• There is NO official Otland's Discord server and NO official Otland's server list. The Otland's Staff does not manage any Discord server or server list. Moderators or administrator of any Discord server or server lists have NO connection to the Otland's Staff. Do not get scammed!

Discuss: Darkrest - Serpent šŸ

Status
Not open for further replies.

JeiDi

Intermediate OT User
Joined
Nov 19, 2023
Messages
119
Reaction score
116
This post has not been generated or supported by AI.
POST #1 - THE NOSTALGIA

temple.gif


Serpent - Darkrest
I’m thrilled to announce my return to the Darkrest.Online team after nearly a year away. It's an exciting opportunity to share that we’re working on a wholly redefined experience, aiming to deliver the true vision of what Darkrest was meant to be with its first iteration and discuss our vision, answer your questions, and make sure it's the best experience you had on Darkrest so far.

For more detailed updates and responses, I’ll post in this thread no more than once a week. If you’re eager for faster updates or to connect directly, join us on our Discord channel.

ACT ONE - THE NOSTALGIA

For many, Tibia 7.4 represents the golden era of Tibia—a time of raw adventure, challenging gameplay, and unfiltered community interactions. It’s an era we hold close to our hearts and aim to revive with our project. Our goal is to capture the spirit of those days, delivering an authentic experience built on a solid foundation of reverse-engineered formulas and mechanics. Returning to the roots of what made Tibia 7.4 special, we’re crafting a world that stays true to its essence while offering the stability and enhancements of modern reimagining.

Info: In this post, we’ll dive deep into the old mechanics and the authentic Tibia 7.4 experience, leaving discussions about custom features or new systems for another time.

Mask group.webp

Let’s break the pillars of our nostalgic view on the game and how I ensure it’s kept as it should be on Serpent:

Simplistic sandbox - In the old protocols, we didn’t have many gameplay systems; if anything existed, it was strictly connected to the base gameplay loop (for example, Rune Making). A no-handholding design approach was used throughout the game and its ecosystem: no official wiki explaining every aspect of the game with detailed values, no quest markers, no easy mode, and no in-depth tutorials.​
Risk and consequence, along with the open world exploration - The vast, mysterious world of Tibia encouraged players to explore without guidance. Hidden caves, unknown quests, and the thrill of stumbling upon high-level monsters created a sense of wonder and discovery that modern game designs often dilute with handholding mechanics. Unfortunately, we can't reset our game knowledge, forget how to obtain a Carlin Sword on Rookgaard or get a Doublet. However, we have crafted new places for you to explore, new quests to solve, and new risks to take—all designed with the old-school style and feel in mind.​
Personal Progression and Identity - Through outfit colors, nicknames, quests completed with friends, and PvP experiences—where we either returned with a shield or on a shield—this personalization and experiences fostered a strong attachment to one’s character and its journey.​

To stay canonical to these pillars, I decided that some systems and things crafted during my absence shall be removed. Others need profound tweaks to go back to their previous shape (from the first server) and then be adjusted based on statistics and feedback gathered on Discord in the last 2 years.




Mask group-2.webp

What stays vanilla?
  • Spell formulas and mana costs (how your level and magic level translate to damage from runes and spells);
  • Armor and defense calculations (how much the armor protects your character and how effective the defense is);
  • Base damage values from weaponry (how much damage you deal from your sword or a crossbow);
  • Vocations regeneration and gains (how much mana and health you regenerate (online and while sleeping), along with health per level and skill tries per weapon swing or regeneration items);
  • Vocations promotions and costs;
  • NPCs* (in fact, we use original ".npc" files- there are custom NPCs or additional lanes in old NPCs, but if they had specific dialog options, they still have them the way you remember);
  • Monster respawn times are not longer than they used to be (but they can be shorter if there are enough players online or on respawns that were often reported, such as Fibula Dragons);
  • Monster spell-casting mechanics (monster still can surprise you with shooting twice);
  • Rune charges and potion healing values (both potion and runes don’t stack);
  • Items’ max stack is 100 units;
  • Retro outfits are default outfits;
  • Premium account mechanics;
  • Runes aim (you need to shoot on where the player actually is server-side), the default OTC's aim helper has been removed from players, it still works on monsters;



