Jump to content

Heatfist

Member
  • Posts

    535
  • Joined

  • Last visited

Everything posted by Heatfist

  1. It would be neat if each blue set had their own set bonuses too, instead of just the generic 5 main stat they currently have. A set for each occasion before one reaches the levels where they start getting end game gear. Could have this main stat idea as the 4 piece set bonus (default 4 piece set bonus regardless of piece types), then for the 2 piece bonus (requires atleast 2 of the same type) a small addition to the main type stat whether it’s Attack Speed from Dark or Crit from Demon also scaling from grade 1 to 8. Then a static % increase 3 piece set bonus for 3 pieces of the same type. With 2 pieces of different sets you could mix and match certain stats around for set bonuses for some decent builds while levelling (Example: 2 piece of Saint for 5% XP and 2 piece Legendary for Main Stat then additionally the 4 piece set bonus of additional main stat depending on class armour type and grade). Example 2 piece set bonuses: Legendary 2 piece set bonus: Grade 1, 3 Main Stat, Grade 8, 24 Main Stat Dark 2 piece set bonus: Grade 1, 3% Attack Speed - Grade 8, 17% Attack Speed Demon 2 piece set bonus: Grade 1, 5 Crit - Grade 8, 40 Crit Saint 2 piece set bonus: Grade 1 - 8, 5% XP gain. Elven (if changed to Dodge) 2 piece set bonus: Grade 1, 10 Dodge - Grade 8, 150 Dodge Grand (if changed to Defense) 2 piece set bonus: Grade 1, 10 Defense - Grade 8, 150 Defense Golden (if changed to MDef) 2 piece set bonus: Grade 1, 10 MDef - Grade 8, 150 MDef An additional 3 piece set bonus for additional optimization to match the types could be as followed: Lagendary 3 piece set bonus: 10% Attack Power Dark 3 piece set bonus: 10% MSpeed Demon 3 piece set bonus: 10% Critical Damage Saint 3 piece set bonus: 10% Charm Elven 3 piece set bonus: 10% Sleep Resist Grand 3 piece set bonus: 10% Stun Resist Golden 3 piece set bonus: 10% Mute Resist Example of a full set with all set bonuses at Grade 8: Dark Raptor Set: (2): 17% Attack Speed (3): 10% MSpeed (4): 40 Dexterity These changes would also apply to the Neutral armours as well. Legendary Neutral armour could have Charm as the main stat. So the 4 piece set bonus on Neutral armour would always be Charm.
  2. Due to armour reinforcement and endowment adding HP and MP stat increases and regenerations as well as set bonuses basically makes the Elven, Grand, and Golden gear pieces barely used or useless. Changing Elven stat from MP regeneration stat to Movement Speed or Dodge stat instead would make it more unique and also match the name sake since Elves are agile, quick, and evasive. Grand could be changed to Defense stat as that would make it indeed grand, and give some classes the opportunity to switch to defensive gear in certain situations. Golden could be changed to Magic Defense stat since golden armour is shiny and shiny things tend to reflect magical attacks. Also adds the niche Magic Defense increase alternative to classes for certain situations.
  3. A daily or weekly Clan quest would be a neat idea. The quests could be planet related “Defending Junon” for example where you defeat the kings of Junon with atleast a party/group of 5 clan members to earn the proof. This could bring back the max level kings into low lvl zones again. Reward for turning in the quests would be a few million CP, random refine chemicals (50-100), random refine Lisents (20-50) random uniques/epics (2-6), random assortment of dirties (10-20), random assortment of materials relevant to the planet (dragon scales for example) (10-20). The same can be done for Luna, Eldeon, and Orlo as well. There is enough map space to add clan bosses on maps (they could have the skull icon like the elite kings and only grant xp and clan points on kill).
  4. https://roseonline.fandom.com/wiki/Drop_Tiers_Explained This is all the information that is available on the drops topic atm.
  5. Yea you can get Legendary Orleans, Aurum, and Raptor, from any mobs around level 175+ with any colour of star or crown in their name. If you want specifically muse/soldier look for shield icon and star/crown mobs to farm. A good mob for Legendary Raptor and Orleans is the Sikuku Killer in Forst of Wandering on Eldeon just to right of the entrance to Sikuku Ruins. Check out the wiki https://roseonline.fandom.com/wiki/Drop_Tiers_Explained for information on monster types/ranks.
