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Zephry

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Posts posted by Zephry

  1. I personally find it enjoyable to travel through maps and explore different environments within the game. For example, why have Flaming Mine when we can get rid of it and relocate the mobs to Burning Rock? Forget the ashy ground and river of lava unique to Burning Rock, it can be removed entirely since it is far too large and contains recoloured mobs.

     

    Roumen has always been Core's true community centre and completely stripping the surroundings in favour of a small corner within Forest of Tides sounds awful to me. A town requires space because it's where everything happens. I don't think the area dedicated to the town part is sufficient to house 35 NPCs, *hopefully* many players, map objects (buildings, decorations, etc.), an empty square for events and gatherings. You won't see Roumen blanketed in snow anymore either.

     

    It's been suggested that removing these maps will reduce server load and latency... The 25 different mob types will still exist but instead of being separated amongst four maps, they will all be jammed into one map the size of Kahal Plains. If we were to host another event similar in nature to the Mr. Frost event, that would only add to the number of mobs on the map.

     

    Reading this, on retail we had two 'event' maps called Regal Siege and ?????. These maps were used by GM's to make events based on Tower Defense or Monster Elimination.

     

    As much as having classy, original Roumen here, the same just happened on retail where they switched out with the more common found Roumen's in other private servers. That town is called Tabbot Town and was used for tutorial purposes to new players. 

     

    If it's possible, maybe we can have our current Roumen as an event map, with the removal of all NPC's of course and a portal in the new map to it.

  2. Appreciate it if you guys could say why. :) Thanks.

     As you say yourself, it's a very tight-knot way of bringing everything together. Now newer players can jump into the action with your local high levels hanging around for any question they desire to ask.

     

    This new map is a great way of bringing the community together and if it can help you by reducing resources then the more the merrier. If more maps can be cut down like this and put together, I assume it'll be even more beneficial since there's a lot of maps in the game that are huge, but with reoccurring mobs.

     

    The only issues with is:

     

    -Leviathan Nest's 'Finish' portal. Most people quit the party but if you go through the portal you can be spawned outside I believe, which spawns you in the current Roumen.

     

    -Forest of Mist NPC's (the Temporary Merchants with Stones / Weapons / Skills) should be place next to Grand Master Sean. It's very convenient for those farming Izyel's Tower and grinding nearby.

     

    - Name: I believe this new map deserves a unique name. Like "Forest of Beginnings". Which, should be applied to the warp scroll for Roumen and quest dialogs.

  3. Most, if not all the passives don't work. Guess you should be aware of that by now. 

     

    Also the Holy Knight and Guardian passives are switched around. Holy knight passive should be Guards and vice versa.

     

    Trickster passives don't have their 2nd Tier skill (105) in AR, but 100 instead.

     

    Force Slash is glitched. Keeps giving an error while using it. Also I think you should add knockback again. The only problem with it was being able to knockback world bosses. Can't that be prevented?

  4. Fuckin' outstanding.

     

    Feedback:

     

    Gladiator:

    Strong Fury (Increase Physical attack as HP decreases)

     

    OP. Has it's uses with Violence and Heat of Fury and can be abused ;D

    Knight:

    Strong Endurance (Increase defense as HP decreases)

     

    Very useful for PvE. I don't think there's nothing wrong with it.

    Holy Knight:

    Wall (Increase the duration of buff skill.)

     

    I always disliked this passive. It only affected Endure and Resist and not the party buffs. Rather see something else.

    Guardian:

    Stronger heal (Increase the strength of healing.)

     

    Nothing wrong. Fits the prestige's job.

    Warlock:

    Magical Move (Reduces Sp consumption each time a skill is used. The effects of this skill can be multiplied up to 5 times.)

     

    Useless. We already had enough SP to restore with 1 stone on retail. A lot people would've preferred Magic Damage increase but silly OutSpark/Gamigo. x:

    Wizard:

    Deep Fear (Reduces the spirit of surrounding enemies.)

     

    Reduced SPR and M.def of everything around it. Eh. Could be better if it affected more than what it does. The m.def is hardly noticeable.

    Reaper:

    Extreme Critical Blow (Increase the attack strength of critical blow.)

     

    Basically increases damage for every critical you land. Pretty awesome as how easy it is to crit with a Trickster.

    Spectre:

    Shame (Increases the probability of critical blow when your attack has been dodged)

     

    This works the same way as Gladiator's passive and there's a trick to get the passive to work more often. 

    Sharpshooter:

    Fast Speed (Increase dodge when one moves)

     

    Switch with Ranger's passive or change it.

     

    Ranger: 
    Vital Attack (Knock back the target at a certain probability when attacked)
     
    Switch with Sharpshooter passive or change it. Easy to get pissed from kiting with the passive.
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