Mask group-1.webp

What doesn’t stay vanilla?
  • House prices are lower;
  • The city’s name doesn’t have to be included on parcel labels;
  • Depots and inboxes are connected for usability - You have eight depot boxes for your usage;
  • You don’t need to purchase spells;
  • Movement speed is linear, and there are no speed breakpoints. Each movement speed point increases (or decreases) your character’s movement speed;
  • You can wear two rings (one that has duration and one that doesn’t have duration);
  • There are blessings purchasable;
  • The map is bigger; it includes Port Hope, Ankrahmun, Darashia, custom Svarground, and islands such as Iskastad. It should be able to hold up to 1000 concurrent players (where many are rune makers, of course);
  • Old quests have little changes and adjustments to feel fresh (this didn’t change from the Lumara);
  • Monsters’ loot tables and statistics. However, these will be available for you to check on our public wiki, with all monsters’ loot and percentages;
  • Item ā€œTrapā€. There’s already a solution for that, but I will talk about it in another post;
  • There's no over-spawn, but spawn blocking is disabled;
  • The right mouse button movement is nerfed, so it's not possible to use it in PVP to by unstoppable;




Question:

What are your thoughts on the UI color? How important is it for you to have the default gray user interface? Do you prefer darker colors, or maybe it doesn't matter? Below is a screenshot of "default" colors versus current Darkrest colors. We can explore more as we go or change the defaults based on the player's preference.

nPig9D6.png

NOTE - THE LEFT IMAGE UI IS WORK IN PROGRESS AND A SUBJECT TO CHANGE.
Which colors do you prefer? Brown, gray, or maybe something else?
 
Last edited:
Always been a fan of original client style: buttons, colors, health and mana bar design, etc.. but the color on the left one seems nice
 
It's time to try it for 3rd time. Looks like a raw one cuz you deleted bunch of stuff, but will try it anyways.
Fingers crossed.šŸ¤ž
 
This post has not been generated or supported by AI.
POST #2 - THE TIME TRAVEL

POI.gif
KBMgicY.png

Serpent - Darkrest

Now that we’ve covered the similarities and differences in the vanilla experience, let’s dive into the systems you’ve already encountered on Darkrest—those that have been modified, balanced, tweaked, or even removed. If you’ve had the chance to play on our server, you know that every feature has been crafted from the ground up, exclusively for Darkrest. We’ve stayed true to that philosophy, which is why our server remains unique and stands apart from the rest.

If you’re eager for faster updates or to connect directly, join us on our Discord channel.

ACT TWO - THE TIME TRAVEL

Both the Historia and Lumara servers introduced a host of new functionalities. However, over time, many of these features became less aligned with the core gameplay pillars I outlined in my first post. As a result, several systems—even some that were popular among players—had to be removed, as they were more suited to an evolution or fun server rather than the vision we’re striving for.

Systems that are completely removed from Serpent include:
  • Dungeons;
  • Servants;
  • Traits;
  • Crafting recipes;

For players familiar with our server's history, it’s likely clear that these systems were introduced with Lumara. While they served as valuable learning experiences, they ultimately proved to be unsuccessful experiments. This is why we made the decision to remove them.


tQOw28M.png

What about other systems? Some of them are Darkrest's bread and butter. Let's start with gathering professions:
  • Mining
  • Lumberjacking
  • Skinning
  • Fishing

You can find all of these in your Skills panel. The most notable changes to gathering professions involve skill progression, which now works just like other skills. This means the lower your skill level, the easier it will be to progress—a complete shift from the previous system. For instance, leveling from 10 to 37 in mining now takes around 1.5 hours at a decent mining spot, assuming no other players are mining in the same area. Previously, it was possible to max out these gathering skills to level 100 in a single day, which was, to say the least, unbalanced. Additionally, the rarity of the resources you gather now plays a role in progression. Collecting gold ore, for example, will grant significantly more skill progress than gathering iron ore. Moreover, the higher your skill, the better resources you can collect, and the higher your chance of success.


JCToPtG.png

And yes, it means that fishing is new... but maybe let's keep it for you to explore as the server starts.

