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  1. Information Hey everyone, I've been talking to a couple of people and after some of the hype around the activity in PvP (Specifically 3v3 and 10v10) in the Classic server I heard that there was a day where people tried to revive it in Awaken. I believe if we make some changes towards these modes specifically we could maybe make it more enjoyable for players and to make it more active. So I'm opening a discussion on suggestions on what people think should and shouldn't be changed about the PvP. This isn't limited to just 3v3 and 10v10 but just generally PvP across the board on the Awaken server. I'm going to bring up some initial points that either I have came up with myself or that others have suggested to me in the hopes that we could bring up some discussions on what could be changed to improve the quality and enjoyability of PvP. I do want to state clearly. This is not a thread to suggest class balancing. Territory War / Guild Wars concerns and suggestions I've recieved a number of complaints that most of the active TW's on this server and GvG's end up becoming a capping fest where instead of people contesting and fighting most people op'd to just running around capping. Now a simple HP change helped against this a bit, but overall it didn't really have an overall change to this problem. So I'm asking the community on what they think would be some good changes to be made that could encourage fighting more and contesting crystals more during a match. Bring back the PvP elements of this mode rather than it being PvE. Please if you have any other concerns about this mode you are welcome to put those issues and suggestions forward too. Elysian Island I recently revamped the island for the Classic server for its release which included several changes. Some of these changes include: Disabled Arena related gear. Disabled Battle Pets. Disabled Friendly Fire (Like on awaken) but additionally fixed the remaining issues with it (Not available on awaken right now). Revamped Boss rewards. Added some new rewards. Updated and tweaked how the bosses are spawned within the island. Fixed the boss spawning bug. Now I will state now that we cannot just copy and paste these changes over and call it job done, but it would be definatly some things to consider adding to the awaken version. However, I have a vision to completely revamp the island on awaken, make it unique to the Awaken server and make it fun and something that people enjoy and wait for it to open (Like with TW). I hope that we can figure something out together. I think if any changes are made we would change the island back to being 3-4 times a week. However, this would give us room to add more desirable rewards that will make people not only want to participate but also feel rewarded for doing so. So please put any and all suggestions below 😁 Temple Arena Similar to Elysian I feel like this PvP could actually be something that people get online and think "Yes! It's Temple Arena day", something that people will make sure to be online for and queue up. Now I know my hopes are high but I really think this mode could be made great and not just how it is now, a trophy farm. Now here is some initial changes that come to mind: HP changes to the bosses or player stat caps like on Normal Class TW. Removal of Tower Potions. Revamped Rewards. We could disable any sorts of arena gears that may or may not be enabled during this mode (I can't remember if they are or not). Along with this maybe add some upgraded trophies as we've had in the current and past few content patches that could respark something to gain from this mode. We could also create some new stuff to make the mode generally more fun for players. Like Elysian I think this mode would have to be only opened a couple times a week. So maybe the two modes can alternate and then on one of the weekend days have them both open. Again I'm open for suggestions on this as this mode specifically I'm the most uneducated on since I didn't really enjoy this mode myself so unlike Elysian/3v3/10v10/TW I never really played this mode. 3 v 3 Specific Points This would be the target mode for the most changes as this is the easiest one to make active as it only requires 6 people to queue at once. Now I've had the following suggestions that I'd like your thoughts on: HP Increase This would require us to lower the healing done in this arena. As it will become a pool noodle fight or make healers far too overpowered. Removal of Arena gears This may or may not be possible as unlike Classic they where removed from the game from day 1. However, I can try my best to see if removing them is a viable option. There is also the option of nerfing just the enchants specifically if that is something people would prefer or as an alternative. Limit the match to Normal Classes only. This is not something we can have a normal class queue for an a none normal class queue for. Unfortunatly its either normal class only or both. However, there is a lot of balancing merits to limiting it to normal classes only. New map from one of the other games or another map from Eden Eternal. This is just something to freshen up the experiance. We could even have rotating maps so each month the map updates to keep things new and fresh. We could even pick some slightly bigger maps (Maybe 10v10 size) and add some other gameplay elements too like reviving and crystal capping and such. There is a lot of things we can do with it but it will require your input to find the correct direction. One change that will be made when changes have been made is the removal of it being open all day. The issue with all day is although its nice for all timezones, it stunts the queue as people will queue when they feel like queuing and not be forced into a funnel of when queuing is allowed. This change I feel is vital to get a fun and active queue again. 