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HilariousFace

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  1. Regarding the "Target death skill lock", it works quiet well in PvM now, I could freely move after each mobs kill. However in PvP, when I used a skill right at when a raider goes into invisibility, my character get stuck.
  2. A lot of these "Ranged meta" "Mid meta" are somewhat facilitated by the honor pts grind system, many people are here for the grinding only not for the PvP part, they do whatever it takes to maximize the pts gain instead of catering to teamplay. The champion class was suppressed by the mage class for a long time, and many players have some champions collecting dust and are honor pts hungry, so they jump in when there is an opportunity. After mages get nerfed, the champs squeezed out the dealers/mages. And the reason mentioned by Garnet is because those class (Dealers/Mages) are non defense/dodge. So I was wondering are we implying dodge is OP? Then, I listed out the offense/defense category to see if there is any problem, whether if something is chokeholding the PvP flow of things. Offensive stat umbrella = AP, Accuracy, Critical hits, Enhance damage, PvP/PvM offense, Weapon elements, DOT, Pierce defense/magical, Critical damage, Auto attack AP, Skill AP, Attack speed Defensive stat umbrella = Defense/M-Defense, Dodge, Critical defense, Damage reduction, PvP/PvM defense, Armor elements, HP/HP recovery/Restore effect, Block (Physical/Magical) The overall offense/defense category seems fairly balanced, majority of them have mutual counters except maybe Dodge counters basically everything in the offense category, and on the other hand Accuracy opens the door to everything in the offense category as well, but not a huge issue in my opinion, since we have DOT and block. ------------------------------------------ IMO, the main root cause of the current Mid meta is because AA objective being the center static crystal, you don't see mid meta happening in OCF, players are fairly spaced out, I'm gonna randomly throw a video I found on the internet. ( https://www.youtube.com/watch?v=JUCbm7XcrrA ) Obviously, you have to hug the crystal to attack it, heal it, where clerics will spam several Salamander flame, which creates a dead zone outside the Sala flame ring radius, on top of that Knights are spamming sacrifice. I know we have Taunt resistance already, but I noticed knights could still be a deciding factor of the outcome of a AA match, they spam AOE sacrifice at crystal which deflect lots of damage away from crystal, and I have witnessed many times where the attackers obviously overpowered/outnumbered the defenders yet defenders manage to win the war because the sacrifice does the magic, and I think it's unfair for attacking players who wish to go for objective and get disrupted so easily despite fact that AA already is defender sided anyways, may be implement a 30m radius around crystal disabling AOE sacrifice except single target taunt? You do not have to limit the number of knights to two if you enforce that mentioned limitation. We also have a moment where Sala flame is disabled in AA, what happened to that? I wasn't playing at that moment. But what if we disable Sala flame from receiving healings instead? Also, is no one gonna mention how these Firegon NEVER DIES? Now, imagine if both AOE sacrifice and Sala flame receiving healings are disabled, then certainly no one will dare to go near the crystal, and we go back to ranged meta for the crystal part, where players and clerics will spread out to avoid getting nuked by launcher bourg. If no class balancing is involved, we most likely will go back to ranged meta. And now, for Ranged meta part, I don't know about this one, it's a grey area. But I know ranged characters have huge advantage because players can shoot and tab target enemies that you can't even see on screen yourself. They also can change target easily at will and their effectiveness goes up exponentially because as the weapon attack range goes up linearly, your degrees of freedom goes up by a factor of r^2 x pi due to being a circle. Don't scream at me, but just a hypothesis, what if your ranged attacks has a chance to miss based on the following rule, if your bow weapon is 43m and you are hitting someone from 43m away, you have 21.5% chance to