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Zephry

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Posts posted by Zephry

  1. Hi. These are my suggestions for the content in Lucky Capsules.

    -Should remove T4 HP & SP Potionss
    -Should remove T5 HP Regeneration Potions

    -Should remove T4 Strength Purple Potion

    -Should add HP Soul Stone Carrier II
    -Should make Hunter War Rants (1 hour) that come from this tradeable and storagable
     

  2. Hiya. Welcome to another Trickster suggestion thread.

    In this thread I'll be talking about the enhancement visuals of +11 Claws/Dual Swords and the Odin skill, Slip Away.

    But first let's dive right into the enhancement visual.

     

    +11 Enhancement Visual for Claws. Credit for the picture: Cross

    Y0bcmti.png



    +11 Enhancement Visual for Dual Swords. 

    RRMxlFj.png


     

    Now, the suggestion I want to make after asking around is for the enhancement visuals of these weapons to follow the same gray/dark/black visual that other weapons get.

    +11 Enhancement visual for Axe. Credit for the picture: Skunk

    lLPomFl.png

     

     

    Before you ask: Are these how they also looked like on retail? 
    No. But when they were first released they didn't appeal much to the mass. It looked lame compared to the ones, like that axe.

     

    My only suggestion is if it's possible to change the visuals of the enhancement level into more like the one shown above.

    ---------------------------------------------------

    Wow, you read this far? 

    Welcome to the Slip Away skill section.

    This is an original custom skill that came from the famous Fiesta Odin files. 

    qACFwOZ.png



    In case you couldn't read that small text:
    Teleports you 200 meters forward, hiding you for 6 seconds while giving you 10% movement speed. For the next 1 second all attacks will critically hit. Attacking or being hurt while in hide will remove you from hide mode

    In other private servers that feature this skill, there's usually higher tiers that increased the effect of the skill.

     

    What I'm suggesting is to add in the missing tiers of this skill and possibly boosting the duration of the hide mode as the movement speed is (already) increased with the additional tiers.

     

    If you read all this, thank you very much. 

    Shout out to Skunk and Cross for providing pictures of your weapons enhancement visuals!

  3. How was that proved during last cap ? the dmg difference between SL and LH is way smaller than between psikens and Chims

     

    On Retail, arenas were dumb, but Lavas were needed.   Chims should have been 110   There's no reason to have 2 raid weapons of same level 

     

    Psikens are too weak

     

    That's exactly the point. There were SL's and LH's. SL's anyone can obtain and a better statted SL can outperform a lower statted LH. And people outdd'ed with those same weapons. I'm not disagreeing that there shouldn't be another weapon that can match with is on top now. I'm disagreeing with the thought of babying someone because they haven't bothered to attempt doing what they think it's "impossible".

     

     

    There isn't much proof of it being proven at this cap either when you consider the number of people outside of Deviant walking around with +11s is close to zero if not zero. Another thing he's failing to realize is that Deviant has been raiding against nobody for the majority of their time at the 115 cap. Deviant hasn't been "working from the bottom" they were never at the bottom. The closest they've been to the bottom would be last cap where guilds were a lot closer in power because of there not being a huge discrepancy between +11 and +10 weapons, simple.

     

    It's not our fault. Chimera was left ALONE for MONTHS. We recently came back and started doing it. Now that the server is growing, people feel that our large presence un-allows them from doing anything raid related. 

     

    And Chimera has been killed by a small group of players. Anyone can come packing heat and bring the potential to compete. There's no point in arguing you can't when you haven't tried because you think it's "impossible".

     

    yLeF6C8.png

  4. The only way for a guild without Chimera weapons to get them is to raid & out damage the current raiding guild at Chimera. Simple, right? No. Not only are Chimera weapons far better than 114 green they also are one of two weapon sets that can be enhanced to +11 meaning no matter HOW hard a guild tries to out damage you they simply can't. There is no magic trick, no strategy, no amount of hard work that can make a +10 green out damage a +11 orange.

     

    In short, anyone saying new guilds should have to "work up from the bottom" is delusional and wants the server to remain as it is where one guild sits at the top without competition.

    You're under the illusion that it is an impossible feat just because the guild already has +11 Chimera weapon. That is not the case here. Many times has Chimera been left alive, yet no one killed it?

     

    Could anyone else put it down? Yes. Assuming you can't because you don't think you have the damage to out perform those that have better is an irrelevant argument when it has been proven wrong during the last cap and this one. Before assuming you can't, atleast attempt it. 

