Jump to content

DoughyCookie

Member
  • Posts

    50
  • Joined

  • Last visited

  • Days Won

    5

Reputation Activity

  1. Like
    DoughyCookie reacted to Zephry in New patch & Shard skins   
    I believe 3% Def/Mdef should be applied to the Shield Skin. If we had a Geo Shield Skin then maybe it could look like
     
    Geo: 2% Def/Mdef/Block Rate
     
    Shard: 5% Def/Mdef/Block Rate
     
    --
     
    Also posting on the new patch:
     
    Eglack and Salere drop rate is bleh, so keeping the drop rate, why not make their spawn time 10 min or so?
     
    A lot people said they would prefer an instance version (Burning Adealia?) instead of that.
  2. Like
    DoughyCookie reacted to Zephry in Few bugs that may not be bugs   
    This new patch full of content was awesome and all but there's a few things that been bothering me.
     
    1. Psiken in Psiken Mansion:
    She doesn't drop anything at all, nor do the dogs. She's suppose to drop a series of 114 Green weapons called Psikens. In order to tell the difference from a Chimera and Psiken weapon here you go - (these are not from Core Online)
     

     
    2. Adealia and Adealia Valley:
    On your friendlist they're the same map labeled Adealia.
     
    The mobs don't drop anything besides Quest Items if you have said quest. This should be changed to where they drop normal mats/gear/weapon/scrolls like any other mob.
     
    When you take a quest from Adealia, the quest tracker which shows where the mob is located is awfully wrong. It displays the location on the Town Adealia instead of Adealia Valley where the mob is at.
     
    3. Enhancement Bonuses:
    Since we have the chance to use 114/110 there's one thing I would like to point out.

     
    A 114 Weapon/Armor should not have the same enhancement bonus as a 105 weapon/armor. If you look at the above picture about Chimera and Psiken weapons you'll see why.
     
    Here you'll see the difference: (Again not pictures from Core Online. Old too cuz no HP and additional damage on SQ Axe)
     

     
    4. 110 Reaper Skill Killer's Order deals Magical Damage instead of Physical Damage.
    How ever this also the same with other trickster skills such as Soul Trap and Harsh Blow.
     
    5. 110 Wizard Skill Meteor deals the meteor damage before it actually falls and consumes x4 more SP than usual.
     
    6. Mobs in Psiken Mansion and Psiken Garden don't give drops such as weapon/armor/mats/town scrolls.
     
    7. Can't use town warp scrolls while in Psiken Mansion and Psiken Garden.
     
    8. Lucky House Guide map is glitched with no way out.
     
    9. Adealia Battle Zone Guard is incorrect. If you enter, you go inside the Forest Perimeter of the Alberstol Ruin Battle Zone Guard which contains 100 Abyss.
     
    10. Where is Level Guard 110 and 120? (I assume abyss zones)
  3. Like
    DoughyCookie reacted to Amor in Patch Log #032 - 03 Jan 2015   
    Update:
    Corrected Karen Wings desc Corrected Angel wings desc Added stats to new costumes. Badges now give +70 max.
  4. Like
    DoughyCookie reacted to Amor in Patch Log #032 - 03 Jan 2015   
    Here is a somewhat late Christmas and New Year present. Enjoy!