miss your attack (PvP multiplier only not PvM), and of course 0.5% chance to miss if enemy is 1m in front of you. This is not the same as a flat reduction of ranged character accuracy, it is an adaptive parameters. This at least won't make the lives of front-line fighters so miserable, because for a mobile open field PvP, you won't have clerics putting up several sala flame to keep you alive, all the front-line fighters will just die easily, which just means ranged meta and no champs will join again. And the sad reality is that, the technology for preserving your buffs upon death is just simply not here yet, if we run into a PvP meta where everyone dies easily, it could be very frustrating to regroup waiting for rebuffs. High number of deaths is exciting for the killers, but not fun for the dead players who wish to regroup as quickly as possible. It's a long tedious process to tweak if you want to move away from Mid meta and Ranged meta. -------------------------------------------
  3. The "end-game level items with mats from a low-mid level zone" is a way for the players to re-visit these planets, re-visit these low level equipment (many players use exp armor all the way to 250), a new way to skill/stat build a character when the limitation is at low/mid level. It's not really a way for new low level players to get a bigger paycheck, as it is always the veterans player who secure these places. This also artificially prop up an economy for equipment around Lv.160 - 180 creating demand for gems at those levels. If there is no these re-visiting, people all get stuck at Lv.250, and keep asking for new content, as you see it takes them half year to make one new map for this game. So, it is better just to recycle. This game for now and in the near future still needs to cater to some old players, and old players are not interested in getting stuck at mid to sub-max level, because all the interesting stuff like dungeon PvM, PvP occurs at Lv.250. So, it is better to make the game like what it is now, letting you breeze through the levels if you know how to do it, and give you the option to re-visit the low to mid level content. Imagine all these Astarot feather, Golden Orlean mail drop for Lv.250, everyone will get to Lv.250 without questioning, who will be the one creating new characters to carry the real new players to the top? Because let's be honest, this game if played fresh as a new player, it is very tough, and frustrating to the point where you probably won't make it to the end and uninstalled, since the leveling meta revolves around Sala flame spam and sacrifice. Then you might ask, why not just default the game at Lv.250 right away when you start a new character? I don't know, I wish it to be that way, or giving me the option to buy my way to Lv.250 , I don't think it is pay to win, it is just pay to skip. And regarding "Niche end game item", yes I prefer them to be a niche, and matter of fact I prefer most end game item to be niche, because if these end game items are a necessity, it would mean I HAVE to get them in order to play dungeon, PvP properly. I do not have a single FAW, and I love my doctor arm, so cheap but so powerful. I have 7x Lv.250 character, none of them have Brave/Courage armor, it's just not needed but I have the option to get them if I feel like to. And to show you why if an end game item being a necessity is bad ... For example, there are some classes in PvP such as Artisan, Bourg, Mage, Raider, Scout, you are at significant disadvantage if you don't have Honor armor, this creates frustration and barricades new players entering the scene. I don't mean to make all honor armor niche in here, so don't get me wrong. The new Wings of the Sun is perfectly calibrated, you don't NEED it to play dungeon/PvP properly, but if you wanna be cool where you can run from spawn to shaman peacefully as an Artisan, or want to be a pro dungeon luring knight, or want it as costume, it is an option for you. I would assume it is a top option for xbow scout as fighting gear as they are defense starved, you don't need any defense substat with this wing. Introducing more alternatives to the table is always better than introducing stronger powerful stuff to obsolete the old IMO. So my verdict is, niche and optional stuff all the way. The old power creep style of development in NArose disgust me.
