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DoughyCookie

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Everything posted by DoughyCookie

  1. 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. 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.
  2. Addition to this list, the 110 Guardian skill (Saint's Protection) doesn't do anything besides consume sp when it is cast. Also, not sure if this is a glitch but the Incubus in Psiken Mansion are incredibly powerful in terms of their dmg output, doing almost x5 the damage of the other mobs their level that are in the same area (at least x5 the damage on my wiz). They also seem to have no spawn point that they 'reset' to, and just kind of follow you around the mansion. Another thing I noticed (not sure if this is intentional or not) 110 sets seem to randomly have 1 stat that is slightly weaker then their matching 114 set (the stat is different for every class) when generally the pattern is that purples have slightly (by slightly I mean like 2) higher base stats (def/m.def/eva) then their next level green counterpart. For example, a 55 set would have slightly higher base stats then 58 green pants/60 green top/64 green boots. Some examples of the stat reductions: Sharpshooter's lose eva on their 110 sets compared to 114 greens, the other 2 stats are slightly higher Wizard's lose def on their 110 sets compared to 114 greens, the other 2 stats are slightly higher Warlock's lose eva Gladiators lose m.def Knights lose def If I'm not mistaken 110's are supposed to be the strongest armors in the game, even if it's only slightly stronger, but with the loss of a stat (on some pieces it can be 60 less of the stat or higher) it's arguable that 114s could be better. Might as well throw on here that the 110 Thor Jewels are pretty awful compared to the 100 Orange Jewels, The earings/necklace are comparable to the 40 blue necklace/earings with their low resistances (20% I think it was) and low hp/sp bonus (don't have a number but it's considerably lower then 100 earings). The only plus on these is they can have higher added stats and be +10'd, but this doesn't make up for their awful base stats in my opinion.
  3. Yeah I agree with zeph. Should have stats on shields... Just not nearly as high as wep skin stats. Reasoning : Classes who use shields (Clerics/Knights) Very rarely utilize their wep skins, since they are almost never focusing on dealing damage (especially clerics). Honestly for my cleric, both the skins are just for looks. Block rate/dmg/aim/crit from the wep/shield skins do nothing to help my ability in healing or surviving aoes. Knights on the other hand on some level utilize their weapon skins, but not nearly as much as every other class does, since Knights are focused on surviving not killing, same concept with clerics. The stats on wep skins don't really help with this. So although I understand your argument that these classes would have some type of advantage by being able to use 2 skins at the same time, neither of these skins are really helping with what these classes are meant for. Giving a slight bonus (deffinately not 15% like the dmg on wep skins) to def, like zeph said about 5%, would be very useful for the 3 classes that would utilize these skins. Also agree with Zephs statement on the 2 bosses for 110 gear o.e
  4. Overall this was a really awesome patch and worth the wait, just wanted to thank you for the hard work. After playing around with the new content everything seems fair and I have just 1 suggestion. The shard skins is an awesome idea, and I'm glad that shields were included in this since tanks hardly benefit from dmg based skins, but the 5% Shield Def (Aka 5% block rate) that comes on these skins is fairly underwhelming compared to the wep skins. I'd suggest that instead of block rate, or in addition to it, the shields are given something like 5% def/m. def or an hp bonus like +500 hp, or combination of both with smaller numbers. Block rate would only be utilized on fighters really, since they are the ones taking auto attacks, while clerics rarely have the agro of mobs so block rate does almost nothing to better their defenses, so adding on these other stats will benefit users whether they have agro of the mobs or not. Would love to hear other opinions about this, whether they are for or against it.
  5. There doesn't seem to be a referral box when registering for the forums, so kinda had to skip that step. http://gyazo.com/a044c82ae84c9a724290ee1151d065a1 There's a picture of me (Lumpy, forum name DoughyCookie) with a friend from another server (Ericka, forum name xMiku). When she made the account she said she didn't see the referral box, and I went and checked and none of the boxes asked for a referral name (at least that I saw). http://gyazo.com/ccbdd1fdfe7237d752088960c6298903 There's a picture of me and Massy (forum name also Massy), friend from another server, and some sexy unidentified man in the corner there. Again, didn't see a referral box.
  6. Yeah, I guess I didn't word it as well as I should have. What I meant to say is that overall leveling right now is just plain boring (constantly killing the same simple mobs over and over) and from what I've gathered from players who have gone beyond 110 (I have only achieved level 108 thus far) the exp requirements are really high seeing as the only options as of right now are to grind mobs in Kahal/DL/ect. So by my suggestions I was kind of trying to say if instances or other methods of leveling aren't coming soon, I'd really like to see some type of nerf to exp requirements. But if the administration team does plan on bringing in new methods of leveling that they feel won't make leveling past 110 such a difficult/boring task, then I'm all for it. I think capping should definitely be a challenge, but right now the only thing it requires is patience. There's very little skill or strategy involved with the current method of capping, which is simply grinding mobs in Kahal or other maps, it's just time consuming.
  7. For the 105-110 leveling my main concern was clerics (since I would really like to level mine) and how hard it is to level them without being able to find a lab party. I understand it's not too difficult for other classes that can grind, but no one really needs a cleric outside lab for 105+ leveling so you pretty much have to be plvled. For ML my main concern is it's mdef because I feel it makes mages somewhat irrelevant at raids, when every class should be relevant at every raid. And fitz, I was just saying my archers auto attacks outdamage my mages skill spam, maybe it wouldn't outdamage a pro mage such as yourself. Anyway, completely agree with what you said.
