PDA

View Full Version : My thoughts on KQ (Rant topic) -_-



Andromeda
09-25-2007, 10:37 AM
Many people have different opinions when it comes to KQ from what I've seen. Some just can't stop playing KQ every 2 hours others can't stand KQ and haven't done a single KQ at all. I myself enjoy the KQs. As people know the KQs get more difficult as your levels progress. Since open beta Ive played alot KQs to notice how people handle different KQs.

I'll begin with King Slime KQ

Usually from the KQs I've done here you are almost bound to get a reckless player in the group just charging right into the King Slime even though the whole group has told them to wait. I've even noticed Mages going trigger happy and attempting to tank Power/Prince slimes when cleary they dont need to do that if fighters are present. As predicted from the first KQ most of them demand heal non stop from clerics when its there job to usually heal their own party only or the tank at Queen/King because they are too afraid to use stones or let the clerics do their job properly. Time is almost never an issue in this KQ but more of an issue is people dying since clerics are unable to heal yet.

Now Mara KQ

The transition from King Slime to Mara KQ wasn't too pretty for me even though I did my firt Mara KQ at Lv 21. But this KQ proved to me how annoying people can be. Ok as a cleric my job is to keep the party healed and if the tanker for the KQ happens to be in my party I usually focus healing him/her over my party. I usually perfer not to have the tank in my party because its hard to keep the other players alive at the same time as I've witnessed when Im the only cleric who is keeping the tanker alive. Its even more annoying when the archers/Mages pull fake Marlone/Mara when we are wasting time. Another thing in this KQ that really ticks me off is the fighters like to charge through everything as quick as possible without killing enemies leaving the other 3 classes traling behind to either clean up the mess or be killed by the mess. I've been victim to this twice myself because at the same time I'm keeping these ingrates alive. They are plowing through letting the healers and Mages and Archers to fix this up just wasting more time in some cases. The only time I wouldnt care if the fighters did this is when the group knows we have a weak group of weak fighters and weak damage dealers. Thus then we would need all the time we can get.

Now the Gold Hill KQ

I didnt find this KQ as difficult as Mara at all actually but the main problem was getting into the Gold Hill KQ. This is without a doubt the hardest KQ to get into. I only usually get into 50% of the Gold Hill KQs. I'm sure I speak for everyone here when the most annoying thing is when a noob completely clueless to the strategy of this KQ ends up with the key. You get to the Ice door expecting to have 1 minute of rest. Only to have the noob open the door so you can't rest =X. Very very annoying when you are at the door before Marlone. I found myself with the tank frequently in this KQ so naturally I had to resort to burning through my SP stones when I wouldn't have had to if the noob didn't open the door early. Because the issue with this KQ is also time which for the first 2 floors have the group split into 2 groups 1 takes left and the other takes right. The chest box rewards for this quest ain't good either most of the time you would usually get nothing. Other times it would just be tier 2 potions or enhancement stones.

Next up Robo KQ

Ok the transition from Gold Hill to Robo is massive defaintely like walking off a cliff here. This KQ cant afford to have anymore than 1 idiot in the KQ or chances are the whole group will fail. This is mainly directed at the clerics since they have the most important role in this KQ all you are doing is heal heal heal non stop for the first 3 KQs its always the fighters job. But this KQ defaintely relies on good clerics. Ive had to burn through at least 5 SP stones every Robo KQ because all I'm doing is trying to keep my party alive long enough for them to go crazy in the main room and run like mad from Robos mob and himself. Then I usually focus on reviving dead people if I see them. Always good to have decoy here and have a fighter run around circles for the whole 7 minutes in clock wise and lead the mobs so the other players dont get attacked while they are in centre. Its almost required to have a fighter doing this because if the mobs decide to start attacking the clerics mainly the chances of failing the KQ increase. For this to be a successful KQ you need smart clerics and not stupid ones always running around like a headless chicken. Since this KQ is far more difficult than Gold Hill KQ I always put my party before myself so Im not afraid to burn SP stones in this KQ.

Finally the Honeying KQ

Well can't say much about this KQ but this is exactly King Slime KQ but just the enemies have been replaced with much stronger ones. Also with a reduced time limit and only 10 people can do this at a time. The only thing I can rant about here is the staff didnt put any thought into this KQ. Its just a King Slime KQ except for lv 40-50 players. I can imagine without a high Lvl Mage this quest will be very difficult to clear on time since you will need all the damage you can do.

mrbradley1
09-25-2007, 01:37 PM
of all the headaches KQ gives you, i still like em, although they can be very annoyong at times.