10 v 10 Specific Points I would like to first state that all the points from 3v3 can also be applied here. They're somewhat interchangable and if anything more relevant to 10v10 than 3v3. One idea I did have though is maybe we could change this into a bit more of an event than just a kill match. Maybe turn it into a mini TW or something, maybe based on TW 1.0 where you had attackers and defenders. I feel like there is a lot we can do with this mode to revamp it entirely. I would like to point out we could also turn it into a 5v5 arena if anything else but I would like to hear your thoughts on this. Monster Battle Arena Specific Points I made some balance changes to Classic which if people are interested in could be applied to Monster Battle Arena. Click Here to review the changes made! Now this arena is the one I'm hesitant on changing as for almost the entire life span of this server I don't think this arena has every been active. However, if people are interested in changes we can make some. One change I was suggested was adding some of our custom bosses to the roster of bosses in MBA. This could help bring some life to the arena for sure. I would love to hear peoples thoughts on this. Overall Changes I would like to reinvent the PvP of this server, especially the none guild based ones. I would like feedback on what people would like to see. One of the more important things would be rewards. Here is somethings I've thought of and I'd like to know what people think: Eternal Coins on the ranking. War Stones more accessible to players (Via Elysian and Temple Arena mainly). Eden Crystals (NT) or Eden Crystal Fragments scattered around. Maybe a custom exclusive pet like the Guards from Haven of Oblivion. Maybe a custom costume or mount similar to Ormormu that is exclusive to be earned from the arena. Maybe even some materials from DoS or DSR that can be used to upgrade potions and stuff. Other things to think about other than rewards: Overall removal of arena gears. Overall removal of Pets from battle mode. The inclusion of Normal Classes only. HP Changes and the impact of healing. Things other than rewards that would make you want to participate. I just want to state again that this topic is not here to dicuss class balance changes. I also don't want to hear about guild drama and player drama on this thread. So keep it relevant. If someone gives there opinion about an item that they feel ruins PvP or you don't agree with a change they put forward then you can give a pleasent counter point and that would be the end of the discussion. We do not need back and fourths on this thread nore do we need people attacking each other on this thread. This thread is to improve the experiance for you all so please take it serious and please be nice and respect everyones opinion. Unlike the Classic version of this post I feel like most changes here are a lot more impactful and overall bigger. So I would like you all to respect my time and expect a slow roll out of changes. Whether it be 1 mode at a time or changes to all modes in one big patch. Either way this could be a 1-2 week process or a 1 month process. Just please be respectful of my time and each other. Thank you.
    4 points
  2. I agree on improving the punishments for people who troll other players in the PVP arenas but that they are real punishments, there are always problems with players like that, they are reported and it is not observed that the punishment has made them think what they do . I think that adding more cooling to the states, Antisleep, anti knockout, antistun, would be good, the illusionist is the most broken class in the game and has the possibility of putting stun, fear, knockdown and sleep, and many players in arena 3 vs 3, it bothers us to feel that there is no balance in the PVP. I think that these new advances that you mention could give some balance, but I must say that currently the Server is falling into decline in activity, all players are getting bored by the lack of content. Thank you for your attention.
    4 points
  3. My suggestions here will essentially just be the first thoughts that come to my head regarding ways to improve our PvP. I'll list multiple ideas for each topic, just to throw them out there and see what people think. These are not suggestions I would like all done together at the same time. Each idea stands as an individual, separate suggestion. Territory Wars/Guild Wars Remove the player kills leaderboard. This does nothing but inflate the ego of people ranked high on it, and is not an accurate representation of how a player does when it comes to making an impact on the Territory War. Instead, you could use the number of kills the guild did as a whole, or some other metric to measure their performance and reward them based on that.This also fixes the problem we've always had of healers not getting nearly enough war stones from TW, and allows undergeared players to be able to obtain war stones more reliably and use them for things like achievements. Crystals should be harder to kill. This can be done through various means, but my idea is to add a damage reduction buff that is reduced based on the number of enemies attacking the crystal. For example, a crystal could start at 10 stacks of a damage reduction debuff, and each player attacking it will lower it by 1 stack.This prevents solo capping and encourages people to play more like a team/guild when attacking. In FFXIV, there is a mechanic in Frontline PvP (their version of mass PvP, either 8v8v8 or 24v24v24) that rewards a player for killing players consecutively without dying. Once you defeat 4 players without dying, you're rewarded with a buff called "Battle High", which increases your damage dealt, and at 8 kills it becomes "Battle Fever", increasing your damage dealt even further. I think a modified version of this would be interesting. Something that increases the damage you deal, but also increases the damage you receive until you change classes or die. Alternatively, we could buff crystals (HP, damage reduction), and have the buff from, killing players specifically buff your damage versus a crystal. This would encourage players to actually fight other people and protect their damage dealers, as accumulating kills would lead to increased capping power and overall allowing you to win the territory. Normal class Territory War should be removed, as