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Zephry

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Everything posted by Zephry

  1. Zephry

    New 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. Zephry

    New Map

    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. Zephry

    New Map

    Serious: That's awesome. I would like to see how this turns out.
  4. It always been like this.
  5. Loved it. Shared it around. c:
  6. 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?
  7. 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.
  8. Isn't that Mechanical Titan the Shard Skin boss? o:
  9. Wait, where are the snowflakes?
  10. Got milk?

    1. Amor

      Amor

      Lots. Want some?

    2. Amor

      Amor

      Why did I say that? o.o

    3. Zephry

      Zephry

      LOL. That sounds so wrong too.

  11. We do.. However the quest mob location is on the upper floor (town) and not on the lower floor and it looks really out of place.
  12. The quest tracker from accepted quests by Adealia NPC's locate on the upper floor and not the lower floor map.
  13. List of instance dungeons where you can use mounts: Tower of Iyzel Devildom Mine Devildom Barracks Crystal Castle Devildom Territory Dragon's Tomb Secret Laboratory Devildom Fortress Burning Adelia Siren's Castle Source: http://fiesta.gamigo.com/us/forum/board14-community-forum/board21-suggestions/board23-other-gameplay-store-etc/41811-mount-use-in-ln/#post238183
  14. The reason why LN and SL are so easy here it's because when a party do it, most of them are 70% charmed, full suits, ext, etc. On Gamigo Fiesta no one hardly runs SL because it's too tough at the starter level (100) and the drop rate sucks. Now as a level 115 (Can confirm this myself lol) it's easy af to do solo uncharmed. The damage difference from a Psiken/Nightmare Queen/Succubus Queen/Lava/Arena weapon and 110-114/115 gear makes it so. A real challenge is seeing how a veteran party can do it on here uncharmed w/o exts on the already easy game server.
  15. So, following from what other players have been talking about, this small list here is what needs working on and if possible implemented when time is free to do so. Sorry for it being a long list. -Hardcore Malephar Birds (Mini-Bosses) need their Magic Damage nerfed. They shouldn't be hitting a mage with 12k mdef for 9k or so. -Make Hardcore Malephar have a 100% chance of dropping weapons. Sometimes he doesn't and just drop a piece of gear instead. What would be better is for him to have a 100% chance to drop a weapon and 110 ML jewel. Make the chests that spawn after his defeat drop only ML gear and 110 ML jewels. From what I saw, they also have a chance to drop LH weapons (The weapons that come from normal ML.) -Lair of the Focalor Boss: Focalor of Magic needs her Magic Damage nerfed and Special AOE skill re-worked. The range radius needs to be shorter. It shouldn't be map wide where even clerics get caught. The animation of it is bin-worthy. And by bin-worthy I mean lots of lag and high chance to close the client. -Helga needs his healing buff nerfed. His magic defense nerfed. His defense debuff nerfed. Also, he's a 119/120 boss or so but the level range to enter the map is 90/95-110. Either increase the level range to enter or lower his level. And there comes great difficulty in killing him already. -Adealia mobs and Kahal mobs (Mainly the Depraved, Tornadoes, and Lich's) need re-working. -Leviathan Nest should be 90 -110 like Gamigo. -Secret Lab should be 100 - 115 like Gamigo. -Mounts should be able to be used everywhere, including in maps like Temple of Shadows and all instances. -Nerf Noitome Lair's boss Noitome by magic damage and/or HP. The badges he give out are not very much of worth and so the boss should be easier by this standard. -Boost drop rate of blues from Izyel Tower and Crystal Castle. -Boost drop rate of weapons, 65 gear, and 60 OJ's from Death Knight's Lair. -Decrease mobs difficulty in Death's Knight Lair where it shouldn't require two tanks to kill the last boss. -Change Death Knight's Lair location. Somewhere like Uruga. Thanks for reading.
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