobie zone. Collecting ONLY the shit you need for your professions and quests (Wild Vegetables, you need potatoes - but leave behind the carrots and every other fucking obnoxious thing designed to take up weight and space.) Next thing you know youll be level 6 with about 80 Silver with maxxed out professions and a full suit of gear. I suggest only getting the profession that caters to your armor, and then the opposite kind of profession to get the missing secondary professions. Get tailor/leatherworker and compliment it with Weaponsmith. Get armorsmith, compliment it with Leatherworker. Etc. Im sure other combinations work, but that route has worked best for me between two characters. Then do all those profession quests.

Then join a group doing skellies up to 8 (from 4 at the earliest), then goblins up to 11. That should take roughly 4 hours. I dont know what it is exactly, but I hit a massive road block at 11. 10 and 11 seem to be just grindy as fuck because your options start to get limited. Can farm bees in AVP but thats just as slow as grinding light blue goblins. Spiders fucking crush your group if you dont have CC - and the deeper goblins will push your tanks skull in. Just a real rough spot in my opinion. Then you see people get 12 and fucking disappear off the map because then they get to have fun with life again.

----------- Spoiler because its unnecessary read for most, but maybe it might reach someone that will at least look into level range changes in TF?
Increase the level of ALL Thugs by +1 across the board. If theyre a group mob, then it should be applied. For whatever reason, people have Thugs as a 4+ area and they seem to fall off a lot quicker than Skeletons. I'd say they should be like a 3 to 5 range camp, but you get through those levels so quickly.. that maybe it should be a 4 to 6 camp.

Increase the level of the low end of the Skeletons by +1 in the Skellies camps (Two in the gloom dark, and one in the caves). I mean, specifically, the "Skeleton" - and not any of its variants. Its obnoxious that we're in there at 8 killing greens and light blues. I think this camp is roughly spot on for difficulty and mob encounter outside of the annoyance.

On Goblin Entrance two (The one on the other side of the central bridge in TF) - increase those ENTRANCE goblins by +1. From the beginning all the way back to the square "door" that leads to the circular room with the rock in the center. If you come from another camp at 8, the "feel" you get will be that you're too high for these guys. But as soon as you get back past that square door, and you get two of the big boy goblins - its over. Or the Spiders towards where the named spider is. (Who is even going to camp that rare with the level range around it so out of place?...) Resists and loose aggro signing death warrants left and right. Just increasing that area's level range by +1 will make a huge difference and alleviate that "dug too deep" because people will be satisfied in that first hallway longer.

Spiders, on the other side of the map / south side - they could come down a level. A well oiled group can do them at around 10-11, but again - like going too deep into gobby cave, too early, an extra pull/add - even at the entrance - will kill your party. Its just too big of a departure in difficulty from what you "could" do with very little payoff. Especially having people instantly leave the party as soon as they hit 12 and fk off too Manor.

Gadai's across the board need some help. I would say ... you have what, three? four? five maybe? of these Gadai camps spread across TF. Can you make one or two a groupable area (increase density, decrease spawn rate, turn them elite) and adjust the level range to maybe have some overlap between being too high for skeletons, and too low for goblins? (Make them level 8 maybe). Then the Gadai's up towards manor and all that, make them groupable at 10?... Again, ... just a suggestion since they arent "really" getting any use by people that arent soloer's really. (Also, can you move the Gadai Recruiter named mob over to the Gadai that are actually level appropriate to do him up by Manor? Hes spawning in the 6-7 area's and its completely killing off any chance at doing the camp. Just make him a static spawn instead of a random spawn.)

Lastly, the Ulthiran's up in the far north past the noobie field - I suggest increasing their density a bit, but just lowering their social range. Their level range seems a good mix with the Cultist and Initiates. Possibly redo that whole area since Ulthiran Sacrificer just seems completely out of place over near the "new" new players cave. Like have that entire field turn into a big Ulthiran area with the Sacrificer down at the actual... sacrificial stone? Increase the level of those in the immediate area to 6 and 7, but leaving the outer edge of the field and pit down at 3 to 5.

