Jump to content

Phish_

Member
  • Posts

    139
  • Joined

  • Last visited

Posts posted by Phish_

  1. One thing that always bothered me was that when dungeons were released, there was very little adjustment to the rewards at all. For example, the game arena modes came out in 2012, Cave of Ulverick was first in June, then Halls of Oblvion in July, then Sea of Dawn in August (roughly). 

    The tutankhamun set was 'good' until a month later when SOD came out and the Luna set had the same exact stats + 1, which made it just kinda outclassed. Yes the tutankhamun set has a level 200 requirement and the Luna set is 2010, but wouldn't it be more interesting the sets had different stats instead of the same thing.  The spider bite set is weaker overall but atleast it has different stats, and is a bit more of a budget set when you get to 200. 

  2. So recently around 3 weeks ago(?) there was a change to what determines who gets priority over dropped loot after killing a monster. Originally it was determined by who got first hit, and if you were in a party anyone in the party getting first hit would apply to all of your party. Also, if a character was using drop gems/stockpile (or medals in the past) you would want that person to get first hit so that the extra drop modifiers would apply. (There may have been some weird exceptions to this but it was overall consistent)

    Now after this change from what we are told it is a split chance between someone that gets first hit, OR someone who does the most damage but this also gets very messy with parties, drop modifiers and many people hitting a boss.

    I did some testing with my characters to see how it may effect parties. For example I had my bourg with drop gems and cleric in the same party, bourg would first hit, then cleric hit after but deal more dps. Even though both characters were in the same party and my bourg hit first, the drops on average were worse than if my bourg just killed the monsters alone, implying that the highest dps also hinders your own party. 

     

    Today I was fighting the Armastyx king with both of my characters, both in a party, Cleric hits first bourg hits second (cleric is doing more dps overall) the boss gets down to about 10-20% hp, 3-4 other people come by and start attacking. The boss drops 1 apotrope, and my bourg gets the message 'this item does not belong to you' (my cleric could however pick it up)

    How? We're in the same party, my party got first hit and clearly did more damage but some rogue people attacking interfere with the drop. It just sucks for everyone.

     

    There is such an insane amount of people farming bosses in orlo now; 20 people attacking a boss and it drops nothing multiple times, or 1 blue item. Drops get so screwed up with many different people attacking and there just aren't enough bosses for the amount of people but thats another subject. If you ask me there should be some trigger based spawns of orlo bosses as well as the timed ones. I can't really think of any around orlo. though on some occassions 2 terrasaurus kings spawn instead of 1 (not sure what the requirement for that is, but maybe it is a trigger)

     

    The drop priority system seems so inconsistent and to be honest worse than it was before, not to mention sometimes the pickup skill just doesnt work when your group or party kill something (seem to happen the most on a support cleric not attacking things) I hope it gets refined a little because it doesn't feel very good as it is now.

     

     

    • Like 3
  3. I've been meaning to post about this.

    The whole reason Game Arena energy exists in the first place was an incentive for people to buy premium accounts.

    When you had premiumthe restriction of it was lifted and you had unlimited energy. If you don't want to make it completely unlimited it very much should be reduced because it doesnt really serve any purpose other than to inconvenience people playing the game, and especially inconvenience them if they disconnect or get kicked from a game (or crash in a pvp mode). 

     

    • Like 2
  4. They really should undo this restriction; it does more harm than good. If you really want to restrict duel clienting on on pc... whatever, restricting people in the same household from playing a dungeon is just alienating people for no reason.

    "But what if one person plays on their desktop and their laptop!"

    Who cares. You could always duel in dungeons, you don't punish people from playing together because one person might do something they've always been able to do before this.

    • Like 5
  5. Zulie sinks are important but like they should also be more in line with how much zulie is created in game. The zulie sinks are still the same rates (refining, reinforcing etc) as they were at the end of na which already had tons of inflation. Not to mention your zulie gains while leveling are so awful in certain ranges, like remember theres no zulie drops anymore either.