However, why gather all those resources? Well, you have options: sell them, use them to craft equipment and consumables, or even create daily boss keys.


So... let’s talk about the crafting system! And, oh boy, it’s undergone some serious changes over the past two years. Like... a lot.

Crafting possibilities have been significantly scaled back for the Serpent launch. These adjustments are tailored to suit low-rate servers. It will no longer be possible to craft every single item, literally.

For all the crafting enthusiasts out there, don’t worry—there are still plenty of options to keep you busy. Here’s what you can craft (equipment):
  • 8 craftable helmets
  • 9 craftable armors
  • 6 craftable legs
  • 5 craftable boots
  • 6 craftable shields
  • 5 craftable rings
  • 10 craftable amulets

Like all skills, crafting is now easier to level up in the early stages, but it becomes progressively more challenging as you advance. While the skill technically has no cap, the highest achievable level is effectively 445 crafting skill. However, reaching that is practically impossible—or is it? Prove me wrong!

Crafting weapons on Darkrest has always been a bit... off. While there was a strategy behind its setup, it was never clearly explained and was often hard to grasp. So, weapon crafting has been completely reworked.

Now, all melee knight weapons—swords, axes, and clubs—share the exact same ingredients for items with identical attack values (for 1-handed weapons) or attack + defense values (for 2-handed weapons). This change ensures that weapons crafted through the system are perfectly balanced and equally obtainable, regardless of the type. Are you a paladin? You can craft spears now!



I will end my today's post here. In the next one, I plan to discuss Enchanting, Items Rarity, and Monsters Rarity. All these have been changed based on your feedback. What do you think about changes, and what would you like to read about?
 
Hello, i played the first Darkrest with my team and from our experience, the skills like minning or crafting were pretty unbalanced, like you mention it was possible to level it up to 100 in less then a day , but as i readed the post i find good to remove things like dungeon, servant, traits and craft recipes, i mean it gave a "difficult" access to recipes and craft, but after getting them were pretty much the same.

Now with the skill change and how to level them up i think it is a pretty good change, that will bring more difficult not only to level up them, but the player now has to think it twice before going to a difficult hunt or place, not now only risking their items or magic level or distance/sword/axe/club/shielding, but now the skills like skinning, minning, etc. ---> this will bring a new difficult to the game.

The limitation on the list of items to craft is good too!!
It can open more incentive to explore or find quests or do a team hunt or solo hunt to get a certain item.

Now i guess about the Axe-Club-Swords is kind of hard to bring an optimal solution about crafting them, you can also see the player base and what type of weapon was more used (on the 2 previous servers), what item was more crafted and you can estimate "maybe" a good approach to a better solution there too.

To mantain an attention too of recipes of items that can be sold on npc (like when the prices were downgraded after a patch), so the economy in-game can be good mantained.

I think it is good to mantain more vanilla things too:
like purchase spells --> this will stop a little too the things like bot or mc-ing, and bring more fun and difficult on early months of the server.
This also will obligate the player base to level up first and get some gold before seeing "rune makers" while being afk.

About the rest of the things you have posted i'm waiting to see the clarification on the item "Trap" and the monster's rarity, enchanting, items rarity (that it was like a little easy to obtain an epic item with crazy stats) (also crossbows or bows with +3 axe fighting or things like that).

Edit:

Also i wanna know too about (if possible) the punishment you are gonna give about players that use proxy/bot/mc to get advantage in the game.

IF is possible to correct the things with a rollback like happened on the first server like duplicating items (this problem with the "premium coin").


I will be seeing this post and try to help from the player base, this new server i guess is on good road.


Greetings!
 
Last edited:
This post has not been generated or supported by AI.
POST #3 - THE PERFECT ITEMS

POI.gif

KBMgicY.png
Serpent - Darkrest

As promised, here’s a post covering Enchanting, Item Rarity, and Monster Rarity, along with answers to some of the questions that have come up. But before we dive in, let’s talk about a new feature coming to Serpent—one you might have missed! Since the same item can exist in thousands of different variants, we needed a better way for players to communicate and share their unique finds. To make this easier, you can now mention special items in chat. Simply right-click an item in your inventory and select "Mention." Other players will then be able to hover over the item in chat to view its stats, bonuses, and other details at a glance.


