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  1. New Player Experience Update We have performed some Quality of Life changes to improve the experience for both new players and returning players. Character Level Selection You can now select two different points to begin your characters adventure! Level 92 Starting at level 92 allows you to fast track your character towards the custom content and closer to the end game! You will spawn in Neva. A tutorial zone that will teach you the basics of the game before teleporting you to Aven. Upon completing the tutorial quests you should reach level 93 and be right next to the NPC to begin the Viroona Quest line! Characters that start at this point will automatically have Sage, Dragon Knight and Mimic unlocked with all classes defaultly leveled to 80 (Inquistor still requires you to complete the Mayland/Shaxia quest line). During the tutorial phase of the game you will be given a choice to unlock Awaken Warrior, Awaken Magician, Awaken Cleric, Awaken Thief or Awaken Hunter. Characters that begin their adventure at level 92 will be unable to unlock racial crafting until level 120! Quest Improvements We have updated the Mayland Jungle and Shaxia Basin quests EXP values to allow for smoother transition to Viroona Vale to avoid people having to grind repeatable quests to continue! Misc. Changes We have removed the Curia Library Fame requirements for the Awaken 95 Armors! Revamped the Blessed Crystal rewards to give bigger backpacks and less space takers! Temple Arena daily missions now requires players to be level 115. Updated the requirement to claim Territory War Salary to level 125! Updated the Eden Crystal (NT) Box to require level 115 to be opened! Cosmetic Updates Added 5 new face designs for Humans and Halfkins! Updated the hair textures for Humans and Halfkins! The originals are still available if you do not like the new ones! Updates You can now convert Angelic Essence into Demonic Essence and vice versa! Blueprints can be obtained from Hilda in Death Mountains! Reduced the Polished Emerald cost of Demonic HP Potions and Demonic MP Potions! Bug Fixes Fixed the following Title Scrolls Updated the text on the Path of Destiny Interface to match the in game standard and updated durations (Related to class buffs only). Fixed the MP Cost text on Paladin's Light Blessing Skills! Have a nice day!
    11 points
  2. Hey everyone! I know some of you are eagerly awaiting an update on the situation for the EE Classic Server. Unfortunatly we have decided not to pursue this at the current time. We appreciate the good words in this discussion towards our server, but please know we did not take this decision lightly, especially with the status of the new official server. We feel its within our best interests to lay this project to rest for now and turn our attention to Eden Awakened. There is several reasons on why this was the decision but I think the main one being I just don't think a Classic server will ever be successful enough in the long-term. To this date we have saw countless servers open and close and they all end up with the same results, people play, people complete everything super fast then push for the next content quickly because (rightly so), people get bored. I think the only way to avoid the above situation is by following a similar path our Awaken server took which is once you reach the ideal point in time, you then pivot into new custom content based and balanced around the stage of the game that is most optimal for players. You could argue that taking notes from the Awaken server to slow down the progression of content to make it so people can't just complete there gear in a week for several classes at the same time is also an option. However, that being said this would be a huge time commitment for me and will probably have mixed opinions among the Classic community, which if history has taught us anything (not just talking about our server), mixed opinions cause huge divisions when new servers become available which the community is not just big enough to support. So to conclude, althought I never want to say never as of the current moment in time there is no desire from myself or anyone else on the team to pursuit this project as it stands. The server will remain open until May 11th, till about 12pm-1pm UTC when maintenance begins for Eden Awakened and Scarlet Blade. During this, Classic will come offline and stay offline. The Classic section of the forums will also close at this time. Accounts are network wide, and can be used to log into Scarlet Blade and Eden Eternal Awakened. They will not be deleted with this shut down. Any VGN, transfered AP or unused AP purchased since October 13th, 2022 on Eden Classic will be refunded back into VGN and can be used on Eden Eternal Awakened or Scarlet Blade. It will be returned at a 1 VGN:1.1 AP rate to account for the additional AP obtained when changing VGN into AP. We thank those that played and enjoyed Eden Eternal Classic, and perhaps in the future we can bring it back in a way that's exciting for all those that wish to try it!