it has little to no point anymore with a classic server being made. Disable the use of certain racial crafted items like Engineer Potions, Smoke Bombs, and Frozen in Time Capsules. I genuinely feel like as a whole, these items deal more harm than good. They really take away from the features certain classes have, as well as add features that some classes just weren't meant to have. I shouldn't be able to be an Annihilator with permanent stealth just because I can spam racial craft, for example. This takes away from classes like Assassin, who have invisibility as a part of their kit. Alternatively, the cooldown on them could be raised significantly, but I think just removing them is the better way to go. I have and will probably continue to use all of these items outside of PvP, they will still remain relevant if removed. Elysian Island I can't really think of anything else I would suggest currently that Jordan didn't already suggest, but will edit this post if I can. So for now I'm seconding all of these: Temple Arena HP changes to bosses for sure, but I don't think player stat caps should be added. Removal of tower potions. New rewards, such as a legendary devil soul or blueprints to upgrade the trophies, with materials being something like one of each devil soul (white, green, blue). 3v3 Remove battle pets. In regards to normal classes only, I don't think this should be something we ever really go for. If people want to do arenas on normal classes, there's another server for that now. Our server should be embracing awakened classes, as that is the whole reason for it. If normal classes are really desired (which if NCTW is any indication, they aren't anymore), we could try a normal class arena. A new map for sure. Possibly the 3v3 arena in Twin Saga. We could maybe even go as far as to incorporate their 3v3 arena into our server completely. In Twin Saga's 3v3, you are fighting for control over a central pillar, and a team is given points for holding the pillar, similar to the bar GvG has for holding crystals. Kills also influence the bar and can have a significant impact on the fight. This could not only lead to rotating maps, but even rotating game modes and different types of 3v3 battles. I really like the idea @Hops12 mentioned, making use of the queue system that lets you declare a role. Something like that might be possible, and limit changing classes to ones that are only within your role. I worry that we don't have enough people to really make this system work though. Removal of immunity potions. I think in an arena where you're allowed to freely change classes, the counterplay should be switching to a class that will be effective against the enemy team, not buying a potion from an NPC. As an example, let's say I'm against a Conjurer. Instead of buying a fear immunity potion, someone on my team would switch to Holy Sage and use the fear immunity aura. Increased rewards for winning. This could be things like more honor stars, more class medals, a box that rewards you with Eternal Points or Eden Crystal Fragments, etc. 10v10 A new map and objective for this arena would be great. I think something like a mini TW would be a lot of fun, and I could definitely see it being more popular. Team size could possibly be reduced. Getting 20 people to queue for an arena isn't easy. This might be different if the arena is more enjoyable and/or has better rewards, so this suggestion might not even be necessary if 10v10 is changed and enough people are interested in it. Remove battle pets. Monster Battle Arena A new set of bosses entirely, using newer ones or the custom ones we have. This would really bring a breath of fresh air to MBA, and make it really exciting for a lot of people to try. Player stats should be normalized based on their boss. Give each boss it's own stat block and assign that to the player. In an arena where you transform into bosses and fight, this really balances it out. People won't queue on things like Samurai for the P-ATK with the Katana, or Magician for the M-ATK with the Staff. This also makes the arena friendly to people of any level, and would be a lot of fun overall. Overall Changes Removal of battle pets in PvP. They just aren't needed and don't add anything to the PvP experience. To ensure they still have a use, maybe allow them in Haven of Oblivion, as I don't think they would break anything that badly. Worst case they would end up healing a boss but I'm sure people will learn to turn them off versus certain bosses. Increased rewards for playing. Adding to what was suggested in the 3v3 suggestion, things like more uses for Honor Stars would be nice. New furniture for housing would be cool. Better ranking rewards. This isn't really exclusive to PvP, but all of our ranking rewards are outdated. They give you things like Lv50 chisels, low level Corona's Extracts, and other things that don't really feel rewarding to receive. More suggestions might come later, but these are my initial thoughts! ^^
    3 points
  4. Territory Wars/Guild vs Guild/Guild Arena. Crystals are one the biggest issue of these PvP modes, players prefer to cap and run around instead of fighting so my suggestion is to give us a way to make crystals tankier and opt out of capper meta. Make it so that it requires/forces people off capper classes or so that they can't solo cap a crystal nor duo cap a crystal. Another issue is that we're in debuff/-res/cc meta which is hard to control at all even with a Holy Sage and a Glacier Knight both purifying every time they can, certain CCs stack and some even go through immunity. Fears/Worms/Stuns/KDs they can all be chained and overlapped, I have had stun cert >cert>enchant proc on me in a row. KD enchant > Reaver >Paladin KD. Worm>Worm>Worm>CD>repeat. It's just outrageous for playing at all when things like this can happen. Normal Class TW is dead, if Garden tries others slowly quit trying even though at MAXIMUM Garden has only 6 geared players for NCTW. This TW was begged for by people that have long quit for Classic, remove this as it's useless and dead to our Awaken server. And frankly TBH I don't think our server will have active PvP the way it used to be as we are a lot smaller community than in the past, than we've ever been in the past. Elysian Island. The suggestions given I think are already great, making it a working thing again will be nice for a lot of people that have wanted to do it. Pets off, friendly damage off, new rewards (this already has EC fragments and Prime Scrolls in boss rewards) so I think something NEW and not unobtainable (i.e. the rose) will be good for motivating people. 