  6. It looks like theres been some oversight with 8th and 9th grade refine items.

     

    So it seems like 8th grade refines (talismans, bindrunes, apotropes) drop in marsh of ghosts and sikuku prison (Im not sure if they drop in forest of wandering), and 9th grade refines drop in sikuku ruins and every orlo map. So grade 8 refines drop from ~180-210 ish level range maps, and 9 refines drop from level ~190 up to level 250 maps. 

    The problem is, almost all high level gear requires grade 8 refines.

    Level 220 exalted gear takes grade 9 refines, as do level 220 back items (phoenix wings, executor capes), and I beleive level 240 honor armor.

     

    However level 225 weapons still require grade 8, the highest level shield  requires grade 8, the highest level cleric tool requires grade 8, the highest level backshields require grade 8. 

    Yes Level 220 backshields require grade 9 apotropes but level 240 backitems require grade 8.

     

    Is there even a single item in game that uses grade 9 talismans?

     

    It looks like any gear released past sikuku catacombs got overlooked. Hopefully this can get adjusted. 

    • Like 1
  7. 1 hour ago, Kitty said:

    I usually just bought all the materials I needed with Valor because it was a pain to research what disassembled into something.
    And most of the time when I disassembled, it felt like the odds were against me and I only got blades. 😅


     

    A good rule of thumb is you'll get the same materials when you disassemble that it would take to craft it. 

     

    https://docs.google.com/spreadsheets/u/0/d/1uXClAevF9ep55Nc9y7kKLVrCXz10OBWcEIdcMHMT1OM/htmlview

    The Google doc with crafting recipes is a good reference for that.

    • Like 2
  8. 9 hours ago, Frikion said:

    I agree with all the points, I would add the valor store equipment and materials.

    The materials in the store are what rendered farming useless, the full equipment with relatively good options annihilated the reinforced and hardened craft with good options ( sen artisan).
    The main issue here is that they brought back a version of NArose that was sick, changes that were made to keep the active population of the game, mostly all max level, not to attract or maintain new income. 

    I agree with the honor store, but the valor store has to change or the economy of the game will never have a solid base (mostly created by the crafters).

    Example:

    Valor equipment should be up to level 120, and so value quests from that level down should deliver something more points to make it attractive. Already after that level is a job in the hands of the craftsman.
    No weapon of value, this leave it up to the crafter and the unique weapons that are currently abundant. 

    I don't have an opinion on class balance because I think that's something that is always changing in a game. 

    The Valor shop materials are an almost negligible impact on the economy. Every piece of metal, wood, cloth, stone, leather can be aquired by dissassembling yellow gear you buy from a weapon/armor npc at a much better cost efficiency than using valor on it. The only materials from the valor shop that you might bother even getting are ones like sharp thorn, dragon scales and paper wing pieces because they only drop from like 1-2 mobs and the drop rate is too low.  

    • Like 2
  9. To be honest they should just disabled pvp game arena until the highest level tier. Pvp never actually happens in those level ranges other than people using it to exploit. At the same time, 240 honor gear costs too much, and it alienates newer players when trying to partake in pvp against people that are fully geared. Yes there should be some incentive and things to work for but that shouldnt be the only objective. 

     

    Originally when honor gear came out (it wasnt called honor gear at the time) was for the level 200 sets during the days of union wars. The sets cost half as much as the current sets, and at the same time they were TRADEABLE. So you could buy or earn gear on another character before entering pvp. When 220 gear came out, people already had level 200 honor sets so they had something to fight eachother in, and a 220 honor set vs a 200 one isnt a huge advantage that you cant compete against it. The same thing goes for 240 gear originally (kinda). I know exalted gear is easy to come by and can give you something but I still will say that the 240 sets just simply cost too much, its not like pvp happens at low level so you dont buy level 120 honor gear; the base cost of all of them could be lowered. 

     

    (Also I know you originally could buy level 180 'honor' gear but it was outdated and not as good at the time anyway).

    • Like 1
  10. 1 hour ago, Kitty said:

     

    - Unique Skill: Soul Revive
    This unique skill is a waste of points. The extra skill points are better used elsewhere. Having the skill point usage reduced significantly may make this skill more sought after.
    - Buffs & Charm
    Besides increasing your healing, Charm feels almost negligible to increase a Cleric's buff power. The stat only increases the power of the defensive and MP buffs. 
    This design feels inconsistent with the buffs the other classes have. This could be due to the buffs being shuffled out to other classes.

