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DoubleRose

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Posts posted by DoubleRose

  1. 2 hours ago, OwlchemistVile said:

    Artisan is not hard to imagine at all lol It's a Visitor with some offensive gun skills. Champion, specifically sword, does kind of shock me. Axe is booty cheeks and Spear is for larger groups so a 3v3 makes sense why it's not too popular.

    Sword should be effective in this situation because Soul Wreck is a six second mute. With a 20m range and only 80% success chance, the odds of it working might be too low, and so no one picked sword. A mage or scout can probably pick off a champ from 30m-40m range, and even if the skill hits, it might not mute.

  2. 2 hours ago, OwlchemistVile said:

    Not a single team without a Cleric, VERY interesting. Hopefully I can catch this event in person/stream or what not, seems like it could be fun to witness

    Not at all a surprise. What's most interesting is seeing the representation of all the classes. Unless I'm mistaken, not a single champ or artisan is being used.

  3. On 1/20/2024 at 11:47 AM, OwlchemistVile said:

    Alternatively you could combine the total points the team earned, and distribute them evenly or in a ratio based on some metrics.

    But here's my problem or concern depending on how you look at it. If knights aren't doing enough damage to earn the points, if they're not healing enough to get the points, and they're not able to force tanking damage for points...... what are they contributing. Assuming the activity to reward ratios are the same across all classes, if Knights aren't getting points, it's possible it's because they're just not able to contribute in any meaningful way with the current situation.

    So, you could artificially give them a bonus and let the status quo stay the same. Or, you could adjust them or their role to be more capable of contributing to the team victory. That's for ya'll to decide.

    They contribute by giving the team soldier class buffs. That's really it.

  4. 21 hours ago, Ashura said:

    Thanx for the feedback i have looked into different viable option i am currently using a HAB(+15) with health and mana recovery 6 on my wand. I just want evidence that what they are saying regarding the damage scaling of a unique weapon is better than a hardened weapon apart from the base sub stats you get with each weapon.

    8% offense on unique vs 5% on HAB. That means all damage you do gets an extra (8-5=3) 3% amp. That said, salvation is bad for bc and not worth using. 3% bonus damage is weaker than the hardened bonus.

  5. Stuff that other people can't get or can't feasibly earn. Like those IM passives in NA that gave +10% to a stat. Yes there were valor ones, but I think you could have both, so you were able to buy stats.

    Faster mounts/carts same thing. Others can't get those bonuses, so you are buying a permanent advantage.

    Upgrade success also is p2w like with those rune things in NA and reinforcing in this version. If your odds are unfeasible without the IM, it's p2w.

    You could consider the most of rest p2w, but I see it as f2p friendly, which would be a better goal for this game. Without some pay to fast mechanics, a lot of players will leave (and already have). 

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  6. Until pvp scoring changes I recommend against playing knight. It will be a complete slog to get an honor set. Don't use luna as it is a pvm item. You want the unique str jewelry because those give accuracy and you only get fencing stacks on attacks you land.

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  7. As a way to combat inflation, how about a nominal entrance fee if you play a GA pvp or dungeon instance? 

    My proposed amount is 25k per time and that amount is refunded if you are kicked or your game ends within 5 minutes of entering. If you were barely in there, you shouldn't have to pay.

    This would take an almost unnoticeable amount of zulie away from the richest players while adding up in its impact.

    The cost should be small though because GA game should be among the most profitable things a player can do given that it is gated by GA energy and other players. The zulie fee could be higher, but only if rewards or drops were also buffed. Do not buff the drop rate of blues in dungeons as these are a driver of inflation.

    I've noticed there are always 8-15 games active when I que for COU, plus other dungeons and AAs are happening of course. Let's say there are 15 dungeons with 5 players each at any given time. That's 75 players x 25k = 1.87m. Assuming dungeon runs average to 20 minutes each, that's 5.61m an hour. Obviously some times of the day will be slower, but it could still mean about 100m a day.

    Given the small size of the fee and that GA is quite profitable for players, their behavior likely won't be changed as a result of adding this feature. It'll just steadily skim some excess zulie from the top.

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