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DoughyCookie

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Posts posted by DoughyCookie

  1. For the Ghosty suggestion, I believe it has been said the current rate is where it is because he has a chance of dropping 2 vaults (not sure but I think I remember this being said). Well, after doing about 15 runs of Ghosty myself I have yet to see ghosty drop 2 vaults, and the rate at which I get something from the vault is about 2/5 of the runs, with the other 3/5 being the Silver Coin. It should just give a 100% chance of 1 drop, none of this 'slight chance of 2 drops' stuff (assuming this is even there, like I said can't remember if this is true or not). Ghosty drops both skins and costumes/accessories so even with a 100% rate, it will be fairly time consuming to get what is wanted by those farming it, but at least it will be consistent and not left up to RNG if you even get a drop. 

     

    For Badge/Noit suggestion, yes pl1z. Said this in another post (50_Calibers June Suggestion thread) the constant low, single statted badges is depressing. 

     

    Larger icons for Thors/Skins (and vaults from ghosty) please.. It's annoying searching for them through the dusts and stuff.

     

    Random sales or limited time items or w/e in item mall sounds cool too.

     

    HC ML Jewels... Yeah. Incredibly rare, and for the most part, fairly underwhelming. You have to get pretty lucky on the stats for them to be worth wearing, and you get one... 2/5 raids? Maybe instead of HC ML dropping a wep and an armor piece, he can drop a Jewel and a wep. There's already 4 mobs (pirra/eury hc pirra/eury) that drop the ML armors, won't be missed much on ML. They should also have same stat-cap as Thors (80 I think?). 

     

    Licenses - Core offers higher drop rates/exp rates so that grinding isn't nearly as exhausting as it is on retail. I hope to see this carry over to licenses, and make them easier to 1) Obtain and 2) level up. They're incredibly demanding in both those aspects with their low drop rates and how slowly they climb to that 80% damage, not saying make it climb a rank with each kill but should get a multiplier to its rate just like exp/drop rates got. 

     

    Party exp boost system - Would be cool if this was changed around a little, so you aren't penalized for partying with people. With the way it's currently set up people just solo, and party with someone who isn't in the area to activate the boost (but this person doesn't partake in the leveling/grinding whatsoever). Maybe you could make it so exp isn't split between people and each person gets 100% of the exp. As of right now (or how I understand this to work) if 2 people kill a mob and are in a party, the exp boost applies to that mobs experience and then is divided between the two people. But if you kill a mob solo in a party, and the member isn't in exp range, you get the boosted exp and it isn't split. Maybe a better way to encourage people to party up and work together is to make it so exp isn't split, and both members receive the full exp. So say the boost is 20%, if 2 people killed something they would both get 120% of that mobs exp. And as zeph said, maybe make it scaling. 1 person - 100% exp, 2 people - 110% exp to each, .... 5 people - 150% exp to everyone (So a mob that normally gives 100 exp to someone of the same level killing it solo would give 150 exp to each of the 5 same leveled people in that party). Would make people more likely to party up with others when leveling rather than hogging a spot to themselves for maximum exp. 

  2. Secret Lab Hardcore :

    Simply put, secret lab on steroids. more mobs, more experience, more teamwork. Similar set up as current but secret lab yielding higher rewards attracting 115 players to do it. Rewards like 105/110 or 115 badges (this being an alternative to Noit). Alternative to magrite if one would like to focus on farming thors jewels alone or abyss armors. Even the possibility of splitting drops per location first boss (abyss armors) final boss (thors jewels) and chest for badges should the party complete a perfect run.

     

    I've mentioned this in a previous post, but Noit is currently in a horrid place. For the past week or so we've done, or at least I estimate this, minimum 10 runs of Noit a day. That's about 70 badges we've farmed the past week. To my knowledge, 2 of those badges have been good. Meaning 2 stats above 30. (not including int for non-mages, or str for mages) They have a cap stat of 70, yet out of the 70~ badges we farmed I've seen 4-5 with a stat that was over 40. Also, almost every badge is single statted. I'd say 60% are single statted, 39% have 2 stats, and then 1% have 3 or more. 

