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LoreChief

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  1. Just being able to 'hover over' and see the full text in a tooltip would be great too if they didnt want to expand the field.
  2. I'd like to be able to see more of the username I'm logging in with instead of having to click into it and hold <- until I can see what the start looks like. That is all. Thanks!
  3. Every time I see somebody get a fairy buff they're afk, or they are a vendor. I bet its written in such a way that anyone can randomly get one at any time whenever the server decides to hand the buff out. Make it so that the buff doesn't go to people vending, or people that have been afk for 3+ minutes. Thanks.
  4. I think these changes might have been rushed, and are having some not-good consequences. For First Hit: People are now camping their high levels at low level bosses in attempts to 'steal' the loot from the players that originally tag it (and everyone else in the area). Perhaps change it so that only people that "overkill" the boss within a reasonable level range get considered for the loot? For Gap Party: Finding party members in placed like Eldeon, where gap-parties are common, has no become a dice game of "Will they be allowed in when I invite them or won't they?" Either we're still stuck calculating level gaps manually to respond to whispers of people trying to join us, or they show up asking if we have room and then the game auto-declines it. I think a fix for this would be to put the 'gap party' in the Party Settings and let the party leader control it.
  5. The idea that you can spend money to 'rent' a cosmetic with a finite duration should have stayed back in Maplestory 2004 where it belonged. I guarantee you will sell a lot more of these if you just make them permanent.
  6. Nothing wrong with multiple people talking about it. I think having repair work similarly to the NPC version economically would make sense. How about this for example; Situation 1: You repair at the NPC. It costs 100k to repair at an NPC. It is not reducible in any way. The 100k goes to the NPC, where it effectively returns to nothingness. Situation 2: You repair at a Dealer. It costs 90k to repair at an NPC. There is now a value gain by going to players for repairs instead of the NPC. In addition, 1% of the money you 'paid' goes to the dealer, the other 99% goes into the ether as it would at an NPC. There is now also incentive for the Dealer to have the repair skill and offer it to others because they get a small kickback for doing it. The dealer can of course repair their own equipment with the same results in order to prevent an exploit. In this manner... It makes players repairing a better method than going to an NPC. It does not make it *so much better* that players will feel screwed by having to go to the NPC. It incentivizes interactions between players It does not require carrying around extra materials for repair as Avatar mentioned above. Our inventory space is already limited, nobody wants to carry around even more things they may not even use. As stated in my original suggestion post, this is a value add for party utility. I will admit there are some things I'm not taking into account. Specifically the prohibitive cost of repairing at high levels, the point where people switch from repairing via NPC to repairing by spamming hammers (this is bad implementation in my opinion, but thats a different topic entirely). I also envision leveling a repair skill to do things like... Level 1: Basic repair functionality, 100% full cost, no kickback to dealer. Level 2: Basic repair functionality, 95% cost, no kickback to dealer. Level 3: Basic repair functionality, 90% cost, no kickback to the dealer. Level 4: Basic repair functionality, 90% cost, kickback to the dealer. Level 5: Enhanced repair functionality (over-repairs by 5 durability points), 90% cost, kickback to the dealer. Over-repair incurs the same cost-per-point as standard repairs in order to prevent exploit. This is mostly just a kicker service to prolong time-to-repair because why not, with almost no strategic gain since people don't normally grind til their stuff is fully broken in the first place.