This is like one of the few games I've caught myself actively wanting it to be better and make suggestions. I know the new areas and druid, and bard, and all that stuff needs to come down the pipeline. But I feel like your noobie areas just need to hit the fkn MARK man. Those areas gotta knock it out of the park - and currently I'd say TF is a good 6/10.

I havent given other noobie areas an in depth run like I have TF. So Ill refrain from saying anything, but I know for a fact the little I did play in Wilds End - its nowhere near as intuitive as it should be in a game that doesnt allow you to have a map. Like in that little Kelethin, it makes no sense that some of your NPC's are divided up like that. Imagine if you were an Elf - all that vine growing, all that wood that goes into making structures, the alteration of the Trees, ... just everything that went into making that little town ... do you really think Wood Elves would do all that? I mean, if we're trying to be immersive here... lets be immersive.

Anyways, thats just my two cents.
I am just leveling shit to 6 and trying something different atm. Have yet to do any grouping. I had no fucking clue you could do all the gathering skills when I did necro and summoner, so that's something to look forward to. So far I have NEC, SMN, RNG, ENC, DL and am working on SHM now. I think that is enough for now, so when SHM is 6 I will swing back around to NEC. Start jamming him up to 12.

Whoever made alchemy is a dickhead who needs to be flayed alive. Just an insane amount of mats to keep track of. Shit fucking sucks.
 
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Daidraco

Avatar of War Slayer
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Nirgon Nirgon I have yet to see a single raid boss slain... what the fuck have you been doing all this time?
Ive only seen people 20+ on /who. Like the perfect exp ratio is killing whites and yellows (imo) but good luck finding a tank that can not just get his ass straight handed to him at those cons. Or one thats even competent enough to tank in the first place. lol Most everyone I see is less <17. Like my big puke / wall of text up above is a good indication of why. The exp ratio's are completely off for grouping and solo. So you go in these feast or famine patterns as you level because they havent balanced mob levels very well.

Regardless of all that shit, though? Its been really fun. I'm clocking 62 hours on this game and Im mostly still in the first zone. Exploring will meet and greet you a named that will push your shit in real fkn quick. I know this games not your speed, or flavor - but I do feel like its good fun. More so than me slamming my dick in the door with POE 2.
 
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BoozeCube

The Wokest
<Prior Amod>
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Ive only seen people 20+ on /who. Like the perfect exp ratio is killing whites and yellows (imo) but good luck finding a tank that can not just get his ass straight handed to him at those cons. Or one thats even competent enough to tank in the first place. lol Most everyone I see is less <17. Like my big puke / wall of text up above is a good indication of why. The exp ratio's are completely off for grouping and solo. So you go in these feast or famine patterns as you level because they havent balanced mob levels very well.

Regardless of all that shit, though? Its been really fun. I'm clocking 62 hours on this game and Im mostly still in the first zone. Exploring will meet and greet you a named that will push your shit in real fkn quick. I know this games not your speed, or flavor - but I do feel like its good fun. More so than me slamming my dick in the door with POE 2.

It sounds like it’s EQ, which is what a ton of people wanted. I am glad the people who are messing around with it are actually enjoying it legitimately.

l’d be happy to be proven wrong and this ends up not being a vaporware scam, but I am going to reserve judgement. If you guys are still in love with it after a couple of months maybe I’ll break down and join the Sox guild, but until then I still think it’s destined to join Brad in that big empty parking lot in the sky.
 
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Valorath

Blackwing Lair Raider
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2,020
Decided to run some gear to wilds end from thronefast for a ranger alt. Silent Plains and Eastern Plains are all red cons to me at 16. Figuring out how to get from AVP to Silent Plains, then on to Eastern Plains, and from there on to wilds end was a serious undertaking. The only online resources for a guide on how to go from one area to another are in hour long videos. Did the best I could, someone wound up offering to guide me from EP to WE.

