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  1. Anniversary Event 🎂 Happy Eight Year Anniversary to Eden Eternal Vendetta! 🎂 The event will run from September 21st till October 12th. The Twin Stars Both Ruby Star Amaris and Sapphire Star Marisa will appear in Enchanted Marsh every 3 hours. The boss that appears will be random on each channel. Special Quests Similarly to previous events there is now several extra quests that can be obtain from the Event NPC's in Aven! These quests cover several pieces of Vendetta Exclusive content such as Abyss and Celestial Corridor. Giving extra rewards for a boost in progress in your characters development. The Flame / Ocean Elemental Stone's obtained from the Elemental Battlefield raid quest have been doubled for the duration of the event. This will be removed when the event ends. Event Exchange You will obtain Anniversary Token's from defeating the bosses and completing the special quests. You can exchange these token's with Master Croaker Marsh who can be found in Aven! Updates The Alpaca Ornament now gives some housing stats. Updated a bunch of in-game text to correct small and minor issues and inconsistencies. Removed the stronger status system message from Gal'Lunaburakku's Lunar Heart when the effect was on cooldown. Removed the stronger status system message from Off-Hand Gem: Libra on the wearer. Removed the stronger status system message from Off-Hand Gem: Aquarius on the wearer. Bug Fixes Fixed the Weakened Fishing Rod. Removed the weird monsters that would occasionally appear in Sakura Island. 🥳 Happy Birthday 🥳
    3 points
  2. I agree with this statement whole heartedly, some of our issues stem from the community for various reasons and toxicity is one, mentality is another. People love to quit and move to every other popup server because it's "new" "exciting" or "less grindy" than Vendetta. I don't think changing it will bring back PvP even if it were enabled or disabled, it's just up to peoples mentality and what they wanna do at the end of the day. 🤷‍♀️ But at least changing it so we can spam it in PvE will allow us to be able to change classes during raids again. At the end of the day the only thing that will make people really wanna play here is having it be like old times, not a huge "grind fest", things handed to them way easier and OG trials, etc, more "solo content" since not everyone has a group to go with. Because as it stands right now there's "too many things to do" and so many people have "too little time" or bad time zones.
    3 points
  3. I will not give a yes or no answer as whether I plan to do this or not, things could easily change at any point. However, what I will confirm since someone has asked this privately. As of now and the foreseeable future Awaken gear will use the same system as 125 Weapons where anything you do to the pre-awaken version can be transfered to the awaken version. So if these gears become awakens, anything you do to the current release will be transfered up to the awaken (gems/forts/gearexp)
    3 points
  4. Hey ! These suggestions could be a good benefit for beginners also. EDIT: but I must underline, if there is unbalance pro RG in a kind of battle and pro FK in another kind, it's not a game fault, it's cause player's decisions.
    2 points
  5. Hello! I'll just be brief, my biggest issue with this patch is the smoke bomb changes. I'd like to recommend they be completely disabled in PvP and returned to the original state they were before this patch. We used them to be able to change classes in combat during PvE to better adjust to the situation we're in and what we may need but didn't have. Because let's face it doing raids be it 10m or 25m sometimes the class change is extremely hard to do with certain people not grouping up, no holy sage, retreat getting messed up the moment someone uses their character to jump, etc. The PvP side of it currently has just given a free 100% invisibility to every class that did not have one, not mention it's even easier to revive in combat in PvP now. I did about 4-6 revives in a matter of 1-2 minutes in TW earlier today, most of which were smoke bomb use. It's too easy to revive with them now, but PvE suffers while PvP was just buffed for everyone even healers can have a perma invis basically. That's all I have to say, thanks for reading and considering the change~
    2 points