     

    -------------

     

    Guilds should work from the bottom up. Could they be equal in gear to the top raiding guilds? Yeah. But do you think it's balanced to add weapons that have BROKEN the hierarchy on retail as well? It depends on which is getting added and how strong they'll be. 

     

    The hierarchy with the new additional weapons broke the 115 cap. 

     

    SQ > Arena > Lava > Chim > NQ.

    Now as of recently: SQ > Chim > Arena > Lava > NQ

     

    There's no reason to have 5 or 6 114 weapons.

    There's no reason to have any of those weapons be equal or higher to a weapon that comes from a Raid boss.

    ---------------

     

    The logical solution is:

     

    If there's gonna be any NQ's they should be 110 and come from an instance.

    Lava's should come from DDF and not be changed.

    Make T3, T4, and T5 weapons +11'able.

     

    We cleared Chimera, Hardcore Malephar, Focalor, and Karen. 

    We cleared Chimera using ML gear and SL/LH/ML and 114 green weapons. 

    We cleared Hardcore Malephar with strategy and the same gear.

    We cleared Focalor with strategy and the same gear. 

    We recently cleared Karen with strategy and better gear than before.

     

    Is it wrong for us to monopolize a raid boss that no one else is trying yet because they're under the pre-text that they stand no chance? No.

     

    We worked just as hard to get what we have. It's not OUR problem you are not willing to get an attempt or effort to compete.

     

    Anyone can raid.The real question is are you up for the challenge?

  5. Weapons aren't really an issue. If you just catered to everyone by giving them items that could come close in what other worked harder for, then that's not really healthy for a server.
     

    A well-organized guild that knows what they're doing knows they have to work from the bottom up. 

    On retail people with Arena's were able to match Karen weapon users, and it is much easier to get and has a lower max enhancement level which had 200-500 damage less than a Karen. 

     

    Lava comes from Devildom Fortress and there's no current ETA on when that's coming, along with the 115 blues it drops and if the dungeon even works properly.

     

    For 110 gears, that's not really an issue. There's Abyss, Magrite, and Eglack and Salare so far. It's impossible to control all 3 spots, especially Abyss by how large it is. 

     

    -------

     

    SQ weapons will be fixed, hopefully.

     

    Nightmare Queen weapons are coming soon, maybe it's possible that it's coming along with an instance that drops 110 gear? 

    Maybe it's possible to increase Psiken weapons drop rate? 1 hour for 1 weapon (a really poopy one too) is really depressing.

     

    ---------

     

    If a newer/previous guild wants to catch up, then they'll have to do it by the same method as anyone else. It was like that before, and it should stay that way.

     

    What's the point of raiding competition when you can get an equal or slightly lower weapon from an instance?

  6. I remember being promised a new Devildom instance with Level 1 auras. 
    If that ever comes out, will it still be from Devildom Territory?

    If it does, my suggestions for said auras will be:
    +25 stat limit
    Half or 3-4% of the current stat bonus for each aura.

    ---------------------


    As we all know, the only place to get a badge is from Noitome and those are Level 100 that are paired with the LN set. 

    My suggestion for a low level badge is to be obtained from Devildom Barracks, a level 50-60 instance. 

    Pretty sure it can't be 100% replicated on here but from what I've seen: 

    Private servers:
    Boss - Salare look-a-like.
    Drops: Weapon Skin or something else

    Official: 
    Mini-Bosses - Lightning Citrie and Fire Citrie.
    Drops: Level 55 blues and Level 55 Gabriel Jewels? (I forget)

    What I want to suggest/see:

    Boss - Salare look-a-like
    Drops: Level 60 OJ (low chance). Level 60 and 50 Badge. Transparent Weapon Skin (low chance)

    Mini-Bosses - Lightning Citrie and Fire Citrie
    Drops for Lightning Citrie: Level 55 Blue Armor piece. Level 60 badge (low chance). Transparent Outfit Piece (low chance)

    Drops for Fire Cittrie: Level 55 Blue Armor piece. Level 50 badge (low chance). Transparent Outfit Piece (low chance).


    Max stat for Badges: +30.

     

  7. Why do you suggest this? How will it help? And is it like that on official?

     

    Because it seems to be consistent from how other mine jewels are. 

    Players who find these jewels see that they have high stats but no magic defense % or additional magic damage like Rings of Paradise, Draco Rings, Fire Sorcerer Rings, and Fragment of Doom (Blue and Red).

     

    Draco and ML Rings give 6/7% Magic Defense each. 12% in total for Draco, 14% in total for ML Rings.