    Skills: Added Recovering Blow [04]. Added Eradicate [04] & [05]. Added Spirit Shot [08] & [09]. Added Annihilating Power [05]. Added Vital Attack [04]. Added Thunder Bolt [04]. Added Shame [01] & [02]. Updated Magic Blast Damage. Interface: Removed Christmas Background. Changed Menu Label Background. Changed Help Button to Vote Button (Default F10). Changed Client Loading Screen. Updated World Map. Models, Textures & Animations: Updated Bone Imp Model. Updated Crab Model. Updated Greenky Model. Updated Honeying Model. Updated Hungry Wolf Model. Updated Angry Wolf Model. Updated King Mushroom Model. Updated Little Hob Model. Updated Hero Slime. Updated Blue Crab. Updated Speedy Honeying. Updated Speedy Slime. Updated Player Character Animations. Added Level Guard (110). Added Level Guard (120). Added Baby Mandrake. Added Gold Present Box. Added Black Present Box. Added Silver Present Box. Added Snowy Present Box. Added Snow Slime. Added Prankster Boss Kebing. Items: Added Adealia Recall Scroll. Added Untruthful Weapons. (+11) Added Burning Adealia 110 Armour Sets. (+10) Added Thor Jewellery. Updated Aura Sale Price. Monsters, Bosses & Drops: Rebalanced Monsters in Adealia. Rebalanced Monsters in Kahal Plains. Rebalanced Monsters in Psyken Garden. Rebalanced Monsters in Psyken Mansion. Added Salare to Adealia. Drops 110 Armour and Thor Jewels. 30 Minute Respawn. Added Eglack to Adealia. Drops 110 Armour and Thor Jewels. 30 Minute Respawn. Added Shard Isnstance to Dark Land. Added Monsters to Psyken Garden. Added Monsters to Psyken Mansion. Updated Attack Sequence for Dark Ape. Updated Attack Sequence for Black Spike Horn. Updated Attack Sequence for Depraved Spearman. Updated Attack Sequence for Depraved Ranger. Updated Attack Sequence for Depraved Fighters. Updated Attack Sequence for Depraved Knight. Updated Attack Sequence for Tornado. Updated Attack Sequence for Great Tornado. Updated Attack Sequence for Dark Nepilim. Updated Attack Sequence for Shadow Elf Thief. Updated Attack Sequence for Shadow Elf Mage. Updated Attack Sequence for Dark Lich. Updated Attack Sequence for Wild Ape. Updated Attack Sequence for Wild LeoPard. Updated Attack Sequence for Depraved Elf Cleric. Updated Attack Sequence for Depraved Elf Archer. Updated Attack Sequence for Depraved Elf Mage. Updated Attack Sequence for Depraved Elf Thief. Updated Attack Sequence for Depraved Elf Sage. Maps: Updated Forest of Tides. Updated Karen Portal. Removed Snow Weather Effect from: Roumen, Elderine, Uruga and Alberstol Ruins. Removed Snow from: Roumen, Elderine, Uruga and Alberstol Ruins. Removed Christmas Tree from: Roumen, Elderine, Uruga and Alverstol Ruins. Removed Mr.Frost from: Roumen, Elderine, Uruga and Alverstol Ruins. Added Hideout. Added Psyken Mansion. Added Psyken Garden. Mounts: Added Wooden Train Mount (30 Days). Added Angel Wings (Permanent). Changed Wings of Flight Description. Changed Wings of Flight Speed to 285. Changed Mechanical Titan Keep Time to Permanent. Changed Mechanical Titan Speed to 285. Costumes: Added Deku Mask (30 Days). Added Arabian Dreams (30 Days). Added Musketeer Suit (30 Days). Added Victorian Steampunk (30 Days). Added Egyptian God (30 Days). Added Doctor's Gown (30 Days). Added Isya Tech MK I (30 Days). Added Equestrian Gear (30 Days). Added White Silk Scarf (30 Days). Added Jackal Hat (30 Days). Added Cat Hat (30 Days). Added Victorian Steampunk Hat (30 Days). Added Musketeer Hat (30 Days). Added Musketeer Noise Maker (30 Days). Added Aladdin Slime (30 Days). Added Arabian Dreams Turban (30 Days). Added Doctor's Hat (30 Days). Added First Aid Kit (30 Days). Added Isya Tech Wings (30 Days). Added Isya Tech Glasses (30 Days). Added Isya Tech Helmet (30 Days). Added Poinsettia Costume (30 Days). Added Merry Kebing (30 Days). Added Christmas Cap (30 Days). Added Frosty the Penguin (30 Days). Mini Houses: Added Sweet Mushroom House (30 Days). Added Conch Mini House (30 Days). Added Tower Tech 3000 (30 Days. Added Genie Lamp (30 Days). Added Haunted Clock Mini House (30 Days). Added Holiday Surprise Mini House (30 Days). Added Roumen's Lighthouse (30 Days). Added Spring Garden House (30 Days). Added Blessed Pagoda (30 Days). Added Skeletal House (30 Days). Added Takoyaki Stand Mini House (30 Days). Added Treasure Chest (30 Days). Added Millers House (30 Days). Added Christmas Pyramid (30 Days). Removed Several Mini Houses (7 Days, 60 Days, 90 Days & Permanent). Events:Event Prizes Have Been Given Out.
  5. Like
    DoughyCookie got a reaction from MyUserName in Suggestions for 105+ Gameplay   
    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!
  6. Like
    DoughyCookie reacted to Shiver in Suggestions for 105+ Gameplay   
    Eh tl;dr, I skimmed a bit and only touched on a few things...overall I agree with most of what has been said.
     