    8 points
  3. Firstly, I want to thank you for all your hard work in continuing to update this server for Eden as it has been my favorite and imo the best server of all of the eden servers thus far, so for that I thank you for all your dedication on patches @Jordan. As a long-term player of this server for many consistent years, I'd like to just give my feedback on the latest patch. I am in NO WAY complaining about anything, I merely making some suggestions that I truly hope finally reach unlike any of my other suggestions. Lv125 Armor/Awakened Armor Sets As A Whole: I believe that it would be more beneficial to especially newcomers but older players as well if you would decrease the total amount of Abyssal Essences needed for an entire set. As it stands currently we need 39 of any of the Lv115 dungeon essences just to make the set gold and after that we must collect another 39 to craft tablets for awakening tablets as a material, but to top it off we must collect another 90 to enhance new essences; making the grand total 168. Current total cost needed for 1 set should roughly be: Abyssal Soul x830 Frosty Essence x10 Vicious Essence x10 Shocking Essence x10 Abyss Head Armor Fragment x18 Abyss Body Armor Fragment x18 Abyss Waist Armor Fragment x18 Abyss Hand Armor Fragment x18 Abyss Foot Armor Fragment x18 Abyssal Essence x56 (Needs 168 of any abyss essence) Fragmented Abyssal Souls x1000 This is everything needed to go from an orange Lv123 set to a fully awakened set (material cost). I'd ultimately like to ask that the cost of abyssal essences be reduced per enhanced essence or the cost of essences needed to make abyssal essences be reduced. With the current drop rate of essences and even with farming multiple characters a day, it'll roughly be a month to awaken 1 set from 0 essences to 168. Partial Enchant Box Lv9: My final suggestion is that the cost of these be lowered to 25 souls each and can be obtained on drops from the new deep abyss dungeons. It's kind of (really imo) unfair to people who want to do sets and achievements to have to choose 1 or the other, not to mention on release of Lv8 when they were brand new and a far bigger stat jump than Lv7s they dropped on bosses. Lv8 boxes are also purchasable for 5 tokens per box with a maximum of 40 coins obtained per day in 1 character, unlike souls where we on average gain roughly 30 a day. I'd also like to ask that you yet again take a look at the last two suggestion posts and truly consider some of the QoL suggestions, we're long overdue for anything QoL and quite frankly, I will be honest. People are quitting, people are tired of grindy content, no QoL, just stuff that we HAVE to farm daily and if we miss something we're super set back. It's exhausting to have to be in this loop. Thanks for reading, good luck with all your future endeavors, take care and happy new year.
    7 points
  4. I vote for the Option 1 for the following reasons : We're all aware of the X-LEGEND comeback in its own game industry but yet there is so much evidence to say that they don’t know their game as much as VGN. This has been proven by their work on the classic. • From what Jordan said, we already know that if it gets to happen, the classic server won't be as much exhausting than it used to be in the past. (Halcyons in altar is already insane) • Vendetta has earned its legitimacy in my opinion to make an EE server, by that I mean that they showed consistency and high knowledge in many domains, (Just look at the archive research feature lol) This could indeed cause a player dimunition on the Awaken's server but as far that I know, VGN Awaken has never or "barely" been as much active than the classic, atleast in PvP. (100 kills + on classic). so at the end of the day I see myself playing classic more than another server and I wouldn't be too much worried about "can i get people back to play classic"? as long that the game is not as much exhausting, the happiness that the game brings will spread and people will play again.
    7 points
  5. Updates We have updated the boss drops on both Angelic Temple and Demonic Fortress to now be able to drop both x1 and x2 Angelic Essence and Demonic Essence. Bug Fixes We have corrected the Fortification / Enchant particle effect of all custom weapons added in Patch 107.
    7 points
  6. Hello again @Jordan I still have hope that you will consider some more suggestions and continue to grow this server! I'd like to mention that i'll just keep updating this document for the ideas that I or others mention to me. I've tried to include some of the old suggestions that I could remember but I have forgotten some, I have added new ones and some include bear ideas. So all I ask is that you please consider carefully the ideas collected here and maybe bring some to the game in a nice QoL patch. Thank you for your time and efforts again! Suggestions Here!