     

    If you were to add the suggestion above it'll come off as loss in mdef, but depending on the class the player can choose from Silver (Dmg) or Gold (Defense) 3% for both rings, 6% in total. It's similar to slapping on Red/Blue Dragon Grace.

  8. Hi. I want to make a suggestion on the Thor Jewels stats.

     

    While they're high statted non-enhanced, not so hard to get if you consistently farm Magrite or Eglack & Salere, I was wondering if it were possible giving them additional stats like ore jewels.

    Other rings have 4-7% of Magic Defense added. My suggestion on these jewels is for Thor Silver Rings to have 3% Physical / Magical Attack Power and Thor Gold Rings 3% Physical / Magical Defense Power. (which still equals to 6)

    Thor Jewel:

    6Zn8Vij.png




    Ore jewel (Strike Set)

    mKziGw5.png




    Credit to MeliChu and Skylite for the pictures!
     

  9. The solution to this problem would be to fix the other skins as well to even everything out.

    NPC Skins - 5% Dmg for 1H, Mace, Hammer. 5% Def for Shields.
    Geo Skins - 6% Dmg for 1H, Mace, Hammer. 6% Def for Shields. (There's no shield for this skin set though)
    Shard Skins - 7% Dmg for 1H, Mace, Hammer. 7% Def for Shields.
    Transparent Skins - 8% Dmg for 1H, Mace, Hammer. 8% Def for Shields.

  10. Hi.

    My suggestion (that I believe has been addressed already) is to add HP/SP to 110 Abyss blue. These are Odin file'd blues obtained from 110 abyss that do not have set effects.
     

    PvP
    Reaper - Titan
    Warlock - Hectic
    SharpShooter - Aero
    Holy Knight - Vrax
    Gladiator - Premsy

    PvE
    Spectre - Tragic
    Wizard - Maxious
    Ranger - Lesk
    Guardian - Droster
    Knight - Tresta

     

  11. Hi.

    The Tier 14 & Tier 15 Ingenuity Passive for Tricksters decreased all of my stats (from what I noticed) when it is suppose to raise it. (My def before upgrading the passive was 5009, after upgrading it went down to 4751) 

    The buff you get "Power of love" after getting married does not give you 5% to all stats and raises your stats only when you're in a party. (In party it's suppose to be 10% when with spouse. Without a party 5%)

  12. A world boss like Karen should have a high rate of dropping her weapon/armor set.

    Not a green drop that: 

    1. We can't use since it's 118
    2. Can obtain from other mobs in Thorn Cave
    3. Is not worth the time for anyone to bother keeping.

    The changes to Hardcore Malephar were fair, since it was way easier than normal Malephar.

     

    But Karen? 

    The mobs, sub bosses, and boss herself evasion are still a tad too high.
    Requires an actual strategy. 
    Requires a large group of people compared to other raids right now.
    Killed twice and both times a green weapon was dropped.

    Even on retail her drop rate had to be boosted by 300%

    Taken from "The FIONA Weekly: April 23 2013" Link to thread
    KpWHUJs.png 

     

  13. Hello. 

    As you all know, Karen can now be killed.

    Karen has been killed by a glorious team composed of the most beautiful savages in this planet: Deviant.
    aCBSTxU.jpg

    The reaction to this battle was so unexpected, that one comment stood out the most and went viral across the universe:
    6rUDA1D.jpg

     

    But, were they really fighting for scraps?

    WHY! WHY OH WHY MUST THEY OBTAIN SUCH GARBAGE?! 

    The unsatisfactory reward is something that will haunt them and others who kill Karen for the rest of their lives!

    Do you really think those who spent hours organizing strategies to overcome the malicious foes within Thorn Cave and behead their queen deserve something like this?!
    HfcSX5E.png

    SO PLEASE, OH MASTERS OF THE UNIVERSE! GRANT US OUR WISH AND GIVE A BOOST TO SUCCUBUS QUEEN KAREN DROP RATE!


    tl;dr Pls raise Karen's drop rate. Make her drop rate 100% like any World Boss should be. Thank you. Have a nice day.

  14. Warlock: Suggestion
    2 Pieces: Increases attack rate of Fire Ball
    3 Pieces: Reduces SP Consumption of Inferno
    4 Pieces: Increases Inferno attack power
    Reason: Original set effects from retail.

    Wizard: Suggestion
    2 Pieces: Reduces cooldown of Ice Field
    3 Pieces: Reduces SP consumption of Frost Nova
    4 Pieces: Increases Frost Nova effect duration
    Reason: The purge effect is rather lackluster. Ice Field would've been a better choice. 


