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DoughyCookie

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  1. Like
    DoughyCookie reacted to Zephry in Karen's Drop Rate   
    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%

     
  2. Like
    DoughyCookie reacted to Zephry in Karen's Drop Rate   
    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.


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

     
    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?!


    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.
  3. Like
    DoughyCookie got a reaction from Zephry in 110 Set Effects   
    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. 
  4. Like
    DoughyCookie got a reaction from LessQQMorePewPew in 110 Set Effects   
    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. 
  5. Like
    DoughyCookie reacted to Shiver in [EVENT] Great Event Phino Invasion   
    I need my Lingerie again pls.
    I miss it so. q.q
     

  6. Like
    DoughyCookie got a reaction from Skooma in 110 Set Effects   
    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. 
  7. Like
    DoughyCookie got a reaction from Shiver in 110 Set Effects   
    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. 
  8. Like
    DoughyCookie reacted to Amor in Some Stuff   
    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.
  9. Like
    DoughyCookie got a reaction from LessQQMorePewPew in Some Stuff   
    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. 
  10. Like
    DoughyCookie got a reaction from Skooma in Some Stuff   
    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. 
  11. Like
    DoughyCookie got a reaction from Zephry in End-Game Content   
    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).  
  12. Like
    DoughyCookie got a reaction from LessQQMorePewPew in End-Game Content   
    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).  
  13. Like
    DoughyCookie reacted to Zephry in End-Game Content   
    I'm using the regular one, obtained from the Hardcore Malephar quest line, and it's 30 Days. :<
     
    And there's no problem from mobs in Thorn Cave. It's their eva that is ridiculously high.
  14. Like
    DoughyCookie reacted to Shiver in Patch Log #038 - 17 May 2015   
    Apologies, the way it was written in the patch notes implied a decrease. You meant armor, we read it as everything. 
    I'm checking in game now and it does in fact seem fine as far as I can tell.
  15. Like
    DoughyCookie got a reaction from Skooma in Patch Log #038 - 17 May 2015   
    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. 
     
  16. Like
    DoughyCookie got a reaction from LessQQMorePewPew in Patch Log #038 - 17 May 2015   
    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. Like
    DoughyCookie got a reaction from MrOrbit in Patch Log #038 - 17 May 2015   
    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. 
     
  18. Like
    DoughyCookie got a reaction from Zephry in Patch Log #038 - 17 May 2015   
    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. 
     
  19. Like
    DoughyCookie got a reaction from crucial in 110 Bosses & 110 Sets   
    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. 
  20. Like
    DoughyCookie got a reaction from Shiver in 110 Bosses & 110 Sets   
    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. 
  21. Like
    DoughyCookie got a reaction from Zephry in 110 Bosses & 110 Sets   
    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. 
  22. Like
    DoughyCookie got a reaction from MrOrbit in 110 Bosses & 110 Sets   
    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. 
  23. Like
    DoughyCookie got a reaction from LessQQMorePewPew in 110 Bosses & 110 Sets   
    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. 
  24. Like
    DoughyCookie reacted to Amor in New patch & Shard skins   
    That's a good idea, I'll do that next time.
  25. Like
    DoughyCookie reacted to selene in New patch & Shard skins   
    Is it possible if the hammer, mace and 1 hand sword had their stats reduced by 50% and the shield gave the same stats, but instead of damage you make it def/mdef? I heard this on Gamigo a while ago. That way those classes don't get extra stats and both weapon skins have stats. I find it more "balanced" o:
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