    Having buff power increased by Charm for the increased damage buff would bring it in line with other classes and their buffs.

    Soul revive  does give you access to 2 revives on separate cooldowns, if youre into that.

    I do agree that building a cleric for strong buffs is something that was lost, especially since the mp buff is usually unimportant and magic defense is niche and only useful sometimes. Increasing the enhance damage buff to be based on charm is… a bit dangerous, this can easily get out of hand and be too strong.

    I understand the philosophy the devs chose which was to not have clerics be a ‘buff slave’ and give someone strong buffs for 15 minutes while they just do their own thing. However I think clerics should be given like 2 strong short duration buffs (something like a 20 second buff similar to a knights guard buff that you can only cast on one person at a time) so they actually have to use it actively and be present in battle.

    I am thinking one offensive buff and one defensive buff

    An Offensive buff could be a temporary enhance damage/movement speed buff

    The defensive could be something like a crit defense/hp recovery buff (there is no way to increase crit defense other than charm in the game and no crit def buff so I think it’d something to play with. 

     

    1 hour ago, Kitty said:

    - SEN Crafting
    Crafting with high SEN has become completely useless unless you are seeking max stats or high durability.
    The restriction on item grade for max stats negatively hurts crafting unless you are crafting a grade 7 or higher item.

    Regardless, at the current state of the game, max stats have become extremely saturated on the market, and fails to compete with Unique max stats which are becoming more sought after.

    The game's current design is also at fault as crafted gear is more or less for cosmetic reasons with the implementation of Exalted / Valor / Honor gear.
    These game systems make artisan crafting moot.

    Why should an Artisan invest into a SEN set if all they are good for is max stats and seeking to min/max your durability and/or dodge rate? 

    There is not enough reason to invest into SEN simply because the end gear leans towards non-crafted sets.

    Crafting max stats is still useful, its just people only really seek out certain combinations.

    One thing I think they should do….. The highest craftable armor you can reinforce is level 200, but 220 and 240 armor exists. The highest hardening weapons is for 200, but 225 weapons exists.

    I know allowing this will make 240 valor armor and exalted gear less valuable though but it’s kind of lame that artisans haven’t been able to craft the highest level armor since 2010.

      

    1 hour ago, Kitty said:


    - Chemicals & Their Success Rates
    Low Essence practically has the same success rate as the highest quality. This really doesn't make sense considering that the chemicals are separated on the drop table by different rarities.
    Low Essence, being the lowest quality, should have the lowest success rate when used for gem crafting.
    For subsequent tiers, the percentage should go up slowly, and then raise considerably when reaching a quality breakpoint.

    This would create a higher demand for higher quality chemicals that are currently worth the same as low essence due to the little difference in success rates.

    Agree with this fully and its kind of dumb how hermes has 1% higher success rate than low essence even though its in the legendary tier. There also doesn’t need to be like 10 different chemicals either when they have almost identical success rates and they just clutter up inventory, especially when doing dungeons because EVERY SINGLE CHEMICAL TYPE drops there. The amount of powders/ lisents was reduced because of this too.

      

    1 hour ago, Kitty said:

     

    - Exalted Gear
    There is just too much exalted gear. As more and more players readily traversed into dungeons, Exalted Gear became a common commodity for almost every shop.
    It can be a featured as part of a set you are looking for, or it could have a max stat you are seeking.

    After collecting the max stats that I need for my classes, I found the catalogue of Exalted Gear throughout all the shops as a sore sight. 
    It is practically in most of the shops that you visit, and I feel like this excess of Exalted Gear / Weapons just creates bloat in shops, as most people will attempt to sell them for more than their disassemble or shop value.