     

    In my other post, you said that noit (and badge farming) will remain as it is. Well, maybe instead of changing how badges are farmed we can just change the badges themselves. Essentially what I'm asking is for badges to recieve the treatment that 110 drops got. Minimum 2 statted (this alone would help a lot), and make it more likely for them to drop with 3 or more stats, and for those stats to be above 30. I think 110 farming is in a great place currently, when before it was in the same boat as badges. I think it'd be a great change for badges to get the same exact changes as 110s recieved. 

     

    I know this kind-of sidetracked from the original suggestion of HC Lab with higher level badges (which I think would be awesome to see, I'm always down for new content which involves farming) but I think it's really important that badge farming sees some type of change soon, whether its a new badge/way to farm them, or just giving them the 110 armor changes. 

  3. As far as I know the only untradable event prizes have been the Core Event Costumes from the snowflake exchange. Some other items that may not be tradable are the Scarf from that same event, or the costumes that drop from the phino vault. Also, they're may be event prizes from before my time that aren't tradable, not sure. The only one I can confirm is the 3 piece costume from the snowflake exchange. 

  4. No, that's not what we're asking. We want the rate of Successes and Failures to stay the same; it's in a good spot. We want the probability that an item will downgrade when a failure occurs, to increase.

     

    For those unaware of how enhancing works in Fiesta, when you enhance an item 1 of 2 things happen; a Success or a Failure. A success leads to the item's enhancement going up by 1, or very rarely, by 2. A failure leads to multiple things: Nothing, breaking the item (prevented by red safes), and downgrading the item, meaning the enhancement value goes down by 1 (prevented by blue safes). 

     

    What we're asking is that when a blue isn't in use, and a failure occurs, that the item is more likely to downgrade. NOT that the overall rate of failures is increased.

  5. This only makes it harder if you choose to not use the Blue safe stone & want your item to upgrade. When people talk about making it easier, they're generally talking about how often the enhancement succeeds and want this simply because of how expensive t5 safes are. But, with the addition of the 110 abyss, I think t5 safe prices are now in a good spot, and enhancing t5 is not nearly as painful as it once was. I don't have much experience with trying to downgrade jewels, on the few times I did try I managed to succeed most of the time... But I do think the % chance for a downgrade should be fairly large for when an item fails and no Blue safe was used.

  6. btxwvVG.png

     

    Basically, the point of this thread is a request to make all event rewards follow this, as this makes sense. If you win an event you should be free to do what you want with the rewards, until you use them and they become bound similar to all other CS items. 

     

    The main purpose here is to make the Snowflake Event Costumes tradeable until they are used, as currently they cannot be traded. I believe everything else in this event (except maybe the scarf) was tradable as well, and only the Karen wings remained tradable after use. Personally, it doesn't make sense to restrict the people who invested time into the event to farm these costumes by permanently binding those costumes onto a specific character. If they spent the time & effort doing the event, they should be able to use the reward on whichever character they choose (or even give it to a friend as a gift, or sell it since maybe they don't need/want the costume but are in need of money. I don't see how these would hurt core in anyway). 

     

    In my case, I was pretty restricted in what class(es) I played during the time of the event due to the low population, and in order to efficiently play the game everyone in my guild had their 'role' that they played. With this growing population (which is exciting!) I'm no longer needed in that role and was free to choose whichever class I'd like, problem is my supply of event suits has been left on a character that is hardly being used for anything anymore. And I'd really appreciate if I had a way to move these suits over and make use of the reward that I spent a good amount of my time in working for. 

  7. Urghh, I hate instances and KQ's for that matter. But I guess the only appropriate thing to do would be to add all of those instances and the Burning Adealia once along with it. Maybe one every week. Which one should I start with first? I know most will want DDF or BA so it'll probably be either one of those, DDF won't be anytime soon though because I've already added the mobs for the other instances so I might do the other ones first.

     

    Oh if you could provide me the name of the drops for those instances that would be great, I already know what Burning Adealia drops. The same thing that Eglack and Salare drop now right?

     

    --Update--

     

    I'd be adding the lower level ones for the perms. Ah, I'm so nice. lmao

    Sorry to hear you dislike instances, but instances (That are well-done, meaning NOT NOIT...) are generally a fun experience for a player. For instance I think farming Lab is more enjoyable (and felt more rewarding) then just killing Eglack and Salare for gears. I like knowing that my hard work will be rewarded (Instances are generally a 100% drop) rather then dealing with something that has a chance at dropping what I want. But this doesn't mean I want a re-done noit type boss that drops something new, just going into an 'instance' and killing some super-tank boss doesn't require skill. You're just sitting there dmging it for nine years. 