ACT THREE - THE PERFECT ITEMS

Almost every equipment piece on the Serpent can get a higher rarity. These rarity levels are unchanged, so a high-end item can be either common (standard version), uncommon (with one bonus), rare (with two bonuses), epic (with three bonuses), or the creme de la creme: legendary (with four bonuses).

In fact, that didn't change at all, but the bonuses that items provide did a lot.

Previously, our bonus system followed a straightforward formula. The first bonus an item received was always an "attribute"—a bonus that boosted two stats (e.g., magic level and melee fighting). Any additional bonuses were then selected from a separate pool of secondary effects, such as physical damage reduction or extra health.

These bonuses were then multiplied by the item's rarity (e.g., 1x for uncommon, 2x for rare [...]), making them predictable and overpowered. Since the system always assigned the highest possible values, the only real variation was in the types of bonuses rolled. Even this was somewhat rigid, as every item with bonuses always included an attribute. This led to a system that, while powerful, lacked diversity and excitement.

Another pain point of the system was that there was no way of changing bonuses after getting them. These were written in stone. That is also something that has changed now.

UFqhMIB.png

So, how does new items' rarity work? Let's list what didn't change:
  • All items have specified "max rarity," which means your leather boots cannot be legendary but uncommon at max;
  • Rare items can be obtained from crafting, enchanting, or looted from rare monsters;
  • Items still can roll an attribute only once;

What did change then?
  • Getting an attribute is not guaranteed as the first rolled bonus - in fact, you can have a legendary item with no attribute but only secondary bonuses;
  • Your melee weapons can no longer have attributes with +distance fighting, and vice versa. Items have excluded attributes and secondary bonuses based on the item's category;
  • Some bonuses, such as ward (protection from elements), can be rolled multiple times on one item but with a different element (for example, you can have an item with protection from fire and protection from physical);
  • There were new bonuses added;
  • Attributes with magic levels have been modified to give magic power (it increases the effectiveness of your spells but does not allow you to cast spells or use runes faster [on lower base magic level] as magic level did);
  • Bonus values are not fixed and multiplied by the item's rarity. Instead, your item's rarity only sets the maximum value of the bonus possible, but the bonus itself is constantly rolled from the minimum to maximum value, creating a massive amount of possibilities and not making every single item that powerful;
  • Items with rarity are more challenging to get, it was needed since we aim for a low-rate server, not high-rate/evolution where everyone has epic items on day 3;
  • Rare items do not drop from monsters as long as the monster is not Epic, Mythic or Legendary;

I hope that I have listed everything...



Enchanting time! The system was added to Historia about a year ago, and it was never perfect. It is pricy, and it is meant to be used on higher levels, but it should have an option to mitigate the risk of losing your beautiful item entirely as the system is introduced.

kq6FIyv.png

For us, enchanting is the ultimate way of securing the best items in the game, and enchanting skill makes your character very valuable, as it is extremely pricey to level up. However, with the significant cost comes great power.

To give you that security, we introduced the "Remove Break Risk" option from Enchanting, which increases the enchanting cost even further (gold coins, no p2w with premium currency) but gives you a 100% chance of not losing the item entirely.



Rare monsters... sounds like something fun and scary at the same time. And it is precisely how it looked for a long time... And trust me, I know that system very well, very well.

How do those monsters change?

LnpQdd1.png

First, if the rarity monster does not have a target for 15 minutes, it will lose its rarity and become a standard monster. That change was necessary so some respawns will not be locked after a creature spawns there, and you are not able to slay it.

Another change is the loot. Rare monsters can drop uncommon, rare, or even epic or legendary equipment. Moreover, rare monsters drop bonus rerollers (also uncommon, rare, epic, and legendary—depending on the monster's rarity). These can be used to roll bonuses on your items, and again, do not worry. These are not available in the game shop—you can obtain them only in-game.

Not all monsters can spawn with a rarity from now on. You will never meet a legendary rat (or even an epic one). The stronger the base monster is, the better rarity it can get. I am sure this change will help some of you on Rookgaard.