  4. I wish I could give you any insight, but I couldn't as I have played about 15-20 AA/CD on the new server and turned away as it is frustrating to fight without honor equipment, so not going to comment on the PvP side of things much. First, you need to find a way to distinguish the Support and Battle Clerics. And then have to balance out the Support clerics equally, 2 FS cleric vs 3 FS cleric is still a huge one sided game. But, I don't know, maps are usually defender sided. Changing pierce defense to counter shield blocking, would mean a nerf in PvM for those who have pierce defense as monster do not have block mechanics, so there will be some work to reimburse those classes with more damages. And there is nothing wrong with knight being unkillable, they are tanks, if they tank, then just kill someone else, knights don't need too many counter, them being problematic for 3v3 event is just unfortunate. Though, I'm not against the change from pierce defense to pierce block mechanics, as the whole "Pierce defense" offensive side of things are competing with 1) AP 2) enhance damage 3) melee AP 4) attack speed 5) Critical, it would make sense for fair distribution of game mechanics sake, to spread out some offensive stat as a counter to block mechanics instead. And regarding Cleric's healing, I believe more mechanics like how the Gloopy poop in Sikuku Catacombs work should be added, it prevents people to pile up together bot healing etc and force them to spread out once in awhile. There are classes that are underpowered right now and they are perfect candidates for these. But first, the way wars are fought are governed by the reward point system, you must need to redesign the reward point system, so that those people will play to win the match instead of motivated by honor point. --------------------------------------------- I'm probably going entirely off-topic below, so just a friendly reminder. The pierce defense currently have foot print in glove gem, class passives, weapon and equipment bonuses. The term "Pierce defense", to a new player it sounds like it is designed to counter players with high defense, but this is not the case, it ironically means the opposite. Pierce defense works the best on targets with low defense due to the defense curve diminishing scaling. This always give me a headache, of why a diminishing return scaling is in place for the defense curve, but I will take a wild guess, it is due to the HTK problem (hits to kill), if you plot a theoretical graph of "number of hits to kill a target with respect to a linearly growth dmg reduced by defense curve" vs. dmg reduced by defense curve. You will see the problem, the number of hits to kill a low defense target vs a high defense target, will go exponentially harder if dmg reduced by defense curve were a linearly growth relation to begin with, and this is why a diminishing return scaling is in place for the defense curve. So, just FYI nothing wrong with the diminishing returns defense curve. BUT, pierce defense on the other hand is weird because it is a mechanic that counters low defense target but not high defense target. Even if pierce defense is changed to pierce block mechanics, for glove gem you will still want to use the Peridot Baguette 5 over anything as it gives 25% attack speed which is over-scaled IMO. Question is, who would want to leverage a pierce block mechanics glove gem when a PB5 takes care of everything? So IMO, keep those pierce block mechanics to class passive, that you know you will live with them and never have to make choices, and then may be some skills that ramp up your pierce block stat temporarily when you are met with knights/clerics, say like Artisan's Acid shot, Gun bourg's Toxic shot, because both Arti and gun bourg, they never have any skill to use but just to pew pew pew. The CONS if we leave pierce defense behind Another off-topic subject I would like to touch is, most of us knows that for some bosses like Dark Ranka Shaman, you should not go for a critical build, and this is when pierce defense is more favorable (If pierce defense and critical are the only options available). People ask bosses to be Critical-able, but I think this is actually a good filtering mechanics, it filter out those classes that feeds on high critical/critical dmg for DPS, and those single target classes like gunbourg/BC will shine. But here is the problem, enhance damage also act as if it is ignoring target defense anyways ... so it's not like if we leave pierce defense behind, this filtering mechanics will cease to exist. ----------------------------- I feel like the whole pierce mechanics thingy should belong to something that you can actually pierce. For example, a character with fortified mana shield enabled. If your bullet does 1000 damage to the fortified mana shield, by equipping Platinum Baguette (5% + 220 pierce physical), you will do 1000 damage to the shield and 50+220 damage to the HP bar.
  5. There are a couple of threads in the past (listed below) that is also talking about the similar issue, the issue is identified but I guess it will take a long time for these problems to be fixed. But regarding the cleric changes, I believe it is because Clerics were holding the game as hostage for a long time, back then when a cleric is not present, nothing is functional, you just sit there starring at each other. They reduced the heavy reliance of Cleric's buff by reducing their magnitude, and re-distribute the buffs across all 4 classes, nowadays you will see people be able to complete dungeons without a cleric, it's a good change IMO. The rest of the things you mentioned, I brought those up many times, but nothing can be done, because it's a free market, people are monopolizing and selling however much they want, but then the people are enabling these price by paying up. And then you have a 2m daily quest in place for whatever reason (may be for player retention purpose), that funds these end game meta items, causes them to appear very very unaffordable by the average person. It's not as bad as before, because you have alternatives, you can use Lv.200 accessory instead of Lv.240, there are plenty of good max sub-stat instead of these S-tier substat like DEX/AP, CHA/AP, CHA/MS stuff like that. In my honest opinion, we have reached a point of stale economy where I believe it's better to get a bunch of characters to farm these 2m daily quest than going out all the way to equip a farmer and doing repetitive risky king farmings. So many rare loot in my opinion doesn't sell for how hard it is to obtain them.