  7. I wonder if a solution there might be relating to disassociating DoTs from the players that apply them.
  8. Knights are the only 'tank' class in the game, in that they are the ones charged with the responsibility of holding aggro on bosses and multiple mobs for organized PVE content. Our skills reflect this, but they do so in a way that leaves the responsibility of the role entirely up to chance. For reference, these are the taunting abilities in the game; 1. Taunt (Soldier skill) 100% chance of taunting 2. Sacrifice (Unique Skillbook for Soldier): 100% chance of taunting in an AoE 3. Impact Wave (only built-in AoE taunt that Knight gets): 50% chance of taunting in an AoE 4. Magic Shot (crossbow taunt): 100% chance of taunt One of these things is not like the others~ Impact Wave should have a guaranteed chance of taunting. (If I might add, I believe it also deserves a range boost considering 8m is not really enough on its own and we don't have any AoE range increasing passives/buffs. Same goes for Crushing Impact with its tiny 5m range..) Also, I hope its not out of line for me to link the endorsement from discord;
  9. I don't think theres an importance to having consumed ammo tbh. I play an artisan and bow hawker, and it doesn't add anything to the immersion or enjoyment of the game. 1. If you can hold hours worth of ammo, it never *feels* like anything special. 2. If you need to refill it very often, it feels like garbage. 3. It takes up too much inventory space, and we're already very limited on material inventory space. 4. It doesn't even serve as a gold sink because of how cheap it is. It would be one thing if it were a game like Tree of Savior where a Fletcher crafts specialized ammo for usage with different skills. It would be another thing if it were a game like RO where you have special arrow types you use for very niche situations (even then carrying different types of ammo is still a restriction on our already limited space...). I would prefer to see something like... 1. Ammo is now an off-hand equipment 2. You craft a singlular ammo to serve as an equipment, and you can 'refine' that ammo as well. 3. Crafting an offhand ammo is expensive (other than the basic you can just buy) 4. Crafting an offhand ammo requires very special mats 5. Refining them is for the most part optional, as there's very little difference between +0 and +10 ammo (Maybe like a 20% increase?) Examples: -Shrapnel Bullet (Gun Ammo): Your auto-attacks now do 5m AoE damage but deal 50% less overall damage.
  10. Well I'm of the firm belief that all Knights should be able to taunt and hold aggro, so I don't see why they couldn't give xbow a skill like that.
  11. Do xbow knights actually want AoE taunt? Not knocking the idea, xbow is pretty dry for Knight.
  12. So right now the only AoE range increaser are for Spear Soldier and Spear Champion I believe. They are able to get both and stack them to great effect with their AoE damage abilities, taunt (Sacrifice), and debuffs. Meanwhile Knights have less effectiveness with all of these aspects, specifically because of their lack of AoE range. I would like to request a buff for this aspect. Specifically an actual buff, a self-buff, that increases our AoE range. I'm thinking 2 + 1 per skill level. I would normally say stick with something consistent like a passive, but those 2-pointers are far too heavy in most all of the soldier skill trees.
  13. I'm not sure what this is in reference to
  14. I'd be all for passives that increase the effectiveness of summons, if it weren't for the fact that passives cost 2 SP as it is, and we're normally starving for points as it is with basically all classes. We can't afford more passives that require points in order to fix issues that simply shouldn't exist. Yeah Ctrl + Click was great added functionality. Even for this though the suggestions I've made would help immensely. Right now waiting on your summon to do that first hit and draw aggro... yikes..
  15. So these are changes that I think should be applied globally to all Summons. They are issues which significantly impact their usefulness in parties. 1. Summons do not benefit from bonfires: Is your summon 95% dead and you aren't a muse with direct heals? Too bad, that thing is going to die pretty quick, probably after its been fully buffed by your party.. 2. Summons get lost with minimal effort: Did you get on your mount to turn in a quest and now you can't find your summons even though they supposedly still exist? And you've called them to a mob or to your location with ctrl + click but they still haven't shown up? And now your options are to desummon them or wait to see if they come back randomly in the next minute? Not cool guys. 3. Summons have no hustle: Ranged summons like Mercenary Hunter are just as slow of course, but they at least have range to pad their poor speed. The melee summons though, often arrive so late to the party they barely get a swing in, if at all. Some summons, like Dread/Terror Knights, clearly exist to be tanks for their Artisans. What good is a tank that can't even get to the thing they're supposed to be tanking? These are the top 3 issues I think that affect all summons. Here's my suggested solutions for them. 1. Summons benefit from bonfires. Simple, make them all affected by bonfires and similar skills. 2. Summons auto-teleport back to you when they stray too far. This already triggers sometimes randomly depending on what you're doing. Just make it so that it triggers when they get like 60m away or something. 3. All summons should have a default 300 higher mspeed than they currently do. I posted this in my Cleric suggestions thread as well. Summons should have a baseline mspeed increase across the board, and then get further mspeed increases the more points that are invested into them.
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