  6. [This is going to be a long reply, so, please, bear with me and thanks for your time and patience.] Can I be honest? Like... real honest? I haven't tried Arena this time (after a five years hiatus), but I heard that one of its biggest problems was fixed (a very small map that would favor any AoE class), so I'm in no position to talk about Arena balancing specifically, but one thing I'm 100% sure: some players of this game hide behind stronger players, which powers up/feeds up something I call "pack mentality", and that is the reason why Arenas aren't popular. In Eden, there is this "pack mentality". I've observed that people here take "guilds" very seriously. Maybe that is why you've shunned down one of my suggestions in the past (the one that would limit the ammount of people per guild, thus inevitably increasing competition). You said that you can't prevent people from playing with their friends if that's what they want, and there is really no argument against this, but in the end, this "pack mentality" hurts the game more than it helps. Pvp should be about FUN, about challenging yourself everytime you step in the pvp-arena, about unpredictability. If you're hiding behind the back of stronger team mates and you're constantly winning, why the hell would you risk losing to someone that "you" (aka your team) are/is constantly beating up? That would hurt your ego (maybe even your guild's reputation, idk), and who in the world enjoys having their ego hurt? That's why the most played pvp scenarios are TW and GvG, where you can bring your whole gang to back you up. Not to mention that, when you're on top for so long and you lose, you feel dismayed. It has happened before, according to people that have been playing Eden throughout all these years I was away. Also... it takes A LOT OF TIME to gear up, to actually "be ready to enjoy pvp", and even so, there is no "enjoying pvp" if you're not in a strong guild, mainly because no one likes to lose constantly. Not to mention that, in order to be accepted by a strong guild, you need to play with what they want/need, as their leaders and most popular members already play the best dps's classes in the game. Unfortunately, this is something beyond your control. This "pack mentality" favors big pvp modes, server-dominance-goals, which pushes players away from the game. If you're new to the game and, after 6 months, you're still not ready to face the strongest players in the game, you inevitably feel demotivated. You feel like you're worthless and that you just wasted your precious time... and for what? For trying to kill some xXxNaRuToxXx that you don't even know who it is but is constantly jumping on your dead body just to tease you? It's true that Eden has some serious balancing problems and class-identity issues, but this time, I honestly believe it has nothing to do with your decisions, so don't fret. The problem is the "pack mentality" powered by insecurities (the fear of losing constantly and feeling worthless) and how it favors massive pvp-modes. These pvp modes have its particularities, its own metas, which also hurts the game. Imo, the only way to remedy this is to limit the ammount of players per guild (10 members max) and developing battle-royale pvp modes to bring back classes that cannot be used in TW (or mobbed GvG's) simply because they won't even be able to reach the enemies to begin with. (Do you remember Elysian Island? I played it a few times and I found it really fun. With a few tweaks, maybe you can create a fun pvp mode that people can play.) You can keep Territory Wars open, but this pvp mode needs a rework... the game should be able to divide the guilds equally on both sides, otherwise, there will be days where we won't be able to enjoy pvp because there will be 10 guilds on blue side and 2 on red side... Plus, everything I mentioned here would actually make things easier when balancing the game in general. When the most played pvp modes are those with tons of people in it, buffing/nerfing one single class could disrupt the entire scenario and it's hard to predict the outcome. I heard you suffered backlash when you first nerfed Gravity Manipulator. If my memory serves me well, back in cap95/100, we had tons of GM's jumping around, one-shotting people. Despite the terror that GM's brought to TW's and GVG's, those were good times, and we could see a lot of different classes being used. I've been studying other mmorpg's (not to mention recalling how things were in other mmorpg's I played throughout my life), and I have noticed that I've never experienced anything like Eden TW/GvG before. The only two exceptions being Royal Quest and Albion, which I did not play personally, but I've been watching videos recently and it's crazy... so much effects going on, so much things happening at the same time that it's completely overwhelming. I doubt people are exactly aware of what's happening there 100% of the time, which, in my opinion, impoverishes the game experience. Oh, and just so you know, in these past months, our guild have been trying to equip a lot of people... we actually managed to equip some, like around 10 members or a bit more, but they left the game. When questioned (because I'm inconvenient as fu... lol), their answers were practically the same: It takes too much time for everything, plus, I depend on you guys too much, and we're past this era... look at the most popular games nowadays and see it for yourself... I may depend on my team, but if I'm good enough, I can beat my enemies single-handedly and they don't require months of preparation before I can actually experience pvp fully.