10v10/3v3/MBA. When we managed to queue for 10v10 here, the majority of it was alts in 1 team with like 4 active people 1 of which AFK'd, 1 who alpaca'd at the start and 2 who fought vs the other 7-9 people on the other team and were winning up until someone decided to pull a spirit scar/magic blockade pet out. We're an awaken server, I don't think we should have our arenas locked into normal classes this defeats the purpose of our server and our PvP. Personally I find the class switching in there is a nice bonus, however it aids those who gear multiple classes and not the one trick mains. My suggestions for these arenas are: Removal of combat pets in all arenas. Make a way for us to queue up as a party, so that say a guild wants to have a 3v3 against each other or others can party up then queue. Make rewards better, we can farm Honor Stars and have no need for arena sets (only 1-2 people I have seen have even bothered to make these sets and use them and even then Lv110 awakens are much better) so I for one think these sets should be removed. Can you add more bosses to MBA? I think this would be a nice way to liven it up for those who enjoy it, as well as updated rewards. 10v10 I'm not sure what to do about TBH, I don't think we have 20 active people for that so if you could lower the participant amount then it might be better for us to queue as 5v5 (but I guess it wouldn't be 10v10 then xD) and adjust rewards again, all arena rewards are lacking. Temple Arena. Removal of pots is fine, I don't think it should be gear locked or changed as it was older level content and older level content always becomes easier and we are far past the stage this was designed for gear wise. Increasing or adjusting the reward amount is up to you, but personally I think creating a whole new Temple Arena for Lv115+ would be more ideal to me and give us a way to upgrade the older trophies into newer versions, as well as give us something else to do that is on a time schedule. Overall Changes. I don't mind any of the rewards you have listed, but as a max level player who has nearly crafted everything on 4 characters using war stones my only use for them is Eden Crystals. But as it stands lately the altar gives me nothing to roll for and I just wait for Diamond Altars and get my hopes up when that hits. If possible a whole new reward would be nice to me, something like a new currency maybe that we can spend on certain items for example maybe you can make it possible to purchase pet bible/battle theory in-game at a npc with this new currency and put other misc smaller AP-only items at this NPC to give players more options with their pets. Just an example though. PS: It don't belong here but please make CCM more useful. 😭
    2 points
  5. We should read between the lines on why the suggestions are made in the first place. I'm speaking purely for 10v10. 1. Make matches shorter 2. Put point/life system What the real problem in 10v10 is how much of a chore it is to play the rest of the round past the first minute if you are the team that is ahead on the first fight. What mostly happens is you win a fight and someone spawned before you wipe the whole team, so the match lasts the full duration. Then for the next 5min you have to kill people 1 by 1 so they wouldn't regroup. As everyone else mentioned, no one is sad about people making a comeback when they successfully regroup and the other team become complacent on the hunt. While it is true that for most people, 10v10 is there to farm medals, and less about pvp, I can assure you no one plays the first minute of the match thinking its boring. That part is the 'real' pvp. After that it becomes either a hunt or 'survive and regroup'. That's what creates people just running around endless too. Just think about it, there are parties that comes to TW that even tho they have no chance of winning the TW, they still would fight for the whole 30min because they can sometimes wipe the enemy team and that feels good. How can people play 30min unwinnable TW with 'fun' pvp but complain about a 6min 10v10 match? The suggestion about life/point system is a workaround to the idea of the hunt. Because at that point, every kill actually matters. My Suggestion: Regrouping is the core issue. You want to eliminate the 'hunt' part of the 10v10. If there is a way to help the 'losing' team regroup easier that would be good (it also helps if they can get wiped as a whole to make the 100% unwinnable matches dont last as long). 2 ways I can think of as a 'fix'. A spawn point where you can group up with your team first before being thrown into the wolves. example 1, A dies at 5:58, B dies at 5:50, C dies at 5:42, L dies at the end, and they all spawn at 5:30. I'm not sure if together would be better or not, but atleast at the same time. example 2, you keep the same spawn timer, but add a respawn point. the same thing like TW, but the catch is that everyone gets teleported to the main arena on consistent intervals, but also give them the option to go in right away. Most people who play 10v10 already know and does this, its called THE CORNER. You pray there and hope other team dont find you and your team can regroup.
    2 points
  6. idk if only increase HP in arena is enough, because u are burst in 1 cc, fear, knock have moments, if have hp tw u die the same because the damage is insane now, i say this in 3x3, because have classes that have total controll of area, knockdown of ilu is 1 example that can get all area of arena, and can get all of u party easy in knock and delete 1 or 2 in 3 secs and is hard remove cc with meta of broken shell, beyonde other class than burst in cc, templar, ranger, warlock.