    Yeah… I do think dungeon rewards could use some adjustment, but the thing is, some of the rewards will always end up being saturated because that’s one of the main things people do in the end game, unless of course you add a bunch of lackluster rewards but that’s also a really bad way to approach things also. For example 9th grade talismans/bindrunes/apotropes are a reward from sikuku catacombs, when this dungeon first came out this was fine since it was the only way to obtain them (or disassembling exalted gear) and you needed them to refne exalted, but now, they drop in every map over level 200 so theres an abundance of them in game and they are a pitiful reward. On top of that only Shaman Ranka has useful rewards in sikuku catacombs, (sorcery elements and forest ash) as the boss specific rewards from executor ulgath (the capes) are understated and worse than doctors back arms, and Gloppy (Gloopy Mask) is lousy because of the movement speed penalty. When runes were a thing you could get different runes from all the bosses which made fighting them more appealing.

     

      

    1 hour ago, Kitty said:

    - Uniques
    These fall into the same category as Exalted Gear & Weapons.

    Uniques have become another source of max stat chasing and has become a sore sight when browsing shops.
    The term 'unique' is as good as the term 'common' when defining their rarity. 

    Artisans should be one of a few sources for max stat chasing, to give them a reason to invest into a SEN set to craft for friends or for themselves or their services.

    So yeah this a good topic. The stronger low level uniques get flooded due to Cave of Ulverick and Halls of Oblivion. Now you could say just reduce the rate of getting these uniques  as rewards or even remove them completely (from cou probably), however then those rewards need to be replaced with something else (which will likely flood the market UNLESS its something you need a lot of en masse that its not really flooding. Another issue comes down refining uniques…. You refine them with ancient scarabs, and you get scarabs? Dissassembling uniques….. and you don’t need 1 like you do with talis/binds/apotropes… you need 5. So there pretty much needs to be enough of supply of uniques in game to sate the necessary demand of refining them. Alternatively you could just increase the drop rate of scarabs (they’re literally like the rarest thing in the game to drop lol) but also in order to get unique substats you need to actually get a decent amount of unique items as they cant be crafted at all.

     

      

    1 hour ago, Kitty said:

    - Gems & Itemization
    The current gem system feels like it clashes with the classic gems. 
    Classic gems seem niche and only used for certain classes because the skill effects on the new gems outweighs the benefit of having pure stats.

    The previous gem system where all your gear only used classic gems was a lot more simple and also had Artisans participate in the gearing rush that players venture through.

    In the current state of the new gem systems, the lesser tiers of gems are often completely useless because Artisan can only craft classic gems.

    Artisans being able to craft and work with the new gems would be a positive change to have lesser tiers have the possibility of becoming a greater gem.

    Ex:
    2 [12] can be crafted into [13]
    2 [2] can be crafted into [3]

    I was thinking about this also but I feel it would only really be useful if you get 12’s and not the very early games ones. The boss drop gems were added as a way to utilize the new stats and to give more things to make bosses worth farming.

     

    • Like 1
  11. Yeah it might be a good idea to base it off that. The game is very skill based except for a few classes, especially the classes with the lowest attack speed, its just a liablilty to melee when with attack speed that low. Youre doing much less damage and meleeing with .45 base attack speed is already slower than your skills caste.

  12. Base attack speed of Launchers got increased from .45 to .6., and I recently realized guns attack slower than launchers now which really shouldn't be the case.

    Base attack speed of guns is .5. 

    .45 attack speed was actually just to slow and felt like sludge, and increasing launchers to .6 isn't game breaking, you still want to use skills 90% of the time but throwing an auto attack in between isn't going to be a liability now.

     

    What I'm saying is it doesn't really make sense for guns to have a lower attack speed as launchers, and .45 base attack speed is too slow so maybe guns base attack speed can be brought up to what launchers are.

    However maybe all of the super slow base attack speed weapons should be increased a  little with it, I didn't realize crossbows also have .45 base attack speed too.

    • Like 2
  13. Mana Shield shouldnt be a pvm only skill.. It should still exist in both formats. The game had alot of balance issues at the end of NA and the same issues are still going to be relevant now, Mages had a ton of things going for them and their main flaw was that their skill tree was so vast you couldnt get everything; something that would be interesting if some other classes could have access too (a few more options for diversity at level 250). It's going to be awhile before I can even get into pvp again so I don't want to make claims about it until I get there. 

    • Like 1
×
×
  • Create New...