    Guardian: Suggestion
    2 Pieces: Reduces cooldown of Rebirth
    3 Pieces: Reduces SP consumption of Rejuvante
    4 Pieces: Reduces cooldown of Rejuvenate (or) Increases Rejuvenate recover amount.
    Reason: Since Awaken, Recover, and Invigorate are all HK-only skills past 100 (even though they shouldn't be) Rejuvenate seems more of a better fit.

     

  15.  

    • I'll think about adding Burning Adealia instance for 110 armour.
    • Nightmare Queen Weapons drop from Seized Adealia I believe, that's an instance.
    • I'll reduce Thorn Cave mobs evasion some more.
    • How should the 110 malephar jewels be improved?
    • Why does the 95 set / 95 jewels need to be removed?
    • I guess I can rename those maps.
    • I will try and fix lightning chain so it's like the original version or close to it, I do think it's possible. How does it work on official? Hit one person and the people surrounding that person also get hit? Those the main person get a special effect or take more damage or what?
    • I can do that with Killer's Order yep.
    • Which one hands?
    • I would like to do that, but I don't think it'll be happening, at least not anytime soon.
    • Meh, quests need my full attention another time, don't worry about malephar mount not being permanent at the moment.

     

    This is what she drops on retail: 

    hN5zMvf.jpg

     

     

    On here I noticed the more useless drops for her and the level range she's in have been 95 jewels, 105 blue jewels, and 70 blue weapons. 

     

    The one-hands I'm talking about are the NPC Weapon Skin Merchant ones and the Geo One-Hand Skin. They all have more than 10%, and I'd figured it'll be nice of you to lower them down to a appropriate form and add bonuses to the current useless Shield Skins in the NPC, along with adding that mysterious Geo Shield Skin I saw you had a image of a while back. 

  16. Resilence: Reduces damage taken by all DoTs

     

    -The buff icon is not displaying right away.

    -Instead of reducing damage taken by all DoTs, how about reducing damage taken by either Physical and Magic based on a percentage. (Example: T1 - 5%, T2 - 10%, T3 - 15%, T4, -20%)

    -There's already two trickster skills that reduce poison and blood DoT damage.

     

    Diminish: Decreases effect time to curses by 25 seconds.

    (I will never understand how this skill works. It's practically pointless.)

     

    -The buff icon is not displaying right away.

    -Instead of decreasing effect time to curses by 25 seconds how about:

    1.Increasing damage and defense by a set percent (increasing by each tier) for 25 seconds

    2.Increasing resist rate to curses, and other status effect (Stuns, Frozen, Fear mainly)

    3.Lowers duration (by each tier by 1 second) towards status effects. (Stuns, Frozen, Fear mainly)

     

     

    Nimble Defense: Increases eva when hit by AOE.

    (This skill I noticed has never worked properly for me since AOE's have a 100% chance to land, besides their initial attack)

     

    -Instead of increasing eva when hit by AOE, can this be changed towards giving you a flat line DEX bonus like the Archer skills, or a flat line eva bonus by each tier? 

    (The skill lasts till T9) (Example: T1 - 25 Eva, T2 - 50 eva, T3 - 75 eva, T4, 100 eva and etc. At the T9 skill you'll have an extra 225 eva total)

     

    ---------------------------------------------
     

    114 and 120 weapons still sell for crap.

     

    114 Claws/Dual Swords sells for 80s, like a 105 weapon. It should be similar to the others, ranging from 226s to 262s.

     

    120 Dual Swords and Claws are still broken, and sells for 1s 200c. Should be 120s like the others.

    ----------------------------------------------
     

    Reaper 110 set skill effects should be changed.
     
    (original)
    2 set effects: reduces sp consumption rate of lacerate skill
    3 set effect: increases attack rate of claw lunge skill
    4 set effects: reduces cooldown time of master scheme skill

     

    (suggestion)

    2 set effects: reduces sp consumption rate of lacerate skill
    3 set effect: increases attack rate of razor claw skill
    4 set effects: reduces cooldown time of master scheme skill

     

    Spectre 110 set skill effects should be changed.

     

    (original)

    2 set effects: increase attack rate of force slash skill
    3 set effects: reduces SP consumption rate of soul slash skill
    4 set effects: increase attack rate of lethal assault skill

     

    (suggestion)

    2 set effects: reduces cooldown of force slash skill
    3 set effects: reduces SP consumption rate of soul slash skill
    4 set effects: increase attack rate of lethal assault skill
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