    2 points
  7. Hello there my ideas, suggestions are: TW/GvG Reduce the number of participants for each guild from 50 to 40 or even 30 players. Try to balance the guild confrontations (I'm not talking about what Jordan was doing every week to choose which side each guild will be on) but rather do it every month. For the GvG it's complicated. Elysian Island I'm all for disabling PvP equipment, Pet in combat. We can totally rework the rewards like the classic. I find the classic rewards much more interesting than the basic rewards. We can rework the bosses, I think given the current level of the server we can and try to make the bosses more fun. Temple Arena HP changes to the bosses or player stat caps like on Normal Class TW. Removal of Tower Potions. Revamped Rewards. Just YES ! I would also like the preparation time to be reduced from 4 minutes to 2 minutes. This does not help and gives us more time to participate. As far as player stats, I honestly don't know. It's a good idea, but we have to see if we include the same rules as TW Normal or not. 3v3 HP Increase sometimes you have to wait more than five minutes to see a fight that doesn't make sense. I think that at first only reducing the round time to 5 minutes could be a good thing. Removal of Arena gears I've never liked Arena gears, I find them disadvantageous. So yes let's take them off, even if it's not possible, but try to take them off little by little. Limit the match to Normal Classes only. I think it would be more interesting to have a new Arena 3v3 Normal class especially for this. New map from one of the other games or another map from Eden Eternal. Let's keep the current map for now. But I like the idea, but I was thinking more about having a new map and having it change during the weekend, a little bit like the TW maps. 10v10 I rather agree with the idea, I was thinking more of "Capture the Flag" where players have to defend the flag, or else yes a mini TW, or even the early TW would be fine! You have to change the map though, avoid the big walls where you can hit through. And this could last 15 minutes in 1 single round? In general I am against all arena equipment in PvP instances, I am also against the use of Pet in combat. Reworking the reward package would be a good thing. I don't know how the rewards will be, but like what we did for the classic, I think it's a good idea. Add a Pet Exclusive, a Mount, but yes! And even we can do more, and add special Costumes and even a Title. Which will be exchangeable for a new item, or Honor Star, I don't know. For the Costumes, I was saying that we could add Treasure versions of the Cosmetics from the classes we put on the classic. And with the Vendetta Upgrade Stone we could turn them into Legendary. PS: I was also thinking of adding new buff as for the first of the 1v1 Ranking (without the Class logo) Except maybe for the 3v3.
    2 points
  8. Was thinking to add ap item that you can buy that boost you char to max from even lvl 1 or one that boost you from 60 to 65 at least. I think this might bring life back to 65 bracket because has been going downhill lately and will give newcomers change to play game without lvl grind. I seen alot other mnorpg do this.
    1 point
  9. Information Hey everyone, I'm receiving some feedback and suggestions for some some changes to be made to the PvP modes (Specifically 3v3 and 10v10). So I'm opening a discussion on what changes should be made to improve the overall enjoyment of these modes of play. I'm also not saying you cannot discuss other PvP modes on this thread such as Territory War, Guild vs Guild and Monster Battle Arena. However, I would like to focus on the main two (3v3 and 10v10). I'm open to all suggestions regarding these modes. However, please refrain from any suggestions relating to class balance as this has been discussed several times that it's just not something on the cards. Maybe I will look into buffing up some of the under performing classes such as Shaman but this will be in future and will only ever be buff related changes and not reworks or nerfs. 10 v 10 Specific Points A lot of people have complained that the rounds are too long and that its hard to regroup so it ends up just being a one sided affair that 90% of the time is going to stay that way for the entire duration. So it's understandable why people would find this a bit unfair. Here is some changes that have been passed to me over the time the server has been open (I have also added my opinion to these changes so you can see my thoughts on the suggestion): Adding a kill limit or a kill goal This would mean when a team gets to 30 kills or 40 kills (Up for debate) the round will be won. I think this is a sensible change. However, I do believe something would have to be done about regrouping as this would just make the rounds artificially faster and lower the chances of having a lucky comeback. Adding a life system This would mean each player has x amount of lives per round. So if you kill a player say 3 times, they would be dead until the end of the round. Again I think this is also a sensible change. However, again I think something would have to be done about regrouping. Lowering the match timer from 6 mins to 3 mins. This would mean a match is only half aslong but doesn't really change much to the core design. I think my opinion is pretty much the same as point "Adding a kill limit or kill goal" on this specific point. Increasing the HP This would mean possibly having similar HP to what Territory War has but not having the DMG reduction that Territory War has. This would help people survive better and make fighting have more of a chance to surve through any chain CC. I don't really have an opinion on this as I don't play 10v10. So this ones on you guys. One thing to add though is healing might need to be nerfed inside the arena for this depending on how strong healers are right now. This would be an after the fact change but something to think about. This would be to avoid any pool noodle fights. Changing the Map This would have to be something of its own discussion on what map to choose and such. However, I just wanted to get some thoughts on this. This mainly stems from the fact that the attacking through walls cannot be fixed and it's just too hard to police something like this as people don't like to video issues and think screenshots are enough to punish a player. Along with accidents can happen with tabbing or casting a spell as someones running behind the wall. So this is an option but it's something that can be discussed here first then in its own topic later. I don't mind this change either, it's not so hard to do and if its something people feel strongly about we can do it. This is all the suggestions that I can think of right now. However, you're open to put your own suggestions on the matter. 