The typical game experience changed from "Again, rare monster, I will waste a lot" to "a chance to get a juicy drop," and I love it! Does it mean that each rare monster is profitable? Not really. You will sometimes lose more than you get, but even in these cases, you will get more experience killing them, or you can always void that monster for 15 minutes to despawn it.



All changes listed are based on Discord's feedback. I have been reading everything, adjusting the server on my local version, and playtesting it with every change made.

In the next post, I plan to talk about vocations and how their game experience changes or not (this also includes the "trap").



For questions, propositions, and comments asked here:
1. Buyable spells—our server currently does not have the full support for that, and it would take quite a lot of time to add and test every single NPC on every single vocation. We are currently not focused on that. It does not mean that all spells will be learned, as we might add, but it is not something we work on currently. (I like the idea of purchasing them!)
2. Cheating punishment—the lowest punishment is permanent account banishment, while the perfect is banning all accounts connected to the caught one.
3. Rollbacks—we have daily backups, so if needed, we can return to any day we want. However, that is the atomic option.
4. Another x1 boring tibiantis like—I wish the server to be as successful and well done as Tibiantis, and I wish that to myself and every player who will join us in that adventure. If something is boring or fun, it is very subjective, but both servers are definitely different.
 
Excelent!!
But still, i really hope you guys implement the buyable spells, this will bring more fun and difficult on the early game of the server.

I think it's good the idea of erasing the legendary/elite monster after some minutes of its spawn, so that doesn't block any good respawn, Āæthis doesn't affect if it's targetted and after some minutes it won't consume the rarity of the monster?

I really like the cheating punishment so that way it enforce a fairplay for everyone.

Finally the removal of distance on melee weapons and melee skills on distance weapons!!

ĀæWould be possible to get rare items on normal monsters? like you posted you only mentioned that only rare one's will have the chance to drop a enchanted item.

Still waiting on the item "Trap" and the changes you have for it.

Following the post!!
 
I was a player from both worlds and they were to good had a lot of potential i knew there are top notch devs and features.. but sadly the long-term vision i understood that is not something that i will find in Darkrest, anyways gl in your third strike.
 
I'm looking forward to return to darkrest again :) I really liked the trait system, altough perhaps not perfect it was a neat addition.
 
This post has not been generated or supported by AI.
POST #4 - VOCATIONS

POI.gif

KBMgicY.png


Serpent - Darkrest

As promised, it is time to cover all vocations and their game design. As in the first post and overall game design, we came back to the roots of Tibia 7.4 with a little twist. As you know, Tibia has five vocations: None, Druid, Sorcerer, Knight, and Paladin. On Darkrest, we have been experimenting with that aspect since the beginning, with some bad and some good outcomes.

First of all, we observed that it is something that people like. Many players were eager to try Barbarian when we launched Historia (our first server); for some, it was a selling point to join us.

However, we had many problems with the vocations balance, which is not only about custom vocations but also custom spells for existing ones. Fortunately, after these two long years, we gathered enough data and feedback to diagnose what was too strong, and we were able to work on that.


ACT FOUR - VOCATIONS

Serpent will only allow you to create a character with no vocation (None). It will work exactly as it did back in the old good days, and on level 8 you can select your desired vocation while talking with The Oracle (or The Gatekeeper).

Ksl1bsY.png

There are five options:
  • Guardian (Knight);
  • Marksman (Paladin);
  • Mage (Sorcerer);
  • Druid;
  • Bard;



GUARDIAN (KNIGHT)

Knight is mostly unchanged from its vanilla version. However, the gameplay is slightly more enjoyable because of equipment changes, allowing you to hunt better monsters or slay them faster. It is a perfect vocation for people who like to profit, loves to be front liners, and have no fear. Equipment greatly benefits every aspect of Knights' gameplay, so update your gear whenever you can.


MARKSMAN (PALADIN)

Paladin gameplay will look and feel like on 7.4. However, your arsenal of available weapons is increased. You can purchase and loot new arrows and obtain new bows or crossbows. Moreover, you can craft spears or base ammunition if you are interested in crafting. The cherry at the top is the spells that fit the real hunter's roleplay perfectly, as you can use traps, bolas, or arrows soaked in very strong drinks.