  6. Already said before, it's not the mage class itself, it's the luminous set making them powerful. INT is not the only thing you need for mage, you need lots of CHA as well for critical defense, DOT and then mild amount of STR. The thing is, all these passive that is INT based, you cannot get them all for a reasonable build, it takes a lot of SP to get all those MP passive fully stacked, and you do need it to be maxed because the big accuracy pump occur at the last skill level, that would mean your cannot allocate SP for other passives and skills, it's definitely not easy and straight forward to build. It's not an advantage, it's just their potential to benefit from INT being higher at a cost. Other class also have their stuff tied to one stat as well, Knight have stuff tied to STR, gunbourg have stuff tied to attack speed, katar have stuff tied to DEX, dual have stuff tied to CHA, Axe champ have stuff tied to SEN. But do you pump only STR for knight, pump attack speed for gunbourg, pump DEX for katar, pump CHA for dual? And do you pump INT for mage? I mean sure you could, but you will see the problem.
  7. Reducing passive down to 1 point each, will mean every class every build have sufficient SP to learn everything. But it is by design that you don't have enough SP to learn everything, because it was designed to induce you to make choices and sacrifice such that everyone's skill build is different. In a perfect world, we could have a skill tree for a class where 25% of the SP are dedicated to passives, 75% of the SP are dedicated to active skills. However, the previous developers just simply do not have the resource to design us a crap ton of skills, it will be hard to balance every skill to be competitively viable against each other, it's just like those MOBA out there with crap ton of heros where it will become a nightmare to balance them all. This game currently has 241 SP for a Lv.250 characters, they certainly cannot design you 48 different skills (assuming one skill goes from Lv.1 to 5), because the skill bar only have 24 slots anyways, the choke point here is us being able to handle 24 slots skill bar only. The current most complicated class is mage where you have to fill up third-quarter of the skill bar with active skill, only 1/4 remain for buffs/food/mana shield/mount. And the simplest is probably Arti/Bourg. What I'm trying to say is, there is no point to design so much skill for each class skill tree because of the limitation I listed. Plus, we are pretty sure at this point the current new developers do not have much time resource to revamp the entire skill tree of each class in a way such that passive will only cost 1SP where more SP are dedicated to actual active combat skills, because people have asked for a Champ buff for over a year, only a tiny bit of change has happened. They have to focus on core gameplay changes, graphics change, new dungeon, UI design, things that are instantly eye catching and convincing to any people that think this game is actually "changed" because they have to port this game on Steam somehow and ending the early access phase. I agree with the rest of that in the quoted paragraph, players at low level should be self-reliant, but I think the game designer wants everyone to party up, why are you playing an online game anyways if you don't wanna co-op. And buffing lower level muse could potentially allow mage to take advantage of that, I'm also surprised how weak muse heals are, they don't wanna lock heals behind magic wand only because the designer want some mage to have some strange build but has to be crappy heal. And regarding new players, lacking zulie to buy food, storage fee, travel and stuff, I have experienced it all. They either have to give more zulies upon level up or might have to introduce a new voucher currency only spendable on certain NPC things which will turn into account lock status. Regarding refining is crazy expensive, I'm going to take a wild guess the whole refine system role over the past decade, was some mechanic to make you feel rewarding for taking a risk and grind tali/bind/apo, to a game mechanic mostly designed to drain the excess zulie from the game, also refining unique weapon is an entirely different league, it cost a ton more than normal weapon/armor, so make sure you aren't confusing unique with default weapon. And regarding why refining don't feel worth it, we have discuss it before it's because of power creep development for the past decade in the previous ROSE, you even mention it yourself, the game in the beginning had (9) as max refine level only, several years later it was changed to (15), and then several years later it was changed to (20), however the total mileage from (0) to (9), (0) to (15), (0) to (20) were kept similar. These elements like Poison, Holy, Ghost, Sorcery, Water, Fire, Wind didn't exist back then, was also added as part of the equation to power up your character leetness. Artisan gems in the beginning also goes from [1] to [7] only, now it is extended to [10], and we have reached a point where they are mostly obsolete, at high level you are supposed to use these new gen stat like auto attack AP, skill AP, critical damage, dmg reduction, enhance damage. I quitted around the time they introduced these paradigm shift rune thingy, I didn't know what it is but I bet it's another huge component to the endless grind. All of these happened, because the ultimate goal was to keep the playerbase have something to work on and potentially milk them through IM, eventually the game was so dependent on IM pay to win items, and the business model collapsed. Refine level (0) to (5) is actually manageable for new players with no funds, (6) to (10) is for players who went through the 250 levels process, (11) to (15) is for players who finished these 29m zulies of quest in orlo. (16) to (20) is for end game players who mastered everything in this game. There is a difference refining these things, but so tiny tiny that it is not worth it if you do the math, but people still go all the way in to get (20).