     

    On to the topic of these specific instances, currently the one the playerbase would get the most use of is DDF probably. There's already 3 bosses that drop 110 sets, and an alternative 110 set from the 11x abyss. No one's really asking for another place to farm those. (both sets have problems that should be looked into though!) And the amount of perms right now is fairly low, as far as I'm aware. Not saying they don't deserve these dungeons, but DDF is most likely the most wanted one. 

     

    I have one problem with DDF though, I don't really see the need for a 115 armor set. A 110+10 armor set seems to be dealing fairly well with all the content currently available, and I feel a 115 set might just make players really really strong in a PvE sense (I know next to nothing about PvP so can't comment on this). Just a balance issue here that might not even exist, just my opinion from using 110 sets and having done all the high leveled content available. 

  8. New weps: I agree on this, at 105 there is HC ML > ML > Lab > Magrite while at 114 there is Karen (Similar to HC ML) > UT (Similar to ML) > Psiken (Similar to Magrite). This is missing a weapon similar to Lab, I didn't play retail to this point so I'm not sure what that is there (assuming they have one) but I guess it's 1 of the 2 weapons Fitz mentioned, tho I'm not sure how those compare to eachother and the weapons we already have. 

     

    Tbh I like having 2 raids for 114 weapons, similar to 2 raids for 105 weapons. Chimera is easily done daily, while Karen requires a lot of effort. Similarly, back before we got stronger from new gear and stuff from cap raise, ML was easily done daily while HC ML required a lot of effort and was sometimes skipped. It gives us something to do, and really separates people who are decently geared from people who are decent at the game. Anyone can slap on some decent gears and do ML or Chim, but for HC ML (tho not so much anymore since 110/114 gear makes this much easier) and Karen you need to know what you're doing. I enjoy this aspect of the game. 

     

    SQ's have the correct attack rate. So far the drops have had the same attack rate as a green weapon of the same class, while UTs still have a faster rate. (Unless I completely misread the attack speed on either the SQ or Chim weapons, which is a possibility). 

     

    For the armor I agree, I think an instance or something to get armors (and jewels! they are currently so boring/hard to farm) would be nice. I know Eglack/Salare were added in as a... substitute for an instance, but to be straight forward they suck. As far as I know, no one bothers to farm them. They demand multiple people to be charmed and ranted for a slight chance at being rewarded. I'd rather it be turned into an instance where the same amount of people could go in, beat it, and be guaranteed a drop or 2. People just farm Magrite because it's a similar drop rate, Magrite respawns faster, there's 4 magrites, and you can solo her without it taking too long. The negative of this is Magrites drop rate for Thor Jewels is incredibly low, and even though people want them, they still aren't willing to go and farm Eglack/Salare. 

     

    I guess the abyss part is a valid point, but at the same time I don't see that as a problem... As of right now at least. 

  9. I'd really like to see some % on them, because they're just getting outclassed by other jewels at the moment. Even though they have the highest potential for base stats, in most cases the m.dmg/m.def on OJs and the occasional ML rings cause them to be much more desired than Thors. 

     

    I think 3% would be great. It would give them that extra push to be good jewels for a capped person, while at the same time don't give as much as OJs/MLs but have higher stats. So it depends on the players situation. 

  10. With regards to the costumes, I was thinking to eliminate any variations among their stats except for specialty costumes (i.e. event, custom costumes, etc). That way if players don't like the more advantageous costumes, they aren't forced to wear them.

     

    I disagree here. I think costumes should be DMG, DEF, or Crit. Not all just one. If it were all one, I'm assuming that stat would probably be Crit, and that would raise 2 problems. 1) Clerics & Knights (For the most part) gain nothing from crit (or dmg) suits, as they are focused on surviving. 2) If you reach/go over the max crit rate, any additional crit essentially becomes a wasted stat.. but you have nothing else to switch it to. Same goes for the other 2 (DMG & DEF), limiting all the costumes to just 1 stat would be a hidden nerf to certain classes. There's the occasional aim/evasion bonuses on costumes, but I have no opinions on those. personally I think they're useless but they might be good for PvP or something.