Took me over an hour to get from Denith in AVP to Kelethin 2.0 in Wilds End. My level 1 ranger has some bad ass gear though - same weapons my brother’s DL is using at level 17.
 
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Blueweed

Golden Baronet of the Realm
1,985
10,857
I'm on my third alt. The noobie experience gets quicker and quicker each time. I struggled for spare change on my first real character. The second one, it flowed a bit better. This third one, Im 11 in one night and over a gold in spare change. If I could trade shit between characters without begging and pleading someone to be my transfer friend - this shit would go even faster.

Go straight for quests and grab every single one, then just go kill a billion rats, skin every single one with a handful of bees - make bags (tailoring or leatherworking). Do that up to level 4 or 5. Then go on a back country adventure to kill Utilarians or whatever the fuck they are thats up near the old noobie zone. Collecting ONLY the shit you need for your professions and quests (Wild Vegetables, you need potatoes - but leave behind the carrots and every other fucking obnoxious thing designed to take up weight and space.) Next thing you know youll be level 6 with about 80 Silver with maxxed out professions and a full suit of gear. I suggest only getting the profession that caters to your armor, and then the opposite kind of profession to get the missing secondary professions. Get tailor/leatherworker and compliment it with Weaponsmith. Get armorsmith, compliment it with Leatherworker. Etc. Im sure other combinations work, but that route has worked best for me between two characters. Then do all those profession quests.

Then join a group doing skellies up to 8 (from 4 at the earliest), then goblins up to 11. That should take roughly 4 hours. I dont know what it is exactly, but I hit a massive road block at 11. 10 and 11 seem to be just grindy as fuck because your options start to get limited. Can farm bees in AVP but thats just as slow as grinding light blue goblins. Spiders fucking crush your group if you dont have CC - and the deeper goblins will push your tanks skull in. Just a real rough spot in my opinion. Then you see people get 12 and fucking disappear off the map because then they get to have fun with life again.

----------- Spoiler because its unnecessary read for most, but maybe it might reach someone that will at least look into level range changes in TF?
Increase the level of ALL Thugs by +1 across the board. If theyre a group mob, then it should be applied. For whatever reason, people have Thugs as a 4+ area and they seem to fall off a lot quicker than Skeletons. I'd say they should be like a 3 to 5 range camp, but you get through those levels so quickly.. that maybe it should be a 4 to 6 camp.

Increase the level of the low end of the Skeletons by +1 in the Skellies camps (Two in the gloom dark, and one in the caves). I mean, specifically, the "Skeleton" - and not any of its variants. Its obnoxious that we're in there at 8 killing greens and light blues. I think this camp is roughly spot on for difficulty and mob encounter outside of the annoyance.

On Goblin Entrance two (The one on the other side of the central bridge in TF) - increase those ENTRANCE goblins by +1. From the beginning all the way back to the square "door" that leads to the circular room with the rock in the center. If you come from another camp at 8, the "feel" you get will be that you're too high for these guys. But as soon as you get back past that square door, and you get two of the big boy goblins - its over. Or the Spiders towards where the named spider is. (Who is even going to camp that rare with the level range around it so out of place?...) Resists and loose aggro signing death warrants left and right. Just increasing that area's level range by +1 will make a huge difference and alleviate that "dug too deep" because people will be satisfied in that first hallway longer.

Spiders, on the other side of the map / south side - they could come down a level. A well oiled group can do them at around 10-11, but again - like going too deep into gobby cave, too early, an extra pull/add - even at the entrance - will kill your party. Its just too big of a departure in difficulty from what you "could" do with very little payoff. Especially having people instantly leave the party as soon as they hit 12 and fk off too Manor.

Gadai's across the board need some help. I would say ... you have what, three? four? five maybe? of these Gadai camps spread across TF. Can you make one or two a groupable area (increase density, decrease spawn rate, turn them elite) and adjust the level range to maybe have some overlap between being too high for skeletons, and too low for goblins? (Make them level 8 maybe). Then the Gadai's up towards manor and all that, make them groupable at 10?... Again, ... just a suggestion since they arent "really" getting any use by people that arent soloer's really. (Also, can you move the Gadai Recruiter named mob over to the Gadai that are actually level appropriate to do him up by Manor? Hes spawning in the 6-7 area's and its completely killing off any chance at doing the camp. Just make him a static spawn instead of a random spawn.)