    2 points
  7. Viridian Gorge Available for level 125 players and above, Viridian Gorge is the latest content addition to the game! Head over to Death Mountains to enter! Viridian Gorge brings new gems for both weapons and armors. There is also two rings per boss which have combination effects for all class types! You can also obtain Awaken Weapon EXP from this content! Viridian Gorge can be run twice a day and is designed to be run in a raid party! Armor 125 New armors have been added to the Abyss content! The orange version of these armors are crafted via Guild Town NPC's and can be upgraded using items obtained through the Abyss. When upgrading the orange armor to gold you will keep any fortifications, enchants, gems and gear upgrades. Similar to the level 115 armor there is several different versions of armor to cover different styles of gameplay. However, there has been a new type of armor added which covers Heavy Armor Magic Damage classes. Human Racial Improvements Its no secret that Human's have it rough when it comes to racial crafting and as more expansions come out the system gets harder and harder. Not to mention that the availability of Tower Gems and other gems of this nature are directly tied to this system requiring around 32 characters at the current moment to cover Sky Tower, Dreadlore Lab, 4 Trials of the Dimension and Daylight Forest. Although we where quite limited on what we can do with this system we decided to make some changes to help make the experience a little less jarring for players who are invested in the Human Racial ecosystem. Stat gems of each type has been broken into 3 categories. The first category is level 1 gems to level 4 gems, the second category is level 5 gems to level 8 gems and the third category is for level 9 gems and above. This should give each Human more coverage requiring less alts and also should make a significant difference on the gem rolling stage. We asked for feedback during the work on this system from some of the more prominent Human racial crafters in the server right now. They expressed how important it was to not lose any progress to their racial crafting. So we made sure that any already learned gems and any in-progress gem learning data has not been lost. We hope this change makes life easier for the Humans of the server! Holy Blade Update We have made some big adjustments to the Holy Blade class. Although this class is currently the meta when looking at the skills and effects we found that the only reason this class was meta was because it was simply overloaded with DMG Dealt stats and DMG Taken stats. We felt like the best course of action was to make some improvements across the board revamping the cohesion between the skills, improving the skills in areas that required improving and nerfing the areas that required nerfing. We tried to avoid completely changing the class like in previous reworks but we have shuffled some stuff around so make sure to read all the spells before taking the new version for a spin. We hope to have made significant improvements for the class to still function in the current meta game while fixing the issues that make it too strong at the current moment for the wrong reasons. We also took the liberty to revamp all the spell effects so that they actually make visual sense (similarly like we did with the Lethal Arrow class rework earlier this year). Here is a list of the skills for the Holy Blade class: Class Balancing We have made some smaller adjustments to other classes! Here is a list of the changes made this patch: Defense Stat Adjustments We have made several adjustments to the defense stat and how it functions to make the game more balance and fair with the current state of the game. The first change we made was to increase the amount of defense points required to gain a higher physical damage reduction. We made this change as most classes regardless of armor type could cap defense without a shield equipped or any sort of defense specifications like certificates or class talents. We will keep an eye on the state of the game to see if further adjustments are needed. The second change we made was to give more damage reduction based on the type of armor the class is using. We achieved this by raising the cap of defense based on the type of armor you are using. Heavy Armor users will now be able to reach 65% Physical DMG Reduction, Light Armor users will now be able to reach 60% Physical DMG Reduction and Cloth Armor users will remain capped at 55% Physical DMG Reduction. We feel like this is a much better system but will be monitoring the situation to see if further adjustments are needed. Note: Non-Player entities such as monsters, bosses and pets are treated as if they are wearing Heavy Armor and will cap at 65% Physical DMG Reduction. The final change we made in line with the first change is that we rebalanced the defense stat across the