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Zephry
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Large list of stuff that should be implemented:

 

More areas to farm 110 armor

Like Adealia Valley is a big map, maybe introduce more Eglack and Salere and make the drop rate 100% since they spawn every 30 mins? 

 

Make an instance to farm 110 gear. Something reasonable, like Burning Adealia or a remake of a certain dungeon already in the game.

 

Nightmare Queen weapons

I don't know what Karen Danish is. If you're gonna put these Nightmare Queen's in I hope it's from an instance. People complain that because of a certain guild already controlling the main raiding boss for 114 weapons (Chimera) that they can't catch up to them with just Psiken weapons. Of course Chimera's should still remain the strongest till Karen is killable for Succubus Queen weapons.

 

Thorn Cave

The mobs evasion are still too high. Make it reasonable enough so people with atleast 1.8k aim can hit the boss 9 out of 10 times.

 

The mini-boss Incubus Agole debuff is 2stronk. It's as if we are fighting Helga. His debuff removes 10k mdef and he hits with mdmg. None of us can tank it unless it's kept perma stunned/frozen and with our aim, and his resist rate...yeaaaah it's not happening.

 

Jewels

I don't know about anyone else but I feel like Malephar 110 Jewels should be the very best in game right now, considering how rare and hard they're to get. Getting a 100 OJ is much easier and they can be better. 

 

Magrite

Please remove 95 jewels from her drop rate, along with 95 armor if it's there.

 

Rename certain dungeons

Your special made dungeons like Hideout and Cave of memories should be renamed to something more relevant. I don't know something like Magistrate Shard Room? Ghosty's Cave? Ghosty's Sanctuary?

 

Skills

Lightning Chain shouldn't need to be set down like an aoe and affect everything in the vicinity from just a single target (Let's say something like Ice Field or Electronic Shock). Instead of an AOE fear how about something like a 3 second stun or paralyzing? (lol I doubt it'll happen) It's not very support-friendly when playing with others and suddenly they have to run for the mob they were attack.

 

Should add more tiers to Mock, Knight only after 100+.

 

Should increase how much aggro you generate from Fatal Shout.

 

Killer's Order does as much damage as Claw Lunge at 7 soul. Instead of it doing that amount of damage, how about making it where with each soul gathered, you do more damage. 1 soul = 5 or 10% of HP, 2 soul = 10 or 15% of HP.

 

Misc

One Hands sold in the NPC still give 10% damage and etc. How about when changing it to 5 or 7.5%, making the statless shields give 5% def and mdef too?

 

Make boss type monsters (chief, world boss, elite, etc) have a small chance to be affected by DoT debuffs. 

 

Malephar Mount from quest still not perm. I activated it and it's still 30 days. :<

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There should be indeed more farm places for 110 blues, farming Magritte gets boring really fast since you can kill it in less than 10 sec.

95 jewels should be removed from Magritte aswell, they're useless and nobody wants them.

 

However I disagree with nerfing the Thorn Cave mobs, they were made OP for a reason. Making everything easy and doable with a small group, takes away all the fun. I'd rather see a Karen raid with other guilds than just with a small group of one guild. No wonder people complain about the server being boring, if there's nothing to fight for. 

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However I disagree with nerfing the Thorn Cave mobs, they were made OP for a reason. Making everything easy and doable with a small group, takes away all the fun. I'd rather see a Karen raid with other guilds than just with a small group of one guild. No wonder people complain about the server being boring, if there's nothing to fight for. 

 

I agree with this. I understand that it's obviously in certain peoples best interest to want content tailored towards their playing style, but there really isn't enough content that requires cooperation and multi-guild involvement. Thorn Cave is a change from that and I'd like to see it stay that way. Perhaps Core's community hasn't evolved enough for Karen to be achievable. 

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You probably used a different version of the malephar mount. There are 3 versions, small, regular and large. The regular one is permanent.

 

Everyone thought Focalor wasn't doable until Vektor did it with his party of 5 lmao.

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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.

Edited by Zephry
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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).  

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-Thorn Cave

 

The mobs evasion are still too high. Make it reasonable enough so people with atleast 1.8k aim can hit the boss 9 out of 10 times.

 

Gonna have to respectfully disagree with those of you who are against this statement.

 

It wouldn't matter if you were doing with a small group of people or a group of 100. Currently the only classes who can hit the mobs enough to do somewhat consistent damage are tricksters/archers and that's at only at about a 50% success rate with our current aim values.

Edited by Shiver
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Gonna have to respectfully disagree with those of you who are against this statement.

 

It wouldn't matter if you were doing with a small group of people or a group of 100. Currently the only classes who can hit the mobs enough to do somewhat consistent damage are tricksters/archers and that's at only at about a 50% success rate with our current aim values.

Do the mobs in Thorn Cave one shot everyone or they're relatively easy to tank, just hard as hell to hit? I need to start playing more since I quit my job lmfao

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Do the mobs in Thorn Cave one shot everyone or they're relatively easy to tank, just hard as hell to hit? I need to start playing more since I quit my job lmfao

 

It's somewhat doable to get by, if it's regular mobs. It's mainly their eva that is the issue. Maybe they can use a damage nerf too but their eva has to go.