     

    Going off of Shiver's suggestion of making Red Sensei a dmg suit as we have very few of these, I feel that's the proper solution: More variety. Def/DMG suits/accessories are severely lacking compared to Crit suits/accessories. There isn't even a def scarf as Magier mentioned. I just think there should be more options. This may be a little excessive, but suits could just be 'repeated' as all 3 of those stats (meaning red sensei could be bought as a dmg, def, or crit suit) so people could wear whatever they want and not worry if it's boosting the correct stat or not, as they'd be able to buy the version of it they needed. Obviously there's a lot of suits/accessories available, so maybe an easier thing to do would be to just do this for the more popular ones or something. 

  11. Only on one condition will I make the drop rate 100% and that would be to make her even more OP which would be unfair on other guilds, though I may increase her drop, she's mean what do you expect from her?

     

    I believe it was said that her drop rate is currently 20% or 25% (can't remember, may be completely wrong). Personally I think her rate should be minimum 40% (60% with a rant). 

     

    If you're thinking about other guilds, they should show theirselfs a bit more than only Deviant. 

     

    But nonetheless, on topic. Why not make a guild instance for Karen which drop the same weapons, only lower base stats if you're concerned with "unfairness" to other guilds. Still the question remains why the low droprate? Don't you think it's unfair for us to raid at Karen with a lot of people and it drops a green weapon?

     

    Eitherway, so far this droprate is far too low and not appealing enough to even consider raiding Karen. I don't think this will attract a lot of players to try for Karen if the droprate is so low. Kinda discouraging x_x

     

    There's not really another 'established' guild at this time other than Deviant, so it's not a surprise we have an overwhelming presence in both the forums & in-game. This doesn't mean that changes made to the game should be geared towards us though, as this would not allow other guilds to establish themselves as easily. 

     

    Completely disagree with a guild instance for Karen. The best gear should come from raids, and they should remain raids. 

     

    But yeah, this raid requires a lot of effort and a good amount of people that are working together. It's by far harder than any other raid currently available, and deserves to be a little more rewarding then it currently is. Maybe 100% is asking for too much. But the current rate is surely too little. 

  12. This thread will be for suggestions regarding the 110 set effects. Feel free to suggest changes for any class, as it'd be nice to get everyone's opinion. 

     

    Won't be including tricksters as they've already been changed. 

     

    Edit 5/30: Added in Holy Knight, Warlock, and a 2nd Wizard suggestion. Changed Guardian and 1st Wizard suggestion.

     

    Sharpshooter - Current

     

    2 Pieces: Increased attack rate of Power Shot.

    3 Pieces: Reduced SP consumption of Piercing Shot

    4 Pieces: Increases the effect duration of Piercing Shot

     

    Sharpshooter - Suggestion (By Shiver)

     

    2 Pieces: Increased attack rate of Poison Shot

    3 Pieces: Reduced SP consumption on Bone Shot

    4 Pieces: Increased duration on Bone Shot

    Reasoning: Sharpshooters are a single target focused class, so enhancing an AOE (Piercing Shot) did not make sense, so switched the effects to single target skills. And although power shot is a single target skill, it is not normally used in a Sharpshooters rotation as it essentially decreases your dps. 

     

    Ranger - Current

     

    2 Pieces: Increased attack rate of Bone Shot

    3 Pieces: Reduced SP consumption of Multi-Blood Shot

    4 Pieces: Increases the effect duration of Multi-Blood Shot

     

    Ranger - Suggestion (By Shiver)

     

    2 Pieces: Increased attack rate of Piercing Shot

    3 Pieces: Reduced SP consumption of Nature's Mist

    4 Pieces: Increases the effect duration of Nature's Mist

    Reasoning: Enhancing bone shot (a sharpshooter skill 100+) doesn't make sense on a Ranger 110 set, so switched skill to an AOE (Ranger only skill 100+). For 3/4 pieces, Multi-Blood Shot is infrequently used so it'd make sense to switch these effects to one of the 2 main AOEs (Nature's Mist and Piercing Shot).