  8. Hey Core players & staff! I've recently thought of some ideas about gameplay revolving around the newest level expansion, and would really appreciate if others also commented on these ideas in order to better the experience of every player of Core. Before I get on with the list, wanted to give a brief explanation of how I came to these suggestions. Core was the first Fiesta private server I ever played (although I started right around the cap raise) and found it very enjoyable compared to retail, until I reached level 105 where things really started to slow down. Secret Lab is a great way to both farm gear and gain exp at this level, but with many of the other active players reaching levels 111 or higher, it became increasingly difficult to find a lab party. So my other options were solo grinding (grinding in a party would be extremely painful considering how long solo grind takes 105+) which wasn't appealing for me, since one of the main reasons I left retail was the constant grinding which I didn't really feel should take that much time. The 2nd option was to raid, with the only raid being done was ML and sometimes ML HC since the other raids were either not doable or just not worth the resources to do. So after getting 105, I slowly reached 107 while mainly just sitting around waiting for raids, which becomes pretty boring. So I decided to explore other servers (sorry) and ultimately ended up back here because I still feel it's the best, but could use some modifications. So, I wanted to bring some suggestions after seeing what other servers had to offer. - In general, leveling should not be as slow and tedious as it is after 105, but mainly after 110. I'd personally like to see slight exp reductions for 105+ and slightly more reduced for 110+. Currently leveling mainly consists of killing the same mob or pulling/kiting a room continuously for decent amount of times, which just becomes very tedious and boring grinding (1 of my main complaints about retail). - I'd like to see an instance (BA I'm assuming) where leveling becomes a group effort and something less boring then continuously killing the same things, and more of a challenge as well. This will also make the experience more than a tedious grind, but also farming gears as well which makes it more bearable. (I feel this will also help with the problem of clerics 105+, as currently I am refusing to lvl one beyond 105 since it would require at least a duo which would take a large amount of time. - I'd like to see more doable/worthwhile raids (There's a rumor of Chimera coming soon, which I fully support, but I'd put priority on an instance for grinding that requires a group (fixing current raids) just to give us something to do that isn't leveling. I can't comment much on raids other then ML since that's all I've participated in, but I'll include what others have said. Focalar: I hear his AOE not only 1 hits most people, but also most computers. Doesn't sound too fun currently, but the idea of an aura boss does sound very entertaining. Noit: With the recent nerf to his badges, everyone has told me he's not not worthwhile to do because of his difficulty. On a side note, I'd like to suggest reversing this nerf so that the max stat is what it was previously. I understand it was found to be imbalanced, but (similar to retail and the pre-nerf 45s) this now gives an advantage to players who got badges before the nerf, and creates an imbalance among the players of the server. If everyone is able to get a badge with that high of stats, they balance each other out. Malephar: One thing I really enjoy about core is the challenge it presents compared to other servers, but I feel like the time it takes to complete a boss shouldn't be the main challenge. I feel the bosses strengths should be focused around his skills and overall dmg (which is pretty high atm) and less around the amount of hp he has. Raiding ML should require strategy and skill, but it shouldn't require as much as a time investment as it does (This is also due to the lower population, so less people dpsing). Also, mages feel very irrelevant here with Malephars high m.def, an archer just afk auto attacking does more dps then a mage actively dropping AOEs and using single target skills, which I feel shouldn't be the case, so I suggest a nerf in malephars m.def. Malephar Hardcore: I feel the suggestions from above apply, although I personally have never attended a hardcore raid on my mage so I'm not sure if his m.def is overly strong or not. I feel the birds should get a reduction in magic damage, currently it essentially requires having 3 tanks and 3 clerics to do a hardcore run, and I don't think birds should be as much as a challenge as ml itself is. Also, with how much coordination this raid requires, I feel the weapon drop rate from ML HC should be 100%, since the difficulty of this raid deserves reward upon completing it. Also I'm not sure what the ML Jewel drop rate is, but it seems to be incredibly low and I suggest it get raised slightly. I feel if we fix the raids that are currently available and make leveling not as grueling as it is, it will keep the players satisfied and busy while new content is worked on to be added in (such as new raids, instances, and cosmetics). And, with our fixed raids, we will be able to properly gear up for what comes next, which I hope provides us with a challenge as well! Please leave your ideas surrounding 105+ content!
  9. Is there any way you can fix Piercing Shot so that it does Disease Damage (which is what it's supposed to do, and it's the poison icon that shows up on mobs when hit by Piercing Shot, but it's actually doing bleeding damage.) This means that either Piercing Shot or Multi Blood Shoot will cancel the other's DOT, depending on which is the higher level. I think this is/was a glitch in the actual Fiesta, although I haven't played my archer in a long time there so I'm not sure. Just slightly decreases our DPS while kiting.
  10. So, I've recently started playing this server and just had a few questions that couldn't be answered by the FAQ. Mostly, I was just wondering what people do on this server. What do you farm/raid? Are you able to raid without that many people? Do people perm? What level? For capped players, what gear is available and how do you get it? Is there a guild out there for me to join that farms/raids? Any help would be awesome, right now I'm just leveling my first character and I was just wondering what you do after that! Thanks.
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