following pieces of content: Elemental Raid Improvements Improvements to Avner's Reset range, this should prevent the boss reseting when players are killing the crystals. Several adjustments to the map elements to prevent spells such as Area of Effect Cure from effecting them. This should reduce lag when using classes such as Holy Sage aswell as preventing and extending the duration on things like Zark's Lava Geysers. Reduced the amount of Elemental True Resistance on the boss map wide buff Elemental Beast from 20 pts to 5 pts. Celestial Corridor Adjustments The amount of Elemental True Resistance on the boss wide buff Zodiac Spirit from has been reduced from 30 pts to 10 pts. You can no longer place Celestial Corridor weapon gems into an unbound weapon. Evaluation Dungeon Improvements Logic improvements to fix the issue where on rare occasions where the reward selection UI would not appear. Improvements to the Reward Selection UI to include the quantity of items on the selected rewards. Archive Updates There have been some minor improvements to the archive. The Head Costume section has been split into multiple sections (Head, Face and Special). Duplicate costume have been removed and all costumes have been reordered so that White, Alpha, Prime and Legendaries are together. Costumes that where missing a legendary version have also been created / added to the archive. Item locations have also been improved / added across all sections of the archive to improve information on where to obtain the item, this includes costumes specifying if they are Mystery Box or Altar costumes. Massive thanks to @MrDoudou who did 95% of this work on his own. Item Adjustments Smoke bomb's have been reworked to now work 100% of the time. However, they now have a 10 second cooldown between uses. Engineer Potion can no longer be used in maps where PvP restrictions apply. Vendetta Training Armor Updates Updated the set bonus to include PVE DMG Dealt +8%, PVE Cast Speed +20%, ACC & EVA +20% and P-CRIT Rate & M-CRIT Rate +20%. Fixed an issue where the defence value was not represented as if the armor was fortified to +10. Fixed a bug where Light & Cloth armor sets would not have increased stats at level 76, 77, 78 and 79. Misc. Changes Added Accursed versions of Haven of Oblivion Weapons available via the Demon Stone Exchange. Note: Accursed weapons cannot be improved with or be transformed into weapon drivers. Note: Accursed weapons have the P-ATK & M-ATK of a 110% version of the weapon. Updated the WIS value on the Holy Knight's Blade & Life Melody Guitar to 512 pts from 385 pts. We have adjusted the Daylight Forest Weapon gems to be the correct value for the level: Bug Fixes Fixed a weird glow effect on the following pets: Fixed stats across the Level 115 Abyss Armor Sets. Fixed a visual issue with the Pumpkin Head costumes. Have a nice day!
    2 points
  8. It would be a false positive, if you DL'd from sb.vendettagn.com there is no issue with the program. Just mark the SB.exe and SBLauncher in your whitelist for your AV.
    1 point
  9. Bruh , am tired of having to spend two weeks or more just to level up a pet to level 40 , what is the argument here for it to take so long ? for newbies to get to know the process ? its all the same , i could counter argument and say it would do newbies good , since they might lack gear and the bonus HP would help them make up for that a little bit. For veteran players , everybody got alts around , being able to lvl up a pet faster can mean people can play both faction and balance out pvp numbers easier . Same goes for the 21 days for major Mech unlock , makes no sense for it to be 21 days , a new player will 1000% not own a major mech in his first month of play , on the other hand , a veteran can do so instantly , why the 21 days wait ? The way am looking at objectively at the moment , there is no point in having such high bars for such things . Having the pet max EXP required from 0-40 cut down by half could prove even more efficient to the game's population , in hindsight and in long term , Also having the 21 days of RP farming cut down to 10 days(1million) is a very reasonable amount of RP for both newbies and veterans. These suggestions come at a critical time , where SB is having , for the most time , extremly unbalanced PvP daily events (AK/NB) where one faction dominates one event , while the other dominates the second event daily , and i think easing up these measures can lead to a healthier Balance between the two factions , since players will have an easier time swapping back and fourth , while playing classes they enjoy , or even trying out new classes they once wanted to try , but couldn't find the time to go through the whole process. if you have any further thoughts on this subject please do let me know in the comments ! ♥ -edit : Not all of us can afk all day for weeks in suer , a crucial argument for this whole thing .
