Thanks Devs
This is the real thing, not some mealy mouthed sarcastic comment. 
Brilliant patch, love it. Lot of good stuff in there, lots of good design points.
Some of the points people make, are valid, but nothing serious, I'm sure you have your sifting hats on, to spot the good from the bad suggestions.
I may shut up for a few months now, that would be something.

Brilliant patch, love it. Lot of good stuff in there, lots of good design points.
Some of the points people make, are valid, but nothing serious, I'm sure you have your sifting hats on, to spot the good from the bad suggestions.
I may shut up for a few months now, that would be something.

Comments
It may look like I was going flat out to be the first guy banned, but I wasn't.
In the limited times I've played it, I think it's very perfectly balanced - for Atlantic. It was incredible, during the boss in phase 3, there's been many times the whole server gets wiped and runs to the healer. When that happens, the dynamic spawn IMMEDIATELY adjusted back to weaker, and I went from doing 2-3 damage per shot to chunking out hundreds of damage per shot and took out 20% of it's health BY MYSELF on ATLANTIC. It really is balanced well, but if you have too many non participants around, yeah, you're probably going to struggle.
I mentioned before in another post, that during these events it seems they have to have one version for Atlantic, and one for the rest of the shards.
The only thing I would say might need changing, is to slightly adjust the amount of charges the smaller shards need in order to open the gates. I would hate to see the event just get opened 24/7 (specifically stage 4)as people have been asking for, and thus allowing people to just bot infinitely. Stage 4 on Atlantic is kind of rough, because there's SO MANY PARAGONS. But it's still manageable. When there weren't as many people in the dungeon, it was easier to get kills and drops.
The requirement to work together as a server is incredible, and allowing the crafters to be integral to the war effort is amazing. Truly, I think this is the best event out of the gates I've seen in the past several years.
Glad to see you like it as well.
I knew LS still had a decent population based on the amount of housing but seeing it in person has been great.
The good:
- I'm happy that the bosses HP scale based on number of attackers so that everyone has a chance to find the bosses and do some damage for rewards. This is huge for ATL.
- I'm a huge fan of the void slayer recipe and it lasting an hour; this is the type of thing I hope we see in future events where by doing the event, you are able to get additional stuff to help with the event.
- Many of the rewards like the totem/tabbard/sash/luck boots are awesome rewards that I think are fairly priced and worth getting several of for my various toons.
- The drop rate seems decent. I was worried we wouldn't get enough drops given the layout of the event but since we get some drops from each part and get a few from each boss it ends up working out.
- I actually like the different stages on ATL, but that's because we generally have people who help with all stages.
- I'm glad the cost of materials to make the breaching items & potions was reduced.
- The champs are challenging but fun on ATL. Sometimes when it's a Rift Construct it gets frustrating when so many people are running from it that their "energy aura" ends up killing me but so far I still get a drop even when I'm dying more than doing damage.
- Spawn rate of the chests for thieves seems pretty good...although with the amount of thieves running around sometimes it's hard to find one (likely an ATL issue).
The bad:- I still think some rewards needed to be tweaked. The branch should 100% be enhanced and the plate chest is a weaker version of Balron armor we just had last year where the armor was selling for 10m each... I have more than enough bone chest pieces that I have no use for the plate version (because I have stam leech).
- Price of 500 drops for the fancy colored mare is too much.
- I don't think in game luck actually impacts chest contents (for thief). I've run around with almost 4k luck popping chests (lost count of total chests) and haven't seen a single stealable. About 75% of the bags I get contain only gems and I think out of the 250+ chests I've opened I've grabbed maybe 15 turn-in items? That seems pretty low but I still need to test without the luck suit.
- Using an explosive barrel is a PITA to double click the barrel (or use last object) 50 times because if you go too fast you get the "wait to perform" message. I wish there was just a prompt asking how many bombs to remove from the barrel. Less clicking/button pushing please!
The ugly:Some of the initial things I called out which were for smaller pop shards do seem like they could potentially be a problem (especially if there aren't many people doing the event on day 2 & 3), but time will tell.
@Kyronix / @Community Manager - I think it might be a good idea to think about implementing a sort of timer for smaller shards where if the walls aren't breached after like 4 hours the wall falls and the next stage starts... then if that isn't done in 2 hours stage 4 starts. Just so people who might want to do the other stuff don't have to rely on (or be forced to play) a crafter. Just my 2 cents on that (we don't have that problem on ATL).