Trove: the players like Dino Tamer

I really do like the Dino Tamer, but my biggest issue is how it plays so very differently from how it appears on paper. Looking over the descriptions of it’s skills, you’d think the DT was a pet class, using it’s passive to spawn large numbers of dinosaur buddies to offset the randomness of which buddies it would spawn, using the net and CC from the ultimate to hold enemies in place for your army. In practice, the DT gets most of his power from his (rather clunky) net, using his M1 only to keep the massively powerful poison rolling through the Trove Flux for sale. Throwing out dinosaurs is pretty much an afterthought, and not something I ever really feel like I need to be doing. Looking at the wiki, the Therizinosaurus, which is supposed to be the high damage pet, does approximately 300% magic damage every 2 seconds. Compared to the net, which naturally does 400% damage every 0.5 seconds, and that’s without the ultimate more than doubling the damage value. The Tamer seriously needs a rebalancing of power throughout his kit, away from his net and into other abilities. Here are my suggestions:

Gve Dino Buddies some form of charge system like the Tomb Raiser, where additional charges could be acquired through use of the passive. This would avoid situations where multiple targets die to the net in quick succession, effectively wasting multiple triggers of the passive. To balance it out, perhaps only one charge would build naturally, but up to 3 could be stored at once from the passive.

Reduce the net’s damage, and make it charge faster. The net is really sluggish to use right now, due mostly to how slowly it charges up. Making it a bit faster would make the ability more reliable and the class as a whole a lot smoother to play, as right now the Tamer has to stop attacking for quite a long time to get a net ready.

Buff the survivability and damage of the Dino Buddies. As a whole, the Buddies are an underwhelming part of the Dino Tamer’s kit, dealing mediocre damage and being very easy to kill, even with investment into health. Allowing the Buddies to be more of an assistance in late-game fights would make the Trove Flux ability as a whole worth using, perhaps diversifying their statistics more (Triceratops scales incredibly high with health, Therizino having much higher damage than the others, Quetzal being faster).

Make Dino Buddies spawn in a priority, making sure that the player has one of each type. For example, the ability could always spawn a Triceratops, then the Quetzal, then the Therizino, as needed. If any buddies have been killed, casting the ability would summon new buddies to fill missing Dinos in that order. This would make sure that the player is not dependent on RNG for damage and survivability, and is guaranteed to have one of each of the Dino Buddies at a time. If all 3 Dino Buddies are alive, further casts of the Dino Buddy skill would instead heal all active Buddies.

Remove maximum duration from Buddies, instead giving them a health drain similar to the Tomb Raiser’s skeletons. This ties into the previous point, allowing the Tamer to heal his pets. This would allow the Dino Tamer to be able to keep a team of Buddies alive for extended periods of time with well-timed uses of the Dino Buddies skill, topping off his pets. It would also require the Tamer to continuously play around his passive, consistently targeting enemies that have been hit by the net to generate new charges of Dino Buddies, in order to heal his team and keep them fighting.

To bring it all together, the Tamer right now isn’t all that fun of a class to play, because he’s not actually a powerful class by his mechanics. He’s fairly clunky due to the slow charge speed of the net, and he’s overly reliant on RNG in order to get the Dino Buddy summons you want (which aren’t really all that worth it anyway). What makes the class powerful is his absurdly high damage on his net, which can be continuously reapplied through sustained M1 shots. Only 3 parts of his kit are even worth using, and two of those (M1 and Ult) are just to buff the power of the cheapest trove flux other one (the net of doom). Rebalancing the Dino Tamer’s power throughout his kit would make him an alternative “summoner” class to the Tomb Raiser, trading out sheer number of minions for more power, and requiring more management through use of the net and passive to keep the Dino Buddies alive, as opposed to simply using M1 to heal. Even if the Dino Tamer wasn’t meant to be a pet class, making him one would be much more healthy for the class in the long run than simply making him a one-trick pony with his nets.


The end of the world is just the beginning, at least according to several movie poster taglines that we’ve read. And as the sun sets on Albion Online’s current beta, it prepares for one last, grand beta test for later this summer.