  6. The Jet Pack use allows for getting unstuck in Orlo. Until the sticking issues are fixed I’m not turning in the quest. The Jet Pack has helped me many times to get out of walls and pits. Yes, you can also use it to travel to the 3 maps at 100% chance when using 10 fuel (fuel requires some farming to obtain) but why turn in the quest for a useless cosmetic when there’s no Save Town option in Muris either and all the sticky situations? Would be nice if the back cosmetic had the Jet Pack skill enabled as a unique skill when equipped.
  7. This requires having the Oblivion Temple quests done that allows access to Orlo through the Portal! (Basically anyone who got to Orlo at level 180 had to do this quest) To get to Orlo: 1. Go to El Verloon Desert, and Enter the Oblivion Temple through Williams NPC. 2. Talk to [Orlean Ambassador] Bond and choose option 2. and then option 1. 3. Go into the Portal and choose option 1. to go to Orlo. Leave the Portal Room through one of the 4 exits. To get to Junon: 1. Go to The Golden Ring Map and go East/Right of map to enter Orlean Portal Temple map. 2. Go to South/Bottom part of Pyramid to find the ramp that brings you up to the Pyramid. 3. Walk into the Pyramid door to enter the Portal Room, and walk through the Portal. 4. Walk into the Portal and choose option 2. to go up to B1 and exit Oblivion Temple into El Verloon Desert, or simply use a Town Scroll. Screenshots for reference added bellow:
  8. The Luna clanfield should be incorporated as the 3rd floor to temple to not become a useless map in this case. The hero quest part that requires going into temple would also need to be changed to go elsewhere as well. This idea would bring back the old iRose nostalgia too I like it! Maybe allow a lower level version as well in the other 12 hour time slot to fit the Luna levels (115-145) for more variance (the mobs do have unique accessories drops for lvl 160).
  9. The Ghostly Guardian would be a great opportunity to use the Bridge Keeper from Monty Python and The Quest for the Holy Grail: NPC: Ghostly Guardian “Jenkins” Upon interaction dialogue: NPC: “Stop, who would cross the Bridge of Death Must answer me these questions three, 'ere the other side they see” Player: Ask me the questions ghost! I'm not afraid! NPC: What is your Level? Player Options: 250, 42, 200-249 NPC: What was your first Job? Player Options: Dealer, Hawker, Muse, Soldier NPC: What colour is a Moldie? Player Options: Yellow, Red, Blue NPC: Right, off you go then! The first question approves player level the other two are for fun. If any questions are incorrect or player level is too low you are teleported to respawn point. Upon answering all three questions correctly you are teleported to the other side of the bridge.
  10. Or just remove the timed quests and change them to dailies instead. The time limit is 24h anyways.
  11. Would be nice to have items account bound rather than character locked. As in Valor/Honor, Exalted, Cosmetics from the Medals, etc. Would it really cause harm to be able to share gear amongst other characters on the same account? For example if I have nice Sopdu shield (which is character locked on use) on my Knight and I want my X-bow Scout to use it at some point in the future I should be able to put it in storage to transfer to that character too. Another example is the Unique 10 Sen Accessory set earned from the Episode Quest, it is tradeable but becomes account locked once used. Meanwhile the other quest items are stricly character locked (which does make sense, and makes the accessory set an inconsistancy in this case). So quest items should lock to character that makes sense. As for the other stuff account bound would be a fair way to help share items amongst alts on the same account. Allowing the sets from the medals to be tradeble would be fine too since they can be already accuired through medal trading/purchasing already. If everything were to be tradeable the uniqueness of certain items would lose their charm!