  8. Oh thanks, I found it, but it's not .ini file, it's that ROSE.toml file in the folder, have to right click open as notepad
  9. This problem is extremely hard to deal with, it takes several layers of changes to the fundamental gameplay to fix this, but in the end it doesn't benefit the game as a whole. Because, let's be honest, this game has a large population of veterans and continue to do so in the following months/years, they can't make it where you need to take a year to get to Lv.250, it's extremely boring, repetitive and will make people leave. People are interested in leveling as fast as they could at the lowest risk, if you disable grouping from low levels to high levels, preventing low level from getting buffs and AOE heal, they will still be fine, as the most important thing keep lowbies alive is the sala flame. But, you can always walk away from those people who wish to maximize their leveling pace, you are not forced to indulge in leveling with the best setup. At level 100+, Clerics will do their cleric thing and put sala flame and heals. Not a huge issue IMO. I don't believe zulie drops was the cause of inflation, the current primary source of zulies influx is from 2m daily quest in Orlo planet, it was way worse before with the dog bone turn-in. And yes, they do need to label all mats into either craftable or junk. And they need to review the storage cost on items, some items have 0, some have too much. They need to remove and merge most chemicals, such that it only needs one kind to fill the category of Uncommon, Rare, Very Rare, Epic only. But I'm not touching this subject, may be they actually need this clutter, so people will buy IM storage expansion. The protective parents way of looking at it is to give a level requirement to refining, so new players can't get screwed. And the free style do whatever you want, and feel free to screw yourself over way of looking at it, is well if a new player gets destroyed economically, they can always start over, they have relatively less time invested into the game than old players. You can always beg for financial assistance in junon, lots of players are willing to give you 1m for free. There are a lot of gameplay elements in this game that is tailored and balanced from the perspective from high level players, because if you make something so easy and powerful and rewarding for the low and new players, it doesn't mean the low new players will take it easy powerful and rewarding, it just translate to high level players smurfing and cosplay as new player to take advantage of the easy rewarding scheme of things. Dev should take notes on this then, they need to make HP/MP orb on the floor to be free for all to loot for everyone. In the lower levels, I didn't bother much to kill mobs to level up, I breeze through to Lv.20 through those beginner quest, if a new player ran pass Arua's fairy, then RIP lol. And why is "multiple sub-builds inside of a class weird"? I thought it's a good thing to have diversity, so everyone's sword champ build are not identical. And regarding how your two handed sword soldier feel weak, you are right but I think we talked about this last time with you, there are some powerful Epic weapons and Exalted armor only at Lv.200+, the only thing that will make you feel powerful at sub-lv.200 is hardened weapons from Artisan, or Unique weapons from Epic drop and dungeons, none of these are accessible by any new players, they are reserved for experienced veterans. And the reinforced armors are very powerful in terms of survival compare to yellow armors, trust me and pay closer attention. Also, weapon makes you offensively better, armor makes you defensively better, just making sure. And another biggest reason why you feel weak, is because two handed soldier is indeed underpowered at the moment, all the Champion in this game currently are Spear champ, only the hipsters will go for 2 handed sword and Axe. So, try to play as spear to level up first, should feel better. This is a big problem indeed, the thing that keeps a party alive is Salamander flame, but as I said earlier no one wants a fair gameplay, everyone wants to get to max level as fast as they could. If we really have to push for a fair gameplay, then we will have to enforce Salamander flame to spits party healing over time so that low level cannot be kept alive by