T5qgfPP.png


MAGE (SORCERER) & DRUID

Since Tibia 7.4 did not support wands, you can remember magic vocations using war hammers, skull staves, and different strategies utilizing traps to hunt on early levels. We do not think it is the best approach, and to save you from dragging and dropping traps for hours, we added a new skill designed for these two vocations called "Artefacts Mastery." Magic vocations advance faster in this skill, and items used by it are, for example, magic staves, such as the "Wooden Staff" you can get for free from magic shop NPCs (Hey, that is you, Xodet!). You need to slay open-world monsters, daily bosses, raid bosses, or just craft to get better artifacts.


BARD

For all our custom content lovers, here it is! Hop on an adventure and become a Bard (just do not end like Hengis Wulfson!). Bard is a supportive vocation. As a Bard, you will be able to increase your allies' movement speed, slightly heal them (not as good as a druid), conjure some supportive and aggressive runes, and most importantly... play instruments as your weapon! However, if you prefer to use a sharp rapier as a weapon, you can also do that. Just remember that bards, in their finesse, do not like shields; they are big and heavy... Your magic level will advance slightly slower than Mages' and Druids', but you will have a marginally bigger health pool.

.. and when the dead feast at midnight
the ancient enemy will no longer guard
the place of his unlucky heir and the
living will walk the paths of the old way.
Death awaits the greedy and the brave
alike and many will be mourned until
the long lost treasure is unearthed...


51cWuoF.png



And well, there is way more to tell and show to you. I wonder if all the images aren't a little unrelated today? Anyway, see you in the next post. I am not sure yet if I will talk about new quests or maybe... what did I cook?

Answering your questions:
Excelent!!
But still, i really hope you guys implement the buyable spells, this will bring more fun and difficult on the early game of the server.

I think it's good the idea of erasing the legendary/elite monster after some minutes of its spawn, so that doesn't block any good respawn, Āæthis doesn't affect if it's targetted and after some minutes it won't consume the rarity of the monster?

I really like the cheating punishment so that way it enforce a fairplay for everyone.

Finally the removal of distance on melee weapons and melee skills on distance weapons!!

ĀæWould be possible to get rare items on normal monsters? like you posted you only mentioned that only rare one's will have the chance to drop a enchanted item.

Still waiting on the item "Trap" and the changes you have for it.

Following the post!!

1. If the monster has an active target, then it won't lose its rarity. However, when the monster loses its target and does not find a new one for 15 minutes, it will do.
2. Normal monsters do not have rare items in their equipment. You can get items better than common only from rare monsters (Elite, Mythic, Legendary), crafting or enchanting.

I was a player from both worlds and they were to good had a lot of potential i knew there are top notch devs and features.. but sadly the long-term vision i understood that is not something that i will find in Darkrest, anyways gl in your third strike.
I'm looking forward to return to darkrest again :) I really liked the trait system, altough perhaps not perfect it was a neat addition.

Thanks for the comments, guys; I'd love to see both of you and your friends when we launch. The server is aimed to be long-term; that is what we want the server to be.
 
Last edited:

BARD

For all our custom content lovers, here it is! Hop on an adventure and become a Bard (just do not end like Hengis Wulfson!). Bard is a supportive vocation. As a Bard, you will be able to increase your allies' movement speed, slightly heal them (not as good as a druid), conjure some supportive and aggressive runes, and most importantly... play instruments as your weapon! However, if you prefer to use a sharp rapier as a weapon, you can also do that. Just remember that bards, in their finesse, do not like shields; they are big and heavy... Your magic level will advance slightly slower than Mages' and Druids', but you will have a marginally bigger health pool.

As i readed, why implementing the "supportive" vocation, i think it is good enough to separate the druid from mage as the druid for supportive (sio/mas res/ MAYBE include the haste to person as the exura sio), idk as i like that Darkrest implement and experiment with new things but i think the Bard vocation can be perfectly replaced with the druid.

My doubt now, Āæit will be another skills like "rapier" or "instrument" or such thing?, Āæthey will be only one-handed? or Āæthey will be able to wield two-handed weapons?.