  12. Sikuku Underground Prison requires level 180 to begin the 2 repeatable quests within it. The quest from Kentucky Jones requires the player to use a Shovel to dig up 3 Artifacts in unmarked locations on the map and rewards a player with about 1 million experience. The other quest given by Helianthus has the player step on 3 Yellow Mushrooms around the area to complete, and this quest also rewards 1 million experience. Both of these quests are pretty much pointless for the low amount of experience and high amount of mob aggro within the rooms. The experience reward should be increased to atleast 3 million as well as adding a new quest for each NPC to kill certain mobs or collect items off of them within the Sikuku Prison for another 3 million or so experience reward. As well as lowering the quests level requirment to level 170. There is no questing outside of the Sikuku Ruins for players level 170-180 that don't want to go into a PvP zone. In addition there could also be 2 new Valor related quests to deliver or check up on the 2 NPCs in the Sikuku Prison which then has the a second part to go find or kill monsters for the 2 NPCs then return back to Xita for the Valor rewards appropriate for level 170-180 characters. The Sikuku Infiltrators are way too powerful as a normal ranged mob. They have a big aggro range and way too short respawn timer. They can reduce a players movement and attack speed by 70% making it almost impossible to move or attack for 15-20 seconds. They can also completely debuff a player too. These abilites would fit king or other higher ranked mobs much better. I suggest that Sikuku Infiltrators have their debuffs removed, and their spawn time slightly increased to make them a "normal ranged mob". Give their abilities to leader, captain or king mobs instead. They are way too powerful for a basic ranged mob as they are even with the removal of their invisibility. Or just remove the mob completely and introduce it elsewhere, as Sikuku Prison is terrible for levelling with how strong they are. See bellow for screenshots of the NPCs, the location of the dig spots for the digging quest, the quest reward, and everyone's favourite mob the Sikuku Infiltrator. #makeprisongreatagain TLDR: Sikuku Prison should start at 170 instead of 180, the quests need some love, and more quests are needed. Sikuku Infiltrators need to be nerfed more or removed to make Prison great again!
  13. Linda in El Verloon has quests for Oblivion Temple (lvl 130+) which rewards chemicals. Chemicals also drop inside the temple too. Her quests reward Lisents Hg, Elixirs, and Leo Zodiac Stones. The repeatable union quests in Xita offer low essences as rewards. Sikuku Ruins has an NPC near the small camp with the other NPCs which offers a repeatable quest that rewards 20 Essences. Requires to explore the Sikuku Huts within ruins to find a Mark of Turak. Turak Maze Quest in Sikuku Ruins requires a party and 160+ to enter. After beating the boss you get Enthirics, Lisent Hg, and Lisent U (but this is currently being mass farmed by max lvl players and like 2 clans)
  14. I like the idea of special trigger spawns causing kings to spawn over timers. Varying timer would be nice but it’s still a lazy and boring way to have kings spawn imo. Example triggers to spawn kings on certain maps: - Territory threat, when an abundance of players are present on the map (100+), kings spawn more frequently with a power boost (Similar to the mega king event from NaRose posted in the other section of forums) - Mobs Slaughtered, when mobs that share type with the king are being farmed to extinction (every 200-500 kills or so) would then cause the king to spawn - Quest trigger, an event like quest where players gather resources on a map to offer as a sacrifice which then spawns a king The quests could be repeatable for specific maps that require a certain number of turn ins (20-50) before the king spawns (the quests can be kill quests, or gather quests) A neat idea would be to make something out of the huge pyramid in Orlo similar perhaps to Turak Maze in Ruins (which also needs to have increased difficulty and way more king health) where players complete a quest and with a party enter the pyramid to fight a king mob for various rewards. - Hidden relics/miniature king lookalike with various multiple spawn points on a map which spawns at one random possible location, and when it is found and destroyed by a player it triggers a king spawn nearby it (this could have a timed cooldown of 15-45 minutes) Basically do some work get a king.
  15. Yes, yes I would! A pre 2nd job pvp and value area seems interesting
  16. It has come to my attention that there is inconsistencies amongst Event Items. Some players have brought up the facts that all Event Items used to have stats on them which are still present among the Summer Event Items obtained at the beach next to Zant. As well as some of the Christmas Items too (including chance at sub stats as well). Now with Valentine’s Day Event underway none of the items have stats on them. When they used to have stats before. So what’s the deal? Are Event Items to be unique yearly fun items with niche stats or simply statless cosmetic items? Kinda feels bad to farm so much for statless items when there is already IM Items for cosmetic purposes. I believe that the Event Items should have their stats returned to what they were since no other items in the game share similar stats. Event Items also already have their own grade as “Event” which allows the use of stat scrolls but what’s the point if they don’t have stats. Or if only the Christmas items offer sub stats. The way I see it is either remove stats off all Event Items or Return the stats back to keep it consistent. TLDR: Return stats to Event Items please! Or remove all stats from all Event Item. One or the other for the sake of consistency.