    1 point
  10. Boxes: 1. Magic Snowy Koueta 2. Magic Blaise ✔️ 3. Robust Amaris✔️ Altar: 1. Sparkler Silver - Black (legend) 2. Rubellite Wyvern (legend)✔️ 3. Mysterious Dream Monarch Eyepatch (legend)✔️
    1 point
  11. I would like to bring this to your attention @Vivi and her Staff. I do realize that you all are looking into creating more content for the late game aspects for the game, however; there are things that could be looked at that may have gotten overlooked. One such issue is the amount of Hit Points from the Mystical Treasure Chest found in the pvp (lvl 39-49) Nemesis stage. These chests have a whopping 3,600,000 Hit Points along with even a strong combat health regeneration is enough to have and tank or healer class to just give up because the HP regeneration and even the HP total are quite a time sink just to open them up and take the treasure they contain, from the Unique Laser Scanners to even some Lingerie. If the amount of HP and the combat HP restoration it comes with doesn't deter anyone from trying to get some goodies from them, then the most depressing thing about this is the virtually vacant of both the RG and FK players of that level bracket to farm them in. I do have a Screenshot of this and I would like to have posted it however there is no permission for me to upload the image from my computer so I will use imgur.com to post one. https://imgur.com/a/NDMP2O5
    1 point
  12. There you are completely wrong. I have toons in all caps, consider Viledon my main, and care a lot about the lower caps. The problem is lack of players there and GMs are reluctant to make lower caps more attractive because they want to keep players focused on end game battle grounds. That's the reason I've heard years ago. Though I wonder what adding a NT unique laser scanner to the hauler quests would do for the population in Viledon and Nemesis? And would it really harm end game, I don't think so.
    1 point
  13. Hi guys My character name is Puspa.freefire name
    1 point
  14. Hello For many years the game becomes unhealthy not because of the items or changes than dev make, it becomes toxic / attitue of the player, , you can see now, the vast majority who asked for changes no longer play. it is because there has always been the same mentality as always ( I had not explain because everyones knews it ) , but you can revert the changes, spamable in PvE and nerf/dissable in PvP I'm really sure this isn't going to be active PvP experience, will be the same. but i can be wrong , I just hope this makes the server more ENJOYABLE. About enghiner pots on PvE Like the news maps i dont know but they are consider as battle maps AT- DF / CC / Viridians Gorge please make it ussable , coz players can't used it anymore.
    1 point
  15. I for one am disgusted at the thought of arena sets, so that's my bias take on it. Unbias, I don't think that will help anything tbh, people who just wanna spam arena will only make the "Easy" to make arena sets and not bother farming PvE for actual gear to enter other forms of PvP like TW/GvG/GA. I just see it making things worse for PvE parties to fill up, it's already extremely hard to fill older content PvE and AT DF now that a lot of people finished it, they have nothing to gain out of continuing to run it so my concern is that PvP sets will just add to those issues.
    1 point
  16. I'm up for anything of the sort, to be honest I was only going based of someones suggestion anyway as a way to nerf them in PvP. If people are fine with them being gone in PvP I don't really mind this either. Also with the original smoke bomb it was basically 100% anyway since people would just spam click it till it worked (so I don't see how its changed in that regard). It's harder now because if it gets canceled by a DoT or a rogue aoe spell then your stuck till the cooldown. Making timing and position more important compared to before.
    1 point
  17. Soz Arena... it's been dead since maybe 100 let's be honest. 1. Personally I think that for Arena to be any good with awaken classes it will need to be balanced towards them. So I'll start with; The removal of potions happened which I felt like was just awful because people queue in on classes with 2-5 CCs in skills + procs. Classes like Reaver/Conju/LA/DE for some examples. It was really hard to combat all of it and we used to get to pick immunity for a "price" for a short amount of time to one of the many CCs that happens in PvP. 2. The biggest issue(s) in my eyes are not having it locked to a "gear score" to be able to queue, too many people throw in non-geared alts and afk, they refuse to even stop queueing because their goal is just to ruin everyone's day. When you're rank 1-3? I believe it was, you can preview the gear of those players in the PvP rankings and there it shows a gear score as well as all the gear they last had equipped when the rank was updated. That being said, I believe basing arena queue ability off gear score per it's level bracket would be a good way to get rid of the alt queues unbalancing it. 3. The ability to queue up as a set team regardless of guild! This would be such a nice feature, we could pre-plan our party classes and get to play/queue up with friends and guildmates, everyone would have a more enjoyable time. 4. New "mode" maybe instead of 10v10 it can be come 5v5 as we are a smaller server and the majority of 10v10 ques included a lot of alts which heavily unbalanced the teams. I understand that the number isn't as big a deal and while we can get 20 to queue that are not alts if we take our TW numbers as an example, it is just extremely hard to find that many interested in arena and on at the same time. Under the topic of a new mode, you could maybe implement more "classic" PvP into the mix with the death of Classic Vendetta (RIP) and the arrival of poopy XL, not to mention all the other poopy random popup servers. 🙃 Misc things to improve it would be finding out what rewards players would want from arena rewards that will interest them into participating in Arena. My suggestion for this is to get feedback from the community and put up a poll for people to vote on. o/ All I had to say, good luck ~
    1 point
  18. You know I support everything to improve the life in our poor level 49 range, so, full support! Even I suggest an admin to check if the mystical crate still drops the uniq trinkets level 42, it's really years we don't drop any.