high level cleric. But you don't stop there, because no one will be able to level up, we also need to give the surviving capability back to the players themselves. We will have to bump up the PvM defense % on armors, and add PvM defense % on mask, jewelry, back item, or will have to decrease the AP on all mobs in the entire game, both routes are extremely tedious task. And we also need to make sure, we don't buff the bonfire, because you are repeating the same mistake again with the heavy reliance on Cleric. And regarding the Clerics/Raider solo'ing bosses, it is because of those Lv.200 Epic weapon, Lv.220 Exalted armor, Lv.240 Brave/Courage armor, Malachite Marquise, Peridot Baguette, etc, all of these are power creep items. The drop table is undergoing large revamp according to the developers, but it's been over a year, I don't see much change significantly, it is sad. Any kings that you don't see people camping, it means their loot is garbage. And any king that is camped 24/7 means they have interesting stuff. And regarding how kings are impossible at low level but solo'd at high levels, is also the truth. Kings at low level for now if done correctly, should be ganged by a party. But kings at high level (not necessarily at high level but more like kings with good drops), in my opinion should be able to solo'd with heavy investment in equipment. The reason is because of my selfishness vs. my kindness, I have lost count on how many times where I ran into a situation where my party killed the king and it dropped nice thing like a gem, but quantity is 1, I don't know how to cut the gem into two halves. It is awkward if I take it to myself and I feel left out if I give everything away. So for kings that have good loot, it is better to be solo-able with the right strat, setup and equipment investment. Wanna hear worse? There are players including me, who go out all the way spend on money on equipment and time to farm for a specific item, and slowly realized the item in question does not even exist in the game's database. Sometimes you get something out of an investment, sometimes you lost all the time on it, so don't overleverage, know when to stop digging a hole. They always say botting is bad, cheating, this and that. But I'm gonna join the dark side on this one. Don't blame the botters, blame the boring repetitive leveling game. If leveling is fun, challenging, rewarding, interactive, you would not see people do this. I think you neglacted the most important part of a cart, it's the steel backseat. When dual clienting, you need it. Of course, not the wooden one, you need the somewhat expensive one, they go for 1660-1690 mspeed. And regarding how it has no defense, you get knocked off if you go with mount, that's the trade off. If your clan don't have mount speed passive, it is only 1500 mspeed. Driving in Rubber Banctuary takes some skills, when you notice the mobs within your view range are lagged behind you, and your radius do not have mobs, it means on server side you are still far behind, press S on the keyboard to resync your location, so you are aware of what are hitting you. Are you enabling both the skill bar? Supposed to have 2 x 12 buttons. I also brought up the issue before, I remember I used to be able to use both the number keys below the F keys, and the F keys directly, so a total of 24 buttons. But they changed F1 , F2, F3 to target. And now you need to hold shift + number keys to execute the F keys skill bar. So every time I need to engage in serious combat where I will need to use the F keys skill bar, I have to enable my mouse side button bind to Shift, because I can't hit the shift key + number keys quickly. Regarding Orlo being unfinished, ya early access game, so excusable. Dalpings are strong? I don't know about that, I never level there as the quest hold my hands to Lv.20+. The Dalping leaders are magician type, and the Hunter Dalping is hunter type, that's why they are strong. But to me, I always find the Candle Ghost too strong. Unique weapons are indeed strong, you are not the only minority. But precisely, only the unique weapon with Bold AP stat are strong, most of the time hardened Weapons are still better. Epic Lv.200 weapons though are power creep items, only Hardened Amazing Brush, or Hardened Widow Maker are worth it. They even make Lv.220 Exalted weapons irrelevant.