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It's somewhat doable to get by, if it's regular mobs. It's mainly their eva that is the issue. Maybe they can use a damage nerf too but their eva has to go.

Maybe a very slight damage nerf then a moderate eva nerf. I'd hate for it to be too easy.

 

p.s.- HI ZEPH!

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Maybe a very slight damage nerf then a moderate eva nerf. I'd hate for it to be too easy.

 

p.s.- HI ZEPH!

You can get by the whole thing with atleast 10k def. But peeps with over 3k aim missing is just ridiculous.

 

Hiya. 8)

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Killers Order only increases in damage when the targets health gets lower, but currently it does not even do that.

It does the same as a 7 soul razor claw, but you have to cast it for a few secs = useless, it was useless on official even when it did work :)

 

Personally I'd say turn it into a hide skill e.g.:

Lasts for 30 seconds and gives a 20% move speed buff for the duration, lowers def/mdef by 10% and increases crit rate or something.

1 minute cool down so it's not spamable, allows you to actually be a sneaky reaper .. like they should be :)

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How is it not related ?

The thread starter was talking about the 110 reaper skill, I was responding toward that ... as far as I know that is on topic :)

 

Alright boss calm your tits. I thought it would be better on a topic of it's own seeing as to how ham you went on it.

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  • I'll think about adding Burning Adealia instance for 110 armour.
  • Nightmare Queen Weapons drop from Seized Adealia I believe, that's an instance.
  • I'll reduce Thorn Cave mobs evasion some more.
  • How should the 110 malephar jewels be improved?
  • Why does the 95 set / 95 jewels need to be removed?
  • I guess I can rename those maps.
  • I will try and fix lightning chain so it's like the original version or close to it, I do think it's possible. How does it work on official? Hit one person and the people surrounding that person also get hit? Those the main person get a special effect or take more damage or what?
  • I can do that with Killer's Order yep.
  • Which one hands?
  • I would like to do that, but I don't think it'll be happening, at least not anytime soon.
  • Meh, quests need my full attention another time, don't worry about malephar mount not being permanent at the moment.
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  • How should the 110 malephar jewels be improved?

 

 

This is the 110 Malephar Jewel set that can only be obtained by raiding HC ML and is a rare drop.

 

TStuYU4.png

 

Now let's look at 100 OJs which drop like flies at both Magrite and Black Shadows.

 

x5bjdfW.png

 

The main difference is that the 100 OJs have more Resistance and more magic defense power than the 110 Malephar Jewels. Which really makes no sense seeing as they're 10 levels lower and MUCH easier to obtain.

 

All the other stats on the Malephar Jewels are higher but not so much higher that someone would change to them over the 100 jewel set. So I'd say they just need a general overall stat boost to make them an actual upgrade over the 100 set.

 

 

  • Why does the 95 set / 95 jewels need to be removed?

 

They don't need to be removed in general, just from Magrite.

 

Right now Magrite is filled to the brim with drops. She's dropping 110 sets, 100 orange jewels, magrite weapons, and 95 jewels. That's a lot to be dropping all from one boss. 95 jewels in particular seem out of place here since they're not really for the level range that is killing Magrite and there's already two other locations that drop them (Guardian Masters and Black Shadows).

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  • I'll think about adding Burning Adealia instance for 110 armour.
  • Nightmare Queen Weapons drop from Seized Adealia I believe, that's an instance.
  • I'll reduce Thorn Cave mobs evasion some more.
  • How should the 110 malephar jewels be improved?
  • Why does the 95 set / 95 jewels need to be removed?
  • I guess I can rename those maps.
  • I will try and fix lightning chain so it's like the original version or close to it, I do think it's possible. How does it work on official? Hit one person and the people surrounding that person also get hit? Those the main person get a special effect or take more damage or what?
  • I can do that with Killer's Order yep.
  • Which one hands?
  • I would like to do that, but I don't think it'll be happening, at least not anytime soon.
  • Meh, quests need my full attention another time, don't worry about malephar mount not being permanent at the moment.

 

This is what she drops on retail: 

hN5zMvf.jpg

 

 

On here I noticed the more useless drops for her and the level range she's in have been 95 jewels, 105 blue jewels, and 70 blue weapons. 

 

The one-hands I'm talking about are the NPC Weapon Skin Merchant ones and the Geo One-Hand Skin. They all have more than 10%, and I'd figured it'll be nice of you to lower them down to a appropriate form and add bonuses to the current useless Shield Skins in the NPC, along with adding that mysterious Geo Shield Skin I saw you had a image of a while back. 

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Large list of stuff that should be implemented:

 

Killer's Order does as much damage as Claw Lunge at 7 soul. Instead of it doing that amount of damage, how about making it where with each soul gathered, you do more damage. 1 soul = 5 or 10% of HP, 2 soul = 10 or 15% of HP.

 

 

I cri everytiem.

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