     

    Guardian - Current

     

    2 Pieces: Reduced SP consumption of Purge (Actually rebirth, text error)

    3 Pieces: Reduced cooldown of Awaken

    4 Pieces: Reduced SP consumption of Awaken

     

    Guardian - Suggestion (Combination of Me & Zephry)

     

    2 Pieces: Increased duration of Rebirth

    3 Pieces: Reduced SP consumption of Rejuvenate 

    4 Pieces: Increased HP restoration amount of Rejuvenate

    Reasoning: The 2 piece effect is currently useless by reducing the SP cost of a party buff that lasts an hour. The 3/4 piece effect was empowering an AOE heal, which are HK only after level 100. So changed it to a single target heal, the basis of Guardians.

    Note: Didn't do cooldown of Rebirth for 2 pieces or cooldown of Rejuvenate for 4 pieces as Zephry suggested, as these are both effects of another Guardian set that is currently available (The level 100 LN set). 

     

    Holy Knight - Current

     

    2 Pieces: Increase HP restoration amount of Recover

    3 Pieces: Reduced SP consumption of Invigorate

    4 Pieces: Increased duration of Invigorate

     

    Holy Knight - Suggestion (Me)

     

    2 Pieces: Increase HP restoration amount of Recovery (Same as current)

    3 Pieces: Reduced SP consumption of Invigorate (Same as current)

    4 Pieces: Increase HP restoration amount of Invigorate 

    Reasoning: Slight change, Invigorate (with no empowerments in duration or cooldown) can already be used infinitely, as it's cooldown is shorter then it's duration, so I feel more use would be gotten out of increasing how much it heals not how long. 

     

    Wizard - Current

     

    2 Pieces: Reduced cooldown on Purge

    3 Pieces: Reduced SP Consumption of Frost Nova

    4 Pieces: Increased effect duration of Frost Nova

     

    Wizard - Suggestion (By Me)

     

    2 Pieces: Reduced cooldown on Inferno

    3 Pieces: Reduced SP consumption of Frost Nova (Same as current)

    4 Pieces: Increased attack rate of Frost Nova

    Reasoning: Changed the 2 set effect to an AOE as that is the basis of wizards. Changed the 4 piece effect as (in my opinion) increased duration on Frost Nova is near useless. 

     

    Wizard - Suggestion 2 (By Zephry)

     

    2 Pieces: Reduced cooldown on Ice Field

    3 Pieces: Reduced SP consumption of Frost Nova (Same as current)

    4 Pieces: Increased effect duration of Frost Nova (Same as current)

    Reasoning: Purge effect is rather lackluster. Ice Field would've been a better choice.

    My thoughts: I agree on the 2 piece effect, it should reduce the cooldown of an AOE not Purge. For the 3/4 piece effect, 3 should reduce the sp consumption of a different AOE and the 4 set effect should increase the damage of that same AOE. I think the increased duration to be useless, and would rather see damage, but of course am open to others opinions. 

     

    Warlock - Current 

     

    2 Pieces: Increased attack rate on Fire Bolt

    3 Pieces: Reduced SP consumption on Inferno

    4 Pieces: Increased effect duration of Inferno

     

    Warlock - Suggestion (Zephry)

     

    2 Pieces: Increased attack rate of Fire Ball

    3 Pieces: Reduced SP consumption of Inferno

    4 Pieces: Increased attack rate of Inferno

    Reasoning: Original set effects from retail. (Note: 3/4 piece effects empower a wizard only skill after 100, but so far this is the only suggestion). Also, fire bolt's last upgrade is like.. 4x or 5x.. makes no sense for this skill to be on a 110 set effect. 

     

    Knight - Current

     

    2 Pieces: Increased effect of Mock

    3 Pieces: Reduced cooldown of Whirlwind

    4 Pieces: Reduced SP Consumption of Whirlwind

     

    Knight - Suggestion (By Multiple People)

     

    2 Pieces: Increased effect of Mock 

    3 Pieces: Increased attack rate of Degro Slash

    4 Pieces: Reduced SP consumption of Degro Slash

    Reasoning: The 2 piece effect is fine, makes perfect sense. For the 3/4 piece effect, it should be switched with the gladiator set as Whirlwind is a gladiator only 100+ skill and degro slash is a knight only 100+ skill. 