3 v 3 Specific Points Just like 10 v 10 I've had some suggestions for 3 v 3 too. Now their is much less changes in regards to 3v3 but again I'm open to any and all suggestions from the community (Aslong as they're not class balancing). Increasing the HP Similar to 10v10 I've had complaints that one shotting is a thing in 3v3. This isn't just specifically complaints about Illusionist either (Although that is the main offender). A lot of matches are decided by who gets off the first CC. Now the answer to this could be to make the HP very high so that its easier to survive through the CC. It also could be a combination of maybe evening removing CC or increasing the immunity duration in a match to help balance things out. Any and all suggestions are welcome. Again I would like to state that after this change we might need to nerf healing so that healers are not too overpowered. But this would again an after the fact change. Changing Class Limited to once per round There is a couple of players who will abuse mechanics such as Anti-Sleep on bard and stuff like that. So a suggested change would be to limit class changing to one per round. I agree with this change. Especially if any changes are made to CC or HP. Changing Class removed from within the arena battleground This would mean you can only change class while in the preparation zone. This change will only really affect classes that have invisibillity skills since they're the only ones who can really drop combat but this change would be aimed to stop people swapping class to abuse an immunity within the arena. Again, I agree with this change. This is all the suggestion I can think of right now. However, you're open to put your own suggestions on the matter. I just want to say and I cant stress this enough that this thread is related to PvP suggestions only. I don't want to hear about anything other than PvP and going on tangents about items or drops or any of that sorts will risk your entire response being removed. I also want people to understand that this is a civil discussion and not a battleground. So calling people out will also bear the same risk of having your entire post being removed. The target date for changes will be the 27th along side the awaken weapons. However, depending on the gravity of the changes this can be pushed back longer. So please be respectful of my time and do not expect changes over night. Thank you.
    1 point
  10. I think they might have to use a different skill animation to remove the charge time. From what I remember of them messing with the game skills is that they had to switch the skill animation out to use the skill animation of another skill. So, maybe look and see what other skill animation might be more preferred with this suggestion?
    1 point
  11. About 3vs3: I don't know if I deviate from the topic but, I would like to raise the idea of eliminating the increased area of the glyphs (Holy Smite, Fusion Reaction, Aerolite) the map is quite small and these abilities cover a large space, they are quite powerful and inevitable abilities in this sand. Either that or enlarge the map a bit more. I'm an m-dps and I used to play a lot of Arena (now not much due to timing issues) and I always questioned this. Many may not like it, but it would bring more balance. But being honest it's more for the Aerolite, at least with the current size of the map it's just absurd.
    1 point
  12. TW The problems with the crystals are: 1.- There is no way to defend the crystals. This could be solved by adding a buff to the crystal that increases the resistances (more players = more resistances), so the other side should kill the players first (The buff should only be applied to the crystal by the guild at the top of the crystal list). 2.- When there is only a few people on 1 side. This could be solved by making the crystals faster to kill when there are no owners around and also making the rays stronger in a way that they destroy the crystals and players easier, so even the guilds from the same side have a chance to get points. Arena 3 vs 3 I dont think that arena needs a big change maybe just increase the hp and also i woudnt like to have that arena for normal classes only. Maybe there could be a normal class arena and an awaken class arena. I would like to have pets on arenas to make the fights more interesting maybe just to disable the CC from pets. The reason for this is that disable pets for arenas will make pets more useless in combat. Pets are not really a problem these days because they dont even make enough damage to kill someone I dont like the idea of having crystals on arenas it will just bring the problems from TW to arenas. Also if we are having an hp increase there is no need to lower heals. The reason is that some classes have % healing and so the healing for those skills will increase. Also lower heals will make classes with not a really good heal skill useless and it could also make not affordable to go, which means less classes on arenas. I think the way to make arenas more active is giving us a reason to go like making it needed for getting points to go GvG or any other idea.
    1 point
  13. i ll add one equation to crystal related type of fights: if a guild? / side? owns 50%+ of total number of crystals in a map, they will receive +8% or +10% or +15% DMG taken . This way the "leading" guild can be taken down, and we will have cyclical dynamical pvp, the more crystals one have the harder is to maintain them. This requires some list of people and guilds and who owns current crystal statuses etc.
    1 point
  14. GVG/TW/GA: I second adding a buff on crystals that proc every 3/5 seconds that remove all debuffs on it, think it would discourage the solo capping and would prolong crystal life 3v3: There's a queue system in place for dungeons in game right now that lets you declare your queue class as either a tank, dps or healer, if there is a way maybe this can be implemented so that both sides will be "equal" in terms of class numbers, but personally I really liked the old 3v3 system (without the class changing inside) because you went inside not knowing who you got on your team (maybe just reduce the round time from 5 minutes to like a minute thirty). Elysian Island: This was a lot of fun back in main server, if boss and mini-boss rewards could be revamped I think there will be a lot more incentive in doing it. Plus I disagree that EI was done mainly for bosses cause it was a lot of fun getting a party inside just to prevent people from getting the hit on bosses to get a drop hehe I feel like mba was a fun arena in that it didn't matter how much or how little gear you had, also getting to use monster skills was a plus. I think instead of class medals that you get per win, you getting maybe a gift bag with maybe like EC fragments, EP or ccm inside would be a better incentive since MBA itself is not really class dependent.