Also including the thing i mentioned on the druid term, why no implementing the Wild Growth as a mw crosshair but consuming mana per throw, idk, i think (as i do not know further) that the Bard vocation it may be a little forced, i hope you could talk more about the vocation itself.
 
BARD

For all our custom content lovers, here it is! Hop on an adventure and become a Bard (just do not end like Hengis Wulfson!). Bard is a supportive vocation. As a Bard, you will be able to increase your allies' movement speed, slightly heal them (not as good as a druid), conjure some supportive and aggressive runes, and most importantly... play instruments as your weapon! However, if you prefer to use a sharp rapier as a weapon, you can also do that. Just remember that bards, in their finesse, do not like shields; they are big and heavy... Your magic level will advance slightly slower than Mages' and Druids', but you will have a marginally bigger health pool.

I would love to read more about the bard vocation. Mainly because I am interested in it, but also because I am slightly worried that you are making a big mistake leaving Druid the way it is/was in 7.4 while also adding Bard, neither fully taking on the "full"supportive vocation, but simply making it seem like you will need both Druid & Bard.

How do you see the setup of parties, do you expect players to choose one over the other depending on the situation or is one simply a better choice as support?
Support vocations/classes are already quite niche, but then adding a support vocation while Druid exists the way that it does is quite strange. Would it not have been better to make Druid into something else or even merging it with Sorcerer so it just becomes a mage vocation and have Bard take the sole role as the supportive vocation?

Also I can only assume that this isn't the entire 'arsenal' of the Bard vocation (buff for movement speed and a weaker heal than druid?) so please elaborate a bit more for the people that are eager to hear more about Bard.

I have so many questions. I hope you are up for a discussion about Bard, I am very eager to read your insights.
 
My doubt now, Āæit will be another skills like "rapier" or "instrument" or such thing?, Āæthey will be only one-handed? or Āæthey will be able to wield two-handed weapons?.

Bard can use:
  • Instruments (flat damage, no skill scaling), deal small distance damage;
  • One-handed swords (using swords skill), but at the same time, Bard can't use shields;

How do you see the setup of parties, do you expect players to choose one over the other depending on the situation or is one simply a better choice as support?
Support vocations/classes are already quite niche, but then adding a support vocation while Druid exists the way that it does is quite strange. Would it not have been better to make Druid into something else or even merging it with Sorcerer so it just becomes a mage vocation and have Bard take the sole role as the supportive vocation?

Also I can only assume that this isn't the entire 'arsenal' of the Bard vocation (buff for movement speed and a weaker heal than druid?) so please elaborate a bit more for the people that are eager to hear more about Bard.

I have so many questions. I hope you are up for a discussion about Bard, I am very eager to read your insights.

In 7.4, team hunts didn't look like they do nowadays, so party hunting was different. In the PVP scenario, however, Bard seems to fit perfectly as an additional vocation that can lower other vocations' weaknesses. In team hunts, I'd say that Bard feels similar to Mage & Druid on stronger creatures (with an exception for Sio usage, as he can't use Sio), however on weaker monsters, where he can use his sword, he might be stronger (or if you are brave enough to melee Hydra as Bard).

Would I personally prefer Bard over Mage? I'd say in specific scenarios. If, for example, we will hunt Hydras for profit with Knight and Paladin, then I'd like to have Bard as he can boost Paladin's and Knight's attack speed (while the Hydra is weak to physical damage) and use hmms and UHs. Does this exclude Mage or Druid? Not really, as these can summon Demon Skeletons, which are perfect for Hydras as well.

Current Bard spells:
Todd: I have 'Mass Light Healing', 'Music Strike', 'Music Beam', 'Plague Sound', 'Mass Haste', 'Mass Strong Haste', 'Find Person', 'Light', 'Light Healing', 'Magic Rope', 'Antidote', 'Intense Healing', 'Levitate', 'Great Light', 'Haste', 'Ultimate Healing', 'Strong Haste', 'Cancel Invisibility', 'Ultimate Light', 'Conjure Light Magic Missile', 'Conjure Heavy Magic Missile', 'Conjure Antidote Rune', 'Conjure Intense Healing Rune', 'Conjure Destroy Field', 'Conjure Desintegrate', 'Conjure Magic Wall', 'Mass Attack Speed', 'Great Mass Attack Speed', 'Mass Fire Protection', 'Mass Death Protection', 'Mass Earth Protection', 'Mass Energy Protection', 'Mass Ice Protection'.
 