    I know sharpshooters aren't particularly known for having high def/mdef but the focalor one-hits me every aoe he does and mind you I'm full ml geared (except for my top), full +9 except for one ring, and full scrolled/charmed. Seems a bit much to me. Even if I enhance that ring I doubt I'll survive it.
     
    It's 143 bil at 114, just asked Salt.
     
    I think the idea of old KQs for higher levels is great. It plays into the nostalgia factor for those of us who actually did these KQs in massive groups back in the day. Also not to mention they go almost untouched currently and it just seems like a lot of interesting content going to waste.
     
    I would have to agree, if the content that was mentioned was introduced then not only would there be more incentive to level, but also more ways to level. I don't think the exp would seem so much then, and with new content classes like clerics would be needed which gives people an incentive to help them level.
  7. Like
    DoughyCookie reacted to Skunk in Suggestions for 105+ Gameplay   
    This thread is so much win.

    I'd like to throw in my supporting factors as well.

     

    Leveling is leveling, make it too easy and everyone gets bored, fast.

    Make it too hard and most (but not all) lose their motivation and start weighing in the worthwhile of it.

    Currently, there's only skill upgrades and bragging rights to be had. I'm overly fortunate that we've at least got SOMETHING as a reward. All I can ask is that things eventually continue to add to the reward list. I know a lot of us squawk about new gear and armor, we aren't joking. A 114 green weapon is the only significant improvement beyond ML gear. If you say "well not everyone is geared in ML's" my rebuttal is that this server has been officially released just short one week of a year now. If you don't have ML's or sufficient armor, you're either brand new or never tried to obtain it somehow. This reboot seems to be designated directly at our older community so I feel like those suggestions should be taken more seriously. Anyone can cap here if they really try, but if you lose more than you gain (post 110 with out leveling HG and Secret Lab) then what was really achieved? In conclusion, the rates and amounts could stay the same but if they do PLEASE offer more than just blank screen mob grinding. Leveling can be fun if it's made to be!

     

    I'm not sure how many of us have seen Burning Adealia in it's retail form, but one thing everyone needs to know is that with these files, it cannot be replicated piece by piece. Any time I've ever seen it available on a server it's been tweaked to be completely different and sometimes even drop other things. The possibility to create custom content can only be used with what's already available to staff. Even then it'd need to be tested thoroughly to make sure everything is set the way it's expected. So something like this wouldn't happen overnight, but there could also already be plenty of things in the works that haven't been finished yet.

     

    I've been through the luxury of having 25-30 people there to kill Normal Malephar and it be a 5-10 minute raid total. Annnnd I've been there where you're essentially solo'ing it and after about 45 minutes you're awarded a 1 int 2h. The difficulty makes it so that you have to be a somebody to do it. Step by step anyone could build themselves up to do any of these raids. I say that but I still feel like Focalor is a bit over the top. For a gladiator who's geared beyond reasoning, I can actually still be one-shot by it. I was told that it's damage had been nearly halved, but I've seen no difference. Better left to the staff on that one. Noitome was so worthwhile back then, coming back to find out the stat cap was changed for an unknown reason (to me) only made my will to want to kill that stupid thing lessen more.