    1 point
  15. Adding more HP wouldn't make it harder to kill parties with 2~3 healers?
    1 point
  16. I just according with Lowering the match timer from 6 mins to 3 mins. (i think 5min fair enough) Adding a life system. Because this makes the matchs more easy to quick pvp, most players just doing 10v10 for farm medals and there less players who really cares for pvp. Why not adding more HP Cus atm its pettry hard when u have to fight vs two smarts healers u really need to CC them for kill plus, there so less players templars who like be tanky and troll, pettry hard wipe them.
    1 point
  17. GvG Reduce the number of players to 30, increase resistance and HP of crystals, decrease the consumption of crystals (there are gvg that end in 3 minutes, they do not give the opposing team time to react because they have lost the 5 crystals) TW This is more difficult because it depends on which guilds are on each side, a serious idea on the totem map (shura in tw awak is useless), grant an aura (buff) of 50m, granting allies protection and attack to be able to retake the crystals. On the whale map, let her break the 1 hit crystal, have reflection, and instant kill. 3v3 10v10 I like the idea of changing the map, with random respawn, pet off, no charms, less time per round, the idea of a mini tw fascinated me, maybe an attack / defend the crystal in x time mode, the team that made faster wins. TA We only use it to collect trophies, an idea, for each victory you get 1 fragment, collecting 20 fragments you get a charm to update the trophy of choice to lvl100 with a small improvement in statistics. MBA Maybe implement the classic thing (I don't play this arena) EI I never saw this mode as pvp, they only played it for the rewards. The rewards must be, not tradeable, furniture and pets I like the idea, titles. Sorry for my bad english. Gl Hf
    1 point
  18. Theres no guild that can really put 30 players on pvp map and theres alot players that have a alt as couple or get some alt to buff party... I mean, the numbers of real players in gvg map is actually fake. Its seems a waste of dev time.
    1 point
  19. Tbh, since when i went back to playing pvp on the awk server, i was very dissatisfied with the way the crystals are broken, just people who run to the crystal and attack until they die, there is no strategy or gameplay... I believe that a simple hp increase in crystals will not solve it cuz the damage is usually based on the amount -resist/def stacked. My suggestion is add a buff to the crystal, just like the 95 trial bosses, that removes all debuffs every second.
    1 point
  20. 10 v 10 Specific Points Adding a life system I think it’s a good idea, but it should works for re-spawning only. You should be able to get revived by other players, or that can deny the possibility of a comeback. Lowering the match timer from 6 mins to 3 mins. 3 minutes is too short. Again, that may reduce the possibility of a comeback. Increasing the HP It could be a good idea but only increasing the HP and not decreasing the dmg. Many times you get involved in eternal fights where both parties can’t wipe each other because of heals. Changing the Map I don’t get why attacking trough the walls is a problem. You’re just using the map as an advantage, not abusing of something. Don’t expect to have melee fights of Magicians vs Martial Artists. Also, I haven’t experimented any kind of bug by hitting or getting hit trough walls.
    1 point
  21. Adding a kill limit: i dont think is a good idea because some players with no gears join to farm medals and they can end up feeding kills making their team loose. Adding a life system: I like this one it can make the rounds faster, although runners or invisible people afk will still be a problem.
    1 point
  22. 1 point
  23. I just cant agree with you about the TK Sets. Ive played this game a long time before i took a break and then came back. Lots of updates happened inbetween with new content and stuff, but my new char that i created is like a month old and i leveled up all the way to my current lvl 117 with only TK 80 Set +14 and lvl 80 +14 weapons. Ofc you cant straight do all the latest content, thats actually the sense of the game, to do some work before being able to join the lategame content. And its not that hard to get the 110 gold sets at all. As i said my char is like a month old and im close to get my gold 110 set and no, im not playing 24/7 so its absolutely possible to do. A lot of people just want to get to lategame fast, which is not the sense of a long running mmo , as Jordan said, its content from about 10 years. You have to spend some time to get to where you wanna be, like everyone else does. They already made this game too easy even for newbe's, you get tons of free stuff as Jordan mentioned, free Starter Packs, free tk sets, free weapons, free upgrades to +10/+14 with 4 extra scrolls which are not hard to get at all, free accessories/trophies, and all the free EC's in the lvl up boxes, which you can use on the eden altar to get scrolls and other useful stuff, some even are lucky enough to get some good items from those altars to sell for lots of money, and use it wisely to get their gear. I dont see any problems with those things. Thats not a content issue, its just that people start a new char on a 10 year old game and expecting to be able to do all the lategame content in a few days, which is not the sense of an mmo.