    1 point
  19. Hi, i post below for SB - but it's same steps for EE. 1. Go on the website of the game you want them on SB:https://sb.vendettagn.com/donate.vgn EE:https://ee.vendettagn.com/donate.vgn 2. Log in with your Account (not forum) 3. After you logged in the page look like this : Scroll down till you see the blue field from Pixel Game Card 4.Open the tab from Pixel Game Card - go into your Account Purchases, Choose the Card you want to spend. 5. Copy the Code!! Go back to Game you want to get the Points and paste it in the field. press "redeem Card" Takes up to 10 min till you reach the VGN Points! You can go on "Web Shop" to see if you got them: Then you can spend the points on the Web Shop - or ingame Shop.
    1 point
  20. Sup, here's an old one from an old player.
    1 point
  21. Armor doesn't always have to be an upgrade. There is countless content releases in the patch where the latest armor is not better than the previous sets (just off the top of my head Awaken 95 where much better than gold 100's). Abyss 115 Armor all things considered is of Awakened Caliber and should be viewed as such. Also just do the math on some of them (I used the example of Heavy Gold Healing set to someone the other day). You lose 5% cast speed, 5% M-CRIT DMG and 2% Skill Healing. You get way more of the other stats from the stat bonus, fortification increases and higher level gems. This more than makes up for any of the losses. Yes you can't really match things like DMG Dealt and DMG Taken but I move back to point one, you are comparing a gold armor set to an awakened armor set and in most cases the awaken armor usually is better than the set tier above anyway. So please keep that in mind when it comes to feedback. The dungeon allows for 10 players but the HP and such was designed for around 6 - 7 players. We did this to try and be more inclusive of the community so inviting people who maybe aren't really geared enough or aren't strong enough to have a huge impact isn't a waste of a party slot. This is probably the single most biggest in the game right now for new players who don't join Garden or Stardust. I have spent time talking with people who have just started or returned to the game and saw there struggles to get anything done. So atleast in this dungeon it won't hurt you to fill out your party with a couple of randoms who just want to play the game. This content is designed to last and because of how the rates are designed you cant often get high drop values compared to the older tower-esk dungeons. Based on me spending several hours testing and tweaking each gem should 2 days of runs if you are on average luck, but from my testing youb will get a lot of high drops through out that. I think 2 days for a high powered gem is perfectly acceptable. However, if you disagree then theres not really anything wrong sticking with the DF/4T gems as I tried hard to make these new gems good but not outright replacements, so theres nothing wrong sticking with older stuff if you find it this way. As I say with most feedback I am greatful, but i think more complain oriented feedback should be held for atleast a week or two as of the time you wrote this post the patch was only live for around 36 hours. So it's hardly tried and tested especially since you mentioned rates and only ran the dungeon for one days worth.
    1 point
  22. Status: ONLINE The server is now coming back online. You may now log into the game again! Mystery Box items have been updated with a newly rotated set. Thank you for your patience! ~~~~ The server will be undergoing weekly maintenance at this time. During this period, you will be unable to log into the game. Mystery boxes will be unavailable during this time. The boxes will remain unavailable until Maintenance is over. The Mystery box changes will be posted on the forums after maintenance is complete. Thank you for your patience while we complete our weekly fixes.
    1 point
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