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asaa

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Everything posted by asaa

  1. Yup. On my cleric I can kill all mobs on two spawns before they even respawn. Maybe not completely, but it’s pretty close. I’ve noticed mobs usually spawn in packs of 3, sometimes 4. So if I camp a spawn of 3, I’ll actually have downtime waiting for them to respawn. Same with 4. 6 seems (2 packs of 3) seems to be the sweet spot for non stop killing. Unless you can pull multiple packs of mobs for your party, I don’t see party leveling being that much faster than solo. Also, you get more xp/kill if you’re solo.
  2. So basically once you get to Luna, from what I hear and have been doing, the best thing to do is get the bear/penguin repeatable quests. The problem with that is, partly because 10-man parties are broken, there are not enough spawns/spots for all the parties (because everyone wants to do the best xp/hr, of course). Here’s my suggestion. Have multi-combat and single-combat areas. Multi-combat areas: Leave as is. You can attack as many mobs as you want and they can all attack you back. Leave repeatable quests in these areas. Single-combat areas: You can only attack one mob at a time and can only be attacked by one mob at a time. Other players cannot attack the mob you are attacking. Only your kills count toward the quest, other party member’s kills will not. XP from these mobs is not shared with party. Loot is not shared with party. Put a different solo quest npc nearby for solo quests. These quests will give 6x the xp that repeatable quests give. This because repeatable quests are designed for 6man parties so they should be done faster. Single-combat areas are perfect for solo players, you can still quest with friends nearby to chat or form a group (different from a party), and makes use of all the other mobs in the game that nobody is killing which adds variety to the game and doesnt force players to spend countless hours repeating the same quest fighting over a spot to kill the same mobs for 50 levels, reduces toxicity from party to party while leveling, and much more.
  3. Muses have- Magic Resistance Up, Max Mp Up, Enhance Damage and Int buffs. They also have another enhance damage buff just for themselves Soldiers have - Attack Power Up, Defense Up, Max Hp Up and Strength buff Hawkers have - Movement Speed Up, Dodge Up, Attack Speed Up and Dex buff Dealers have - Accuracy Up, Critical Up, Con and Sen buffs
  4. Only doing first jobs for the sake of buff distribution.
  5. I think they need to just remove all the buffs and scale the game without buffs so that you can play solo or party at anytime without the need of a cleric or other people for buffs. There’s so many ways to “balance” buffs that it doesnt have to be the way it is. They can make a “pill” that you can buy from NPCs that give you 1 hour buffs upon consuming. Add an NPC in major city that gives out 2 hour, city-wide buffs every couple minutes. Or just remove buffs altogether and scale the game without buffs. Removing all the buffs will allow for friendlier solo play, as well as team play.
  6. I don’t understand why people want to have the old clerics in a new game. It’s honestly toxic as heck to make the whole game revolve around one class (cleric giving out all the buffs). Why would people want to play a game that requires two windows or be screwed unless they get buffed by someone else who owns a max buff cleric? Personally, I think all the buffs should be consumables and have easy access by all classes or have an NPC that gives out 2 hour buffs every couple of minutes in every major city. Or better yet, remove all the buffs and scale the game without buffs so that you don’t have to seek buffs to play the game… People like me just want to get on, play, level up, clear stuff without tabbing through multiple clients or spam “buffs pls” in a major city.
  7. Standing still, spamming buffs every 5 minutes is worse than “heal bots”. Healing can be fun if you make it hard. Timing heals, dropping HoTs on time, keeping people alive under heavy damage/boss fights. But yes, adding new skills would be great although I don’t know how much work that is to add new skills. Easiest thing to do is to just add hard, rewarding content that requires hardcore healing. That would make a cleric fun to play. Healing = Support.
  8. Also, won’t some classes benefit more from their class buffs in a 1v1 PvP scenario? What will a champion withstr and hp buffs do against a raider with dodge buffs?
  9. Also, won’t some classes benefit more from their class buffs in a 1v1 PvP scenario? What will a champion with str and hp buffs do against a raider with dodge buffs?
  10. Guys, Buffs getting spread out throughout the classes will only be great at launch when there is a ton of players at each level range to party up with. It will be easy to find different classes because it’s launch and everyone is playing different classes. But what about later on? There will be a time when every party is going to be missing a specific class in order to be fully buffed. People will get too far ahead of the pack in leveling or fall too far behind. What if you’re alone in an area, how are you going to buff up? You will have SLOW, painful progress. Spreading out buffs or having clerics posses all the buffs lead to a big issue of making the game scale around buffed characters/parties. My suggestions are either to remove buffs completely and scale the game without buffs or to make all the buffs become consumables which can be easily available to all classes on demand (bought from an npc). To counter the cleric’s uselessness, all you have to do is add content that requires ACTIVE healing. Like adding group activities (dungeons) which require clerics to make sure the party stays alive, and are otherwise unclear-able if you don’t have capable healers. You can make it even more interesting and give clerics more support skills like protection bubbles and healing over time skills, etc etc. That would keep clerics on their toes while partying up (not just stand still and buff) and also keep their demand high for partying.
  11. Guys, Buffs getting spread out throughout the classes will only be great at launch when there is a ton of players at each level range to party up with. It will be easy to find different classes because it’s launch and everyone is playing different classes. But what about later on? There will be a time when every party is going to be missing a specific class in order to be fully buffed. People will get too far ahead of the pack in leveling or fall too far behind. What if you’re alone in an area, how are you going to buff up? You will have SLOW, painful progress. Spreading out buffs or having clerics posses all the buffs lead to a big issue of making the game scale around buffed characters/parties. My suggestions are either to remove buffs completely and scale the game without buffs or to make all the buffs become consumables which can be easily available to all classes on demand (bought from an npc). To counter the cleric’s uselessness, all you have to do is add content that requires ACTIVE healing. Like adding group activities (dungeons) which require clerics to make sure the party stays alive, and are otherwise unclear-able if you don’t have capable healers. You can make it even more interesting and give clerics more support skills like protection bubbles and healing over time skills, etc etc. That would keep clerics on their toes while partying up (not just stand still and buff) and also keep their demand high for partying.
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