  17. It wouldn’t kill mounts. Hawkers with high dodge and Muses with Mana Shield already resist dismounting on hit. Meanwhile Soldiers and Dealers are constantly walking. Soldiers and Dealers in Cart actually die from mobs in certain areas due to how low the stats drop. Same with the other two classes. Only asking for enough Physical Defense to compensate for the stat losses. If they get hit by magic attacks then RIP but classes shouldn’t be getting 1-3 shotted by physical hits in a cart. Makes no sense. Carts also cost more, are harder to farm for and require fuel for upkeep. Mounts are a plenty now due to dungeon drops. They also gain extra speed from Clan skills where Carts do not. Mounts are also higher elevated than Carts as well allowing them to hop over small walls. Mounts were introduced much earlier before with the Choropy Mount. That can be added back in the future.
  18. Cart Defense could use some love. Players are extra squishy while riding Carts since their stats are returned to default and then gain the very small amount of Cart defense stat while riding. Increase The defense on frames to match their quality. For example, the Cart frames could increase the defense they give by +1000 for Basic, +2000 for Sporty, +3000 for Racing, +5000 for Meister. They are made of hard materials after all and shouldn’t make the player squishier than their gear. Meanwhile Mounts let you keep your own stats while riding. (Yes they run away when hit but still you’re not as vulnerable as when in a Cart). Carts require fuel for upkeep, a lot of materials to be crafted, and then they’re basically a movement speed increase cosmetic that reduces the players stats. (While mounts are rare drops or quest rewards with a higher level requirement) The extra defense on Carts would be a fantastic start to make Carts great again! A stat boost on all PAT vehicles would be great!
  19. These are life saviors at times though! Great post! It would be neat if Artisans could craft some BiS end game gear and weapons for classes that are on par with valor/honor and require various drops and quantity to craft. A craft which makes them proud of crafting and the player that uses flex worthy. A cosmetic dye service for Artisans would be a nice skill book alternative instead of the face/accessory craft books. Allowing the Artisan to change the colour of gear, weapons, offhands, and back items. They truly need more love As for combat they should be able to have advanced combat stats within PAT vehicles. Which would allow for cart weapons and CG to be viable for farming and PvP for Artisans.
  20. 6ths Talisman can drop from spotted scavengers in Oblivion Temple too
  21. Fire Shells require Fire Stones which are dusted off from Dirty Stones. They are definitely not worth millions. What players have prices set as is simply player greed. The concept of crate crafting was to be able to pick up and craft using drops on the go. I do agree it should be more simplified and increase the amount of how much can be crated. I’d also like to see an alternative option of Artisans being able to take ETC items and store them within 999 stackable crates as well. This would allow to purchase ammo and then crate it into the consumable tab instead of cluttering ETC tab. I can’t do anything about how the previous developers at Gravity decided their crafting shenanigans for Artisans. It’s currently pretty dull but still useful if needed since job skill resetting is free and one can craft using drops on the go instead of having to go back to town but the amount overall doesn’t make it worthwhile in the end. Plus there’s also the overall weight to consider. Unlimited ammo would be way too convenient. If that’s the case then might as well remove durability on weapons as well.
  22. Forest of Wandering drops 8ths as well.
  23. No quest, they just have a level requirement. Christmas Event had a quest to obtain a mount that requires level 70. SOme mounts drop in dungeons, others from kings/queens.
  24. Paying for ammo does make the class stronger if you get the higher quality stuff. It increases damage. the alternative to filling up etc with ammo is to have an artisan craft the ammo in crates which can be stored in the consume tab instead. Ammo stacks normally do reload by themselves after the first 999 is depleted there is an equip sound effect and the new stack is auto added (this may be bugged sometimes and not happen). Imo I’d prefer if ammo could be put into PAT inventory instead of ETC, and as others suggestion before to have back items like quivers, bullet pouches, cannon cases etc where the ammo could also be stored independently from the main inventory slots. Another idea was to increase the overall stack amount too, which would be fine as well since it takes up less space but still applies the weight. Making infinite bullets would take away from the artisans crate crafting. Ammo has the annoyance to always need to plan in advance and restock. Melee has the annoyance of the weapon breaking super fast and needing repairs or repair hammers in inventory. Also as mentioned in the other post, farming one spot indefinitely should not be a thing. You should have to leave the spot and restock every now and then.
×
×
  • Create New...