  10. I was the same, but later after playing the game for awhile, I realized in this version of ROSE, you have to go to nearby NPC to obtain quest in order to get zulies. If you are standing there in a party leveling, you will run into that problem of having no zulies to do anything. There needs to be some hint somewhere to a new player where to earn zulies where most people gathered. I share the same thoughts with you, I also believe the whole crafting and artisan craft skill tab should be accessible by any class. The idea of peasants farming the mats and trade to Artisan class sounds nice on paper, but in reality it just gives elite player to rip new players off, you will sell your mats for cheap but won't be able to afford anything. The group thing was originally designed for large scale Game Arena PvP I believe, a group is just a group that shares buffs, chat, a more advanced UI to see each other status like levels, class. It was never intended to be used for high levels to buff noobs. Strictly speaking, if they disable grouping for people 19 levels apart, it will be a disaster to level up without these high levels providing strong buffs, but they have to allow such thing because leveling will be extremely depressing with the low player activity engaging in leveling since most players reached 250 already. It's just like how they need to allow and recommend you to play this game by dual clienting. This is the consequence of power creep development from years ago in Gravity Interactive NA ROSE, if you use yellow text weapon/equipment, it will feel like what you mentioned. In order to not feel weak/great, you have to use Unique weapon (+8% PvM Offense) or Hardened weapon (+5% PvM Offense), and Reinforced armor (+15% PvM Defense for whole set), all of which are not accessible to a brand new player. Also, yellow text weapon/equipment have (+0% PvM Offense/defense), over a long period of time of development these yellow text items are obsolete by blue and unique equipment. And the biggest reason you felt weak is because, you just simply should not kill everything by yourself, you have to be in big parties. And regarding weak heals, I'm not sure what happened, but probably it suffered the same problem as buffs where you cannot live without buffs, so adjustment were made since heals causes stalemate in PvP game arena something like that. Clerics should only be supportive, not a primary factor to keep someone alive.
  11. "The Artisan crafts with so little value" that you referred to is because they are non meta items, and the Artisan crafts that have high value is because they are meta items. A crow wing sell for 200k something but a Fallen Astarot Wing sells for 600m something. Besides the large amount of recipe required on the FAW, this heavy price discrepancy is due to the zulie distribution economy being mostly skewed towards Lv.200+, so many people make crap ton of Lv.200+ characters to spam these daily 2m zulie quest, and these people are not interested in non meta goods, the zulies are used on meta items such as Lv.200/240 accessory, Fall Astarot wing, max stat unique. The reason why the game economy revolves and centered around Lv.250 is because this is where 1) PvP 2) farming max stat unique 3) dungeons grind 4) 2m daily quest grind 5) Clan point farm takes place, plus Artisan craft success rate is minimized at that level. If you move any of these key elements to lower level, people will complain there is nothing to do at high level. Non meta Artisan crafts nowadays such as Reinforced armor, non max level shield/magictool/back item could only serve as leveling luxury gadgets at best and be used as costume. And regarding "mats farming", we also need to be aware of potentially create a bot farmers scene where people just auto farm all their stuff. People are not picking up mats is because 90% of the things on the floor are junk, plus you can always disassemble to get the mats you want, the stuff on the floor sells for relatively little, considering spamming 2m daily quest is where it is at, back in the days you used to rely on Bourg's sales premium passive to generate more zulies.
  12. Red dot is timed spawn, White dot is kill-to-trigger spawn, there might be more spawn, but I don't wanna bother too many annoying sikuku assassin around
  13. I don't know, it was like that for many years, the system might have some time expire window probably to prevent people to pre-register hit reg to acquire drop ownership and then go afk. I got Gypsum Round from Turak King before, you need Raspite Round [3] to improve the odds to get gem drops. The Lv.178 Turak is the stage 1 spawn, Lv.179 King Turak is the stage 2 spawn, Lv.180 King Turak is the final form stage 3. And the Lv.190 one I'm not sure about that one. But the time spawned one is Lv.205, it is orange to my Lv.200 characters, which is the one you are killing. 5 minutes to kill the boss is too long, so your drop is usually ruined.
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