     

    So really, a more entertaining method of leveling, rewards for it, and maybe a better look at our current shared issues with certain world bosses. That seems to be something everyone can agree on, both new and old. I encourage everyone who has an opinion to express it, whether you agree or not. Feedback has always been acknowledged, I don't see it stopping now.

  8. Like
    DoughyCookie reacted to FitzChevalerie in Suggestions for 105+ Gameplay   
    Agreed on most.  I like leveling be a challenge, but at the moment, it's not even a challenge, it's just killing the same easy mob over and over for 10hours... Time consuming, boring, but not hard.
     
    I'd rather have something hard to do that compensate with good xp.  For example, New KQ's   ( or old kq's where you'd raise the xp and the strenght of the mobs) 
     
    I don't know why you nerfed noit badges stats they were fine before imo.
     
    All raids : Most are very boring. Too easy and not requiring any tactic . just  someone tanking, 1-2 cleric and a bunch of ppl hitting.
     
    ML HC and focalor are fine    (saw you nerfed focalor a bit. didn't test it)  ML HC actually require people to work together and know what they are doing.  What makes a boss hard isn't the amount of hp he has, it's  how fast he can wipe your entire party..   I'd rather have more raids where you can't just run in and kill everything easily.
     
    Never seen an archer auto-attacking od'ing me,  but I'm all for ml mdef reduction.
     
    Also waiting for mage mdmg to be buffed.
    http://fiesta.core.ms/forums/index.php?/topic/502-magic-blast-nerf/
  9. Like
    DoughyCookie got a reaction from Zephry in Suggestions for 105+ Gameplay   
    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!
  10. Like
    DoughyCookie reacted to Zephry in Current things in game that need fixing or so.   
    So, following from what other players have been talking about, this small list here is what needs working on and if possible implemented when time is free to do so. Sorry for it being a long list.
     
    -Hardcore Malephar Birds (Mini-Bosses) need their Magic Damage nerfed. They shouldn't be hitting a mage with 12k mdef for 9k or so. 
     
    -Make Hardcore Malephar have a 100% chance of dropping weapons. Sometimes he doesn't and just drop a piece of gear instead. What would be better is for him to have a 100% chance to drop a weapon and 110 ML jewel. Make the chests that spawn after his defeat drop only ML gear and 110 ML jewels. From what I saw, they also have a chance to drop LH weapons (The weapons that come from normal ML.)
     
    -Lair of the Focalor Boss: Focalor of Magic needs her Magic Damage nerfed and Special AOE skill re-worked. The range radius needs to be shorter. It shouldn't be map wide where even clerics get caught. The animation of it is bin-worthy. And by bin-worthy I mean lots of lag and high chance to close the client.
     
    -Helga needs his healing buff nerfed. His magic defense nerfed. His defense debuff nerfed. Also, he's a 119/120 boss or so but the level range to enter the map is 90/95-110. Either increase the level range to enter or lower his level. And there comes great difficulty in killing him already. 
     
    -Adealia mobs and Kahal mobs (Mainly the Depraved, Tornadoes, and Lich's) need re-working.
     
    -Leviathan Nest should be 90 -110 like Gamigo. 
     
    -Secret Lab should be 100 - 115 like Gamigo.
     
    -Mounts should be able to be used everywhere, including in maps like Temple of Shadows and all instances.
     
    -Nerf Noitome Lair's boss Noitome by magic damage and/or HP. The badges he give out are not very much of worth and so the boss should be easier by this standard.
     
    -Boost drop rate of blues from Izyel Tower and Crystal Castle.
     
    -Boost drop rate of weapons, 65 gear, and 60 OJ's from Death Knight's Lair.
     
    -Decrease mobs difficulty in Death's Knight Lair where it shouldn't require two tanks to kill the last boss.
     
    -Change Death Knight's Lair location. Somewhere like Uruga.
     
    Thanks for reading.
×
×
  • Create New...