     

    Gladiator - Current

     

    2 Pieces: Increased effect duration of Bone Slicer

    3 Pieces: Reduced SP consumption of Degro Slash

    4 Pieces: Increased attack rate of Degro Slash

     

    Gladiator - Suggestion (By Multiple People)

     

    2 Pieces: Increased effect duration of Bone Slicer

    3 Pieces: Reduced cooldown of Whirlwind

    4 Pieces: Reduced SP consumption of Whirlwind

    Reasoning: 2 set effect is fine, makes sense. For 3/4, see the reasoning under Knight. 

  13.  

    It would really help if you were more specific with your feedback.

    • I will fix the 110 Meteor skill accordingly, feedback like this is what's needed after changes to make sure everything is as perfect as possible.
    • Will look into fixing the 110 Guardian Skill, I think I can get it very close to the official version.
    • I will change the Guardian skill 'Rebirth' back to how it was before, as it was working correctly.
    • Not sure what effects you want. The Trickster armour effects were changed due to feedback. If you want effects for each armour set please leave specific feedback.
    • Not sure about the stat bonuses, if it's like that on official I'll change it.
    • Why is it necessary for all T5 weapons and armour to be +11?
    • I'll see what I can do about the prices.
    • Not sure about the Thor Rings, are they like that on official?
    • Auras, that's possible.
    • Badges, will stay like that.

     

    The effects - I'll work on making suggestions, just wanted to make sure it was an option before I went out and looked at their effects & suggested changes since that'd be quite time consuming.

     

    Enhancing - It's not neccessary, and at the end of the day it won't effect me. This is more for the people joining the server that aren't in the main raid guild. Do I want people to actually beat us raids? Meh, no not really. But competition is always fun and keeps a server alive. If anything, allow psiken weapons to be +11'd, so even people not in the main raid guild can farm armor that is +10d (anyone can farm 110 blues) and anyone can farm weapons that can be +11d (psiken is doable and shouldnt be controlled by 1 guild). This is just to make it more fair for everyone. In theory, a +10 psiken (2nd best wep available, not counting Karens since its yet to be done) will never outdamage a +11 UT (the best weapon). 

     

    In terms of the armor sets, I have no idea what they're like on retail, sorry. What I do know is at the 115 cap in retail, they had both 110 armor sets and 115 armor sets. So while our strongest armor is the 110 set, retails was the 115 set. So this is why I suggest these slight buffs to the 110 armor, it's supposed to be the best but it's comparable to MLs (in some cases 1 stat is lower than MLs, as I mentioned) which we've had for quite a long time. At the end of the day, no we're not really struggling with tanking anything (except maybe Karen but thats a work in progress) it just seems odd we have a distinct weapon that is the best on the server (UTs) and 3 different armor sets that are 'the best' (MLs, 114 greens, 110 sets). 

     

    Again with the Thor rings, I have no idea what they're like on official. But in terms of core, as I understand it at least, Jewels are supposed to be ML > Thor > OJs (which makes sense, and I totally think this is how they should be ranked). Both OJs and ML rings give like 5/6/7% m.def and xxx m.dmg. Thor does not, which in some cases makes thor rings the weakest of the three. 

     

    These are all just suggestions, nothing's necessary. Thanks for looking into everything and giving your opinion so quickly ~

  14. Like. We have Black, White, Purple, Blue, Yellow, Orange, and Green from Focalor. There's no Pink, Red, Brown, Purple, Silver, ect. This is just for aesthetic purposes, as I really want to glow pink. And I'm sure others would enjoy the fun variety. 8) 

  15. Wizard 110 skill - Summon Meteor

     

    The total damage from Meteor is equivalent to the initial damage from Inferno. Inferno casts in about half the time. And since the slow only applies after the damage is applied now, the skill is essentially useless (other then to use as fun cause its a cool animation). Even with the slow working properly, your summoning a METEOR. I should be CHUNKING people. Not tickling them. The damage is incredibly underwhelming for a 110 skill, which for most classes is a defining skill for them. For wizard it's a cool little visual thing to do. Woo~

     

    Guardian 110 skill 

     

    Still doesn't work. Doesn't do anything.

     

    Guardian skill - Rebirth

     

    Can only cast it on yourself, this happened when you made the change that caused it to self-cast when you're not targeting anyone. Now it ONLY self-casts. 