Current Bard spells:

Todd: I have 'Mass Light Healing', 'Music Strike', 'Music Beam', 'Plague Sound', 'Mass Haste', 'Mass Strong Haste', 'Find Person', 'Light', 'Light Healing', 'Magic Rope', 'Antidote', 'Intense Healing', 'Levitate', 'Great Light', 'Haste', 'Ultimate Healing', 'Strong Haste', 'Cancel Invisibility', 'Ultimate Light', 'Conjure Light Magic Missile', 'Conjure Heavy Magic Missile', 'Conjure Antidote Rune', 'Conjure Intense Healing Rune', 'Conjure Destroy Field', 'Conjure Desintegrate', 'Conjure Magic Wall', 'Mass Attack Speed', 'Great Mass Attack Speed', 'Mass Fire Protection', 'Mass Death Protection', 'Mass Earth Protection', 'Mass Energy Protection', 'Mass Ice Protection'.
Is there any chance we can get more information on what exactly these buffs do in terms of numbers? How much protection is given, how much atk speed is given, can these buffs be refreshed before the timer runs out etc.?

Thank you for the response.
 
Is there any chance we can get more information on what exactly these buffs do in terms of numbers? How much protection is given, how much atk speed is given, can these buffs be refreshed before the timer runs out etc.?

Thank you for the response.

Mass Haste - Like Haste but AOE
Mass Strong Haste - Like Strong Haste but AOE
Mass Attack Speed - 3 minutes, 10% attack speed condition AOE (only one attack speed condition from bard spell can be active)
Great Mass Attack Speed - 3 minutes, 25% attack speed condition AOE (only one attack speed condition from bard spell can be active)
Mass {Element} Protection - 4 minutes, 4% protection condition AOE (only one element protection from bard spell can be active)

You can use the spell again to refresh the timer, the same as you can do with other spells, such as Haste.
 
Mass Haste - Like Haste but AOE
Mass Strong Haste - Like Strong Haste but AOE
Mass Attack Speed - 3 minutes, 10% attack speed condition AOE (only one attack speed condition from bard spell can be active)
Great Mass Attack Speed - 3 minutes, 25% attack speed condition AOE (only one attack speed condition from bard spell can be active)
Mass {Element} Protection - 4 minutes, 4% protection condition AOE (only one element protection from bard spell can be active)

You can use the spell again to refresh the timer, the same as you can do with other spells, such as Haste.
Thank you again for all the responses.
I am a big support/healer class lover in every MMORPG, so the bard vocation here did spark some interest. However, I do feel like this vocation seems to be lacking. At least from the things you've mentioned here.
Maybe I see this entirely wrong and I will eat these words. Seeing a buff that lasts 4 minutes and gives only 4% protection to a certain element seems very low to me when it's a pretty defining spell for the vocation itself. Just ignoring any other protection% you could get, because none of those will be vocation defining, unlike a buff for a buffing vocation, wouldn't 4% on 100 dmg just be 4 mitigated damage? This seems very low.

With just your post + your answers, Bard really feels quite underwhelming and I feel like there isn't much that really makes me want to play this vocation over a Druid that can actually properly heal. In my opinion, having these buffs is very circumstantial and I feel like it will only really matter when it's cast on multiple party members at once.


As someone who very much enjoys playing any healer/support class in any MMORPG, I don't really get all that excited about the Bard vocation, it's cool, but thats about it. I feel like these buffs Bard does could very well just be an addition to the 7.4 Tibia Druid to make it a more fun & supportive vocation. But having just this on a brand new vocation feels, again, quite lacking.

I don't want to make this response too long so I will just cut it here.

Thanks again for the responses and the insight.
 
Is it possible for you to show all available spells for the Druid vocation as well? I'm quite curious what spells are available to them, especially since they are labeled as 'life, earth, ice'. Would be quite interesting so people can compare the two support vocations.
 
Status
Not open for further replies.
Back
Top