Lastly, the Ulthiran's up in the far north past the noobie field - I suggest increasing their density a bit, but just lowering their social range. Their level range seems a good mix with the Cultist and Initiates. Possibly redo that whole area since Ulthiran Sacrificer just seems completely out of place over near the "new" new players cave. Like have that entire field turn into a big Ulthiran area with the Sacrificer down at the actual... sacrificial stone? Increase the level of those in the immediate area to 6 and 7, but leaving the outer edge of the field and pit down at 3 to 5.

This is like one of the few games I've caught myself actively wanting it to be better and make suggestions. I know the new areas and druid, and bard, and all that stuff needs to come down the pipeline. But I feel like your noobie areas just need to hit the fkn MARK man. Those areas gotta knock it out of the park - and currently I'd say TF is a good 6/10.

I havent given other noobie areas an in depth run like I have TF. So Ill refrain from saying anything, but I know for a fact the little I did play in Wilds End - its nowhere near as intuitive as it should be in a game that doesnt allow you to have a map. Like in that little Kelethin, it makes no sense that some of your NPC's are divided up like that. Imagine if you were an Elf - all that vine growing, all that wood that goes into making structures, the alteration of the Trees, ... just everything that went into making that little town ... do you really think Wood Elves would do all that? I mean, if we're trying to be immersive here... lets be immersive.

Anyways, thats just my two cents.
do u get more tradeskill tokens aside from the initial 2?
 

BrotherWu

MAGA
<Silver Donator>
3,303
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So what is the verdict? $40 seems a little pricey for that this is. I'd be in at $20-25 just for the yucks.
 
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Valorath

Blackwing Lair Raider
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You’ll get your money’s worth if you’re playing with people and grouping up. If you want to play solo then your mileage may vary.

Move speed: shaman have a buff that increases sprint speed and reduces Stam reduction. Ranger gets 5% bonus move speed outside.
 
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Melas

Trakanon Raider
9
1
This game is garbage. It should be so much better standing on the shoulders of giants. It fails to take any advice from any game before it, especially EQ. I wanted to love it being an EQ player from release until POP. I emerged form lurking just to comment on this steaming pile. I am so incredibly disappointed in this. I think that's fair after the length of development despite the "alpha".
 
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Daidraco

Avatar of War Slayer
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do u get more tradeskill tokens aside from the initial 2?
No. Just two and as it stands right now, you cant reclass. But you can make a second character and basically do all the entry level gear and trades with them if you want to go that route. Like doing Carpenter for the bank boxes is just a no brainer thing, but being a carpenter 100% of the time seems dumb. If you catch my drift.
So what is the verdict? $40 seems a little pricey for that this is. I'd be in at $20-25 just for the yucks.
I think, and this is an answer for BoozeCube BoozeCube too, that the game has roughly a month of content for someone that can waste 40-50+ hours a week on a game. I cant imagine these people, like myself, will continue to be fully invested past that time frame. The game will last much longer for those people that log in less than that.

Even though there was a rumor about a wipe, Joppa was over the top in making sure that everyone knew that that rumor was fake. There is no planned wipe any time soon, as he said that last night. If you like P99, or like TLP's, then the game is a no brainer type of purchase for you. The earlier you get in, the more you get to play with people like myself that have put in a fuck ton of effort in having the best crafted gear on their character with a dab of tier 2 gear at level 6 kind of thing. Better yet, they'll likely give you bags, boxes, and gear right now - too.

But if you're on the fence because you dont really play these types of games, I wouldnt waste my time. I know a couple people that tried it and Ive never seen them play this type of game before and they didnt last past the first day. "What do you mean theres no map?"
 
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