     

    110 Armor Sets

     

    Effects - You made changes for the tricksters sets to make them actually desirable, please look into the other classes. The set effects on 110 sets are horrid across the board, and every class (or most) deserve similar treatment that the trickster sets got. 

     

    Bonuses (HP/SP/Crit/Aim):

    1) On the sets dropped from Eglack/Salare/Magrite sometimes these bonuses are lower then there 105 lab pieces. For example, a 105 lab top for wizard gives +1000 hp while the 110 top for wizard gives +900 hp. This doesn't make sense. 

    2) For the 110s dropped in 11x abyss, some of the sets don't have these bonuses. For example, 110 sharpshooter tops don't give HP. This gives some classes a disadvantage.

     

    Base Stats - I've posted about this before, sometimes stats on the 110s are lower then the stats on the matching ML/114 pieces. For example, all wizard 110 pieces have less Defense than the ML/114 set. But for some classes, this isn't true, which creates a bit of unbalance among classes.

     

    Enhancing

     

    Currently, only 110 armor sets & UT shields can be +10d, and only UT weapons can be +11'd. (as far as I know at least). This shouldn't be so exclusive. Either make all t5 Weapons/Armor able to be enhanced this much, or make it so all 110/114 armor/shields can be +10d (meaning greens and npcs could be +10d as well) and all 114 weapons can be +11'd. 

     

    120 Greens

     

    I feel like these should sell for more then 114 greens, seeing as they require more work to obtain and therefor should give a better reward. My suggestions is around 315s~ for weapons and 115s~ for armor pieces. Generally speaking, that's about 30s more for weapons compared to the 114 weapon price (generally around 285s) and 20s more than 114 armor pieces (generally around 95s)

     

    110 Thor Rings 

     

    Please give them Magic Damage and Magic Defense, similar to 100 OJs and Malephar rings. 

     

    Aura's

     

    Was wondering if we could implement some more colors as we are a highly fashionable community and like to look good when we aren't out slaying beasts, and sometimes our aura just doesn't match our outfit. Maybe statless ones of the missing/of all colors in a npc or something? (I'm in dire need of a pink aura)

     

    Badges

     

    Can we update how these are obtained. Noit is just mentally painful. Don't really have a suggestion, I just really want to farm badges but would rather watch myself make elrue than do Noit. Could just slightly change noit to make it bearable or introduce something new, I dunno. But Noit's currently the only option to obtain a badge and as far as I know, it's not being done. 

  16. I'd also like to suggest a new armor set. In the patch notes, you said 115 blues could be +10'd now. As far as I know, there's no such thing, but I think there should be. When the cap was raised from 105 to 115, we got HUGE increases in base dmg/m.dmg from 114 weapons while in armor we did not. 110s were supposed to be the new 'best armor', but in most cases 110 have a base stat that is lower than the 114/ML piece, and it's near impossible to get a good statted 110. In the 1-2 days that Spearmen dropped the 110s, we got more 'good' statted 110s than we have in the few months that Magrite and the 2 Adelia bosses have been dropping them (not to mention their set effects are almost useless). Malephar armor (which is kind of in abundance since it's been out so long, but not necessarily overflowing with it) has the same base stats as 110s/114 greens, while UT/Psiken/114 green weps are a huge increase on ML weps. Just doesn't make sense to me we got such a huge weapon upgrade but defense is relatively the same (not including shields).  

    • 114 and 120 should now sell for 98 silver.

    This was a completely unneeded change. T5 enhancing on this server is incredibly expensive with the success rates, and the fastest way to make money was to AOE a mob that drops 114 greens (I didn't test 120s since the new patch). Doing this for 2 hrs with a rant, charms, and picking up every green that drops generally gives you enough money to +7~9 (depending on your luck) ONE tier 5 item. Dropping this to 98 silver a piece is a huge nerf, seeing as 114 weps sold for 220s+ if I'm not mistaken, and will cause it to be much harder to enhance gear. Other than t5 enhancing, I believe everything else to be fairly priced, but the Red/Golds/Blues drain many gems from my bank so I can +9 my gear, which is almost necessary to properly raid, farm, and grind at the higher levels. 

     

  17. Hi I made Moist guild in order to take over Core Fiesta, in order to do this I estimate I need about 3 other people. jaja. 