    1 point
  24. Your poll and post are not really related to each other and let me explain why. The answer to the poll should and always will be yes. However, your post is the completely wrong way to go about this. Almost every patch in 2019 had changes to increase accessibility to new players and even some patch this year also aimed at this. Things such as increased rates on 95 awakens quest items, increased access to CCM, level up packages that contain several useful items, repeatable quests that are good for leveling classes to 105/110. There is plenty of changes being made actively to make the game easier to catch up. Going over your points: Option 1, this doesn't really solve anything as the TK armor scales to level 100 so the stats would be actually better on the TK set due to having all sets worth of stats. Option 2 and Option 4 both will benefit people forting 95 awakens and the odd 95 weapon that is still good. I'd like to also point out that again, level 80 TK weapons scale to level 100 so again the stats and attack would be the same, these weapons can also be fortified to +14 for free. This being another one of many changes we made for new players specifically. Option 3, this would hinder instead of help as a lot of new people don't have the gear to survive in DoS so then they just end up asking people for help killing stuff in DoS instead of asking for help with someone running the 95 trials which pretty much ends up with the same amount of help being requested. The whole problem with new players right now is the urgency people put on them to rush through the content. You can't have it both ways, new content will always be designed for old guard players as the whole purpose of new content is to keep them playing the game and keep their attention on the game. New players are naturally always going to not be able to do this content and although I try my best to make things easier for them they're still need to put in some level of effort to get started. There is no reason a new player cannot survive in 110 trials. They get access to free gems, they have access to a TK set that will have boat loads of stats and has +10 worth of defense for free. They have access to TK weapons that again scale to level 100 and are free to +14 (only requiring scrolls). Then they get a free ring x2, free necklace and free cape that gives easy HP, Resistances, C/M-CRIT DMG giving a grand total of: 3600 Scaling HP 3600 Scaling MP 16 P-CRIT DMG 16 M-CRIT DMG 20 Physical Resistance 20 Elemental Resistance Then after all that they also get every single Vingot Lab, Devastation Dimension and Battle of Time and Space trophy. Which are still all completely usable and good for easy resistance. Like you tell me how much a level 100 set and a free level 95 set is actually going to have on that? Yeh the set bonus might have a little extra +DMG and the weapon might have a bit of skill damage but realistically you can't really argue that is going to help them survive in 110 trials. What will help them survive is achievements and HP, which again with a little time and effort of grinding gold for low level SD (Which they get some for free in the level up packages) and a little bit of grinding on the highest level map to complete the chest quests they can easily get 100-110 HP classes and 1-65 achievements. ~ The above being said I will tell you what new people need. They need to have some good guides that can help improve there efficiency on leveling. Things that help them understand whats good to spend their gold on, whats the best ways to gain gold, what should be prioritized, etc. They also need to have a helpful community. This is not a dig at anyone as I know there is a number of players like yourself who do help newer players with the older content but there is very little people doing so. This is why I always recommend new players join an active guild, as active guilds tend to help lower level players when they're in guild, more often than they would help someone asking for help in peer chat. This isn't really a content issue anymore. People just need to understand that you don't have to strive for the best gear from day one. You always have to remember, a new player is stuffing 10 years of content into a few days, yeh you can skip about 5-6 years of said content but at the end of the day it's always going to be difficult for them. This isn't me saying no but this is me saying these changes are the wrong way to go about this and they will actually hinder people more than help. ~ So TL;DR New people need help but more from a community stand point than a content stand point. People need to stop playing down the value of things such as TK gear and Resistance Trophy Combos. They also need to advertise that its ok to start out using the free gems in the free sets as its a small price to pay for a couple of chisels to gain a big advantage in the long run. Changes are always being made for the past year and a half to increase the speed in which players are able to get into the game.
    1 point
  25. Personally Lowbie or not there's two reasons for me to attack them. 1) They are after the loot I want. 2) they attacked me for going after the loot they want or just plan attack me. While there are players who bully the lowbies, alts or not, not all players do unless provoked. But removing or lowering the guard's damage that they do is something I've been saying for over 3 years and these rules with banning players might not need to take place unless the player can't deal with a loss and afk.
    1 point
  26. Any player wanting to go from level 1 to 60 can do it in a few hours without an AP item. The question however isn't about boosting the character up to level as it is about having the gear to be at level. If you enter lvl 60+ maps without the proper gear you won't be able to do anything and that includes using the free uni zeta or even kappa gear that limits enhancements on them. I've always recommended and will continue to recommend that they spread certain loot items into pvp requirements and pve requirements. Some players love to pve, but if you had to pvp inside a BG to get an item might need to be looked at more. Consider as you will wanting to have a new lingerie, well we can all pvp the bosses for them or have those bosses a pve fest. But if you put a craft piece inside the BGs and another piece inside a DG, then if you want the lingerie you go do both to get it. I would make these piece NT, but make the lingerie that is crafted from them tradeable.
    1 point
  27. Amplification and lodestones were never added in game. Poor Doreen, 7 years unemployed.
    0 points
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