    6 points
  7. Option 1 It's crazy how some people can do better in their bedroom than a whole company lmao
    6 points
  8. Option 1. For months since the X-Legends announcement for the game, their staff had shown lingering signs of being unprofessional with the community. Even up until the launch, we were left in the shadows when it came to what exactly we were to expect from their server, and their launch date just confirms why they left us clueless. The game is basically just where FNO left off at in 2017 or so content wise, with a level cap of 40 slapped on it. Not including the fact that you can still access areas that should realistically be restricted. There was also several things that was/is broken on their server, of a game that's been around since 2010... And don't get me started on the Cash Shop. The conversion rates are absolutely horrid for anyone that wants to spend, and the Crystal Altar is just a scam. Battlemounts being purchasable, Astral Pathway being activated, Archive Bonus existing, and several other factors scream P2W, even for a spender. Also, their "emergency maintenance" did not address all the issues, and players who abused bugs were not banned. While the population is still high right now, I believe that it'll crash once the Steam release hit, as Steam players will be more critical, and more gaming journalists and YouTubers will thrash on the game even more. I've had mixed feelings for VGN for a long time now, due my own personal experiences, but I'm putting that aside because I frankly just want to play on an EE Classic server that won't die within months. I have made several friends waiting for the XL server, as well as playing with them currently. If VGN was to reopen, now would definitely be the time. Give X-Legends the finger, and show them how an actual server, made for the players, can prosper. You have our support. Jordan is the most skilled developer I've seen from any Eden Eternal private server, and quite frankly even the official server, lmao. I hope you consider, even though it might feel like a backstab to those who invested quite a bit into Classic v1. I would suggest possibly doing something special for the original players, or maybe letting them keep their cosmetics. It would help with player retention a bit. Please listen to your community, (not with every suggestion, but at least understand where we would be coming from with suggestions). Peace.
    6 points
  9. Hello everyone! I finally decided to create some detailed guides for all those players who are just starting to play Eden Eternal for the first time or need some suggestions. Although they do not cover absolutely every aspect of the game, the base is already defined for quick understanding. It's worth mentioning that all of this was based on my personal experience as a pve player, so there may be some differing opinions from mine on certain topics. Lastly, I'll gradually try to include intermediate and advanced guides, that 'll also require quite a few hours to write and review, in order to provide the best content possible. I hope they are very helpful! Links: Guide for Beginners Lv 1 - Eden Eternal Vendetta https://docs.google.com/document/d/1oHN_tMcBpwbD1gCvXPGa4bvq2KbvIj1W/edit?usp=sharing&ouid=103127448295882433037&rtpof=true&sd=true Guide for Beginners Lv 92 - Eden Eternal Vendetta https://docs.google.com/document/d/1ger5bnwU-KIi_1vFTXuETZe9b8rZS1d-/edit?usp=sharing&ouid=103127448295882433037&rtpof=true&sd=true Gold Farming Guide https://docs.google.com/document/d/1I37DMAAnEeaiA7P1cx02_HcDYU5mjVUU/edit?usp=sharing&ouid=103127448295882433037&rtpof=true&sd=true Recommended Classes Guide https://docs.google.com/document/d/167ZESJaC17e0kC6TGamkrO3s0HApBLHJ/edit?usp=sharing&ouid=103127448295882433037&rtpof=true&sd=true Guild/Guild Town Guide https://docs.google.com/document/d/146MQNkZUdK6hZSI1tcFxrVY4bSr43Sht/edit?usp=sharing&ouid=103127448295882433037&rtpof=true&sd=true Couple/Spouse Guide https://docs.google.com/document/d/1cqyt8Z_Ik0qR6x_Usk5P17JTmszSQ9Nm/edit?usp=sharing&ouid=103127448295882433037&rtpof=true&sd=true Personal House Guide https://docs.google.com/document/d/1vVCucF4TbufqxQmOVxeyyigOmIDF3W6O/edit?usp=sharing&ouid=103127448295882433037&rtpof=true&sd=true Regards
    5 points
  10. Helloooo, I am back with suggestions/reminders for some of them! I'll begin with the reminder of some old suggestions that you said you could look into and/or do, much appreciated! Some new things to add to the suggestions~ 1. All Trial repeatable quests be like Temple Arena quests, where we don't have to pick up the quest at an NPC anymore and instead walk in to the trial with the quest "active" on our screen and once completed we get mailed our Trial Coins. While farming trial coins sometimes quests get missed even more so if you're doing 2+ characters, not to mention it slows you down to have to keep turning in and picking up the quests while you're farming for coins/medals. 2. Haven of Oblivion should probably be solo-able at this point as it's become extremely hard to find a party that isn't premade or actually fill 5/5 members. With the release of accursed weapons people really have no need to run the dungeon anymore aside from