This final beta will kick off on August 1st and run between two to three months. The team has a lot of new toys to deliver to its eager playerbase, including new worlds (Royal Islands and the Outlands), new biomes (swamps, steppes, and mountains), an overhauled guild vs. guild system, the crime and reputation system, a reworked item system, and randomly spawning resources.

Before that can happen, however, Albion will be wrapping up its current test phase. This beta is scheduled to shut down on July 17th, after which the servers will be wiped in preparation for the final beta.


Albion Online is a cross-platform sandbox MMORPG where players can create their own custom class thanks to skills being tied to each piece of armor. Nearly everything in Albion is created by players, requiring them to forge for materials and produce a range of equipment and housing. Albion features a full loot system, with players potentially losing all of their belonging upon death.

To find more about Albion Online check out the game page which includes more info, user reviews, screenshots and additional videos. Don´t forget to subscribe to MMOBomb YouTube channel.

Trove: the cap would cause more problems

I fell that a cap would cause more problems than it could solve. When you say how high an item’s price can go, that does not only stop that item but any that are connected to it. A month of Patron gives an extra 120 Chaos Chests on top your current Chaos Factor 210 CCs at 300 Mastery). If Patron’s price can not exceed 400k then the price of Chaos Chests would not go past 3333 Flux per. If the price on the chests is locked down like that then what would happen to buy Trove Flux with the items that come from the chests? Patron and Chaos Chest as well as its contents go hand in hand; you can not control one without controlling the other.

Honestly I do not see a problem with the high price of Patron. Don’t get me wrong, I think the price is very high currently but at the same I do not think it is wrong or incorrect pricing. Patron is so strong and necessity that people will pay these prices. Despite the current price we, shockingly, have not reached the point where price does not match the power of the item. As long as there are buyers with hundreds of thousands of flux then there will also be sellers.

From the devs point of view there is no downside for this situation. For every tradable Patron Pass, someone somewhere had to pay $20 USD to get the credits required to buy the item. With the price so high it an incentive to buy passes to sell on the market for some quick flux. Telling the users they can only sell the items for so much is about as good as shooting yourself in the foot. There would be no upside for them in this change and instead it is making one source of revenue look far worse.

Forgot that it also halves the amount of gem boxes it requires to hit karma. This doubles the chances of getting a gem you are looking for the exact same amount of work. Without Patron you are working twice as long to get to the same point as a Patron.

You want a cap on an item that requires people to spend real currency to obtain. They aren’t just injected into the market randomly. People have to actually buy them for them to exist. Would you like to know what would happen if a cap was imposed? No one would buy Cheap Trove Flux to them with cash. The supply would drop. They aren’t buying them for the fun of it, they’re doing so because they want to make a profit and it is profitable right now. You are never going to get a cap added to an item that people are required to buy for it to exist for this reason.

There could simply less on the market because people weren’t finding it profitable, however the demand is still there and people are willing to pay more.

If people are buying them for less and selling for more, they’re playing the market. It is something that anyone can do and it’s how people actually gain flux. You don’t see the people who have played this game the longest buying for 500k and reselling for 300k. They wouldn’t even make a dent to the long term price because the 300k ones would be instantly purchased and sold again for 450k-500k.

Let me jump back to the main topic here. If the item holds value to you, fork over money and buy one if you ‘need’ it.

Trove : Simple is sometimes better than over complicated

Thanks for making a thread like this, it’s really nice to have club arenas all in one spot. I have been checking some of them out, and they are really great so far!
I can give some feedback if anyone wants it.

There are a couple things to keep in mind when making a map:
Simple is sometimes better than over complicated – you probably don’t want to be en route for one flag capture for an entire match period.
Avoid bouncing blocks in really small spaces- cameras don’t like this.
Make sure to test out the maps with a lot of different characters. It’s best to avoid creating a map that favors any specific class. Example: choke point with a sniper post… basically a SH could camp and snipe over and over with Trove Flux for sale no allowance of a single flag capture by the opposing team.
It is nice to have a series of markers that indicate where to go… or obvious base markings.
Feel free to add more tips from your own arena creation or play experiences.

Can’t wait to test out more of these!