     

    We have 1 rule in Moist, and that is don't let Shiver in. 

     

    Now recruiting.

     

    Master: Me

    Admins: Not you or anyone you know

    Members: Anyone but Shiver

  18. After about a week or so since 110 sets and the jewel set have been implemented, a few of us are not exactly happy with the current way to obtain 110 gears.

    861d0127a1928e0b0f9ba4d7e4158fe4.png

    These bosses take a decent amount of effort to put down, similar to the shard skin boss that was implemented in the same patch, but can not be farmed as often nor do they have a drop rate that players find 'amusing'. I think the idea behind having a 30 min spawn time is that people can just continuously farm them throughout the day, but a party (a charmed/ranted party is HIGHLY preferred) is still almost necessary to complete these bosses, so there's actually a very small amount of time per day that these bosses are being farmed. So assuming a party farms them during the full duration of charms/ext/rants (2 hours), from my experience this averages about 3 total drops with 8 total kills (4 on each boss). Essentially this makes it slower to farm then any other purple set within the game, and also sometimes a drop or 2 of those 3 are jewels which (with their base stats) are not nearly as desired as 110 armors. 

     

    Overall this is causing us to obtain very few drops a day, even fewer of these having stats worth someone wearing, leading to upset players who charm/rant/spend 2hrs of their time farming, and have nothing or close to nothing to show for it.

     

    Suggestions: A few suggestions have been thrown around by players on how to make these bosses more worth our time, and we took into account that BA (the instance on retail these are normally obtained in) is just not an option.

    1) Decrease the spawn time on the bosses so we can farm them more frequently in the limited times we are able to. This will allow us to extend the use of our charms and get more drops on a daily basis. This will also give capped people something to do other then afking/farming 114 greens.

     

    2) Increase the drop rate on the bosses so our effort to kill them is more frequently rewarded. It really sucks when you kill both bosses without a drop from either, it feels like a waste of time really. If keeping it a 30 min spawn is really important to prevent people from spam-farming it or whatever, at least increase the drop rate so we're farming more than pots/stones/mats.

     

    3) Make it an instance. This has been the most frequent suggestion I've heard, with most desiring it to be something like shard instance. I feel like it could also be successfully implemented as a guild instance (similar to noit) with a short spawn time (again, similar to noit). Since there's 2  bosses, there's a few different ways you could go with this. You could have both the bosses in the same instance and just have them spawn at the beginning together, so people have to work for the drops. Or, they could have their own instances and spawn some depraved mobs when they reach 2/3 and 1/3 hp.

     

    Personally I believe the best option would be to make it similar to shard instance, either have both in the same instance or have them spawn mobs to increase the difficulty of farming them, and the drop rate should definitely be increased (I think it should be increased even if it becomes an instance or not, we just have far too little to show for how hard we've worked to get 110 drops).  

     

    Also on the subject of 110 sets, I had an idea for their set effects but haven't discussed it with anyone so would love to hear opinions on it. As far as I know (haven't spoken to someone of every prestige but talked to a few) the set effects on 110s are just lame. The best reaction I've seen to their effects is 'Meh.' For example, the Guardian set effect empowers Awaken, a skill that is only for HK's after 100 (why would their 110 set empower a HK skill, doesn't make sense). 

    But, something everyone seems to be happy with (or will be happy with once it works as intended/is implemented) are 110 skills. They're fun, they're strong, and they work with what that prestige is meant for. So I figured it would be a lot more exciting (and it would motivate people to wear 110 sets over mls/114 greens) if the 110 sets empowered the 110 skill associated with that class (Such as 2 pieces = decease sp consumption, 3 pieces = decreased cd, 4 pieces = increased dmg)

    Obviously since not all 110 skills are working and the WL 110 isn't implemented yet, this is looking into the future assuming the skills are fixed (Reap skill does m.dmg, guard skill does nothing, HK skill only knocks back doesn't heal/increase dmg) and the WL skill is added.

     

    tldr: 110 bosses are bullies, rarely drop stuff for us, suggested they either spawn faster/increase drop rate/are made into an instance (like shard or noit). Also, 110 set effects (that I know of) are poo, suggested they empower 110 skills once those are fixed. 

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