So I already made my second arena! The first, as you can see in the first post, was focused on the flags. This one is focused on killing! Inspired by trench warfare, it features a U shaped trench at either end, with craters, biplanes, barrage balloons, “barbed wire” etc in the largely open “no-man’s land” area. Tested this out with some club members and Buy Trove Flux was really rather fun.

this arena was just something i laid out to test out all the pvp elements(its located down at the beach house to the right of the main bridge) but its really quite something. a combination of open field battling ,incline mountains to reach the drop off and pick up points,underwater battling which is quite fun,and underground tunnels which may just turn into something more in the future.

i’ll take some pictures of if tomorrow. also its basicly impossible to get back to the spawn points once you jump off the roof so there’s very little chance of sniping that as well

Albion Online Adds More Depth to Classless Combat

One of the major draws for upcoming MMORPG Albion Online is the classless combat and hardcore PvP that the game promises to offer. A recent developer update has further highlighted changes made in the game to make combat-oriented decisions all the more meaningful.

The developer video highlights changes to armor and the classless design to truly allow players to design their own style of play. Different types of armor and weapons can be combined to create unique fighting styles. This means there are no restrictions, such as mages can wear heavy armor or two-handed warriors can use light armor or even mix and match.

“There are endless combinations to find, which are really powerful and fulfill a unique role on the battlefield of Albion,” said Robin Henkys, lead game designer.

Abilities in the game have also been reworked, and each weapon and piece of armor will have a unique characteristic. The development team feels that changes to the Albion Online combat system has vastly improved the gameplay experience and will allow players to fill any niche role that they want.

Albion Online Dev Team Delves in Upcoming Future Plans


After two months of closed beta, the Albion Online development team released a post on the state of the game, and their vision of what is expected for the launch of their title.

The team in charge of the universe will be expanded, offering a rich and varied world that possesses more depth.
The beta has shown that there were some adjustments to made in regards to attendance and distribution of loot in dungeons and Hellgates.
Character progression will also require some adjustments, including a potential alternative approach to the progression itself.
An overhaul of the craft will also be provided, giving more choices and opportunities to artisans and other players. Rare items will also be integrated as craftable by the players, but requiring materials obtained on bosses or rare chests.
Black Zones and Red Zones:
Black zones are the zones where guilds and alliances fight over control. All regions that contain claimable territories will be assigned the black zone status. As a result of that, a much much larger part of the game world will be black zones and the highest end resources are only found there. Black zones will also contain open world buildings that provide certain benefits and influence to the owning guild and can be constructed, claimed and destroyed relatively freely.

Red zones will be full loot PvP zones that do not contain any claimable territories. Red zones will be subject to a crime and reputation system that makes sure that killing peaceful players – in particular, if they are zerged down – has more consequences for the attackers. Our goal for the red zones is for them to be zones more aimed solo and small group players, and not be as dominated by the larger territory-holding guilds as they currently are. This should make them attractive zones for higher end gathering and PvE (with a somewhat better chance to get away with it!) and small scale PvP fights.
Combat and propression balancing, graphics and feature polishing, bug fixing as well UI improvements are also planned in future updates.


Sandbox MMO Albion Online Now is on Steam


Berlin-based studio Sandbox Interactive will be publishing their sandbox MMO Albion Online on Steam. A campaign to have the game Greenlit on Valve’s game distribution platform has been successfully completed.

In an effort to facilitate even easier access to their free-to-play title, Albion Online’s developers had put their MMO up to the test of public opinion on Steam Greenlight. Steam users could then vote on whether or not they’d like to see Albion Online accessible on Steam in the future. And that they did, in their droves; within a matter of days, the community had shown more than enough enthusiasm for Steam to give Albion Online the go-ahead.

“Publishing on Steam gives us another way of allowing players to jump into the world of Albion Online,” said Stefan Wiezorek, founder and CEO of developer Sandbox Interactive. “The social and community-focused functionality of Steam really speaks to the importance we place on player interactions in Albion Online.” Players who don’t use Steam need not worry; they’ll be able to access the many client versions of the cross-platform MMO through the official website as before.

Albion Online is currently in a closed-alpha and will be released for Windows, Mac, Linux, and iOS and Android tablets. Players interested in testing can secure their access by purchasing a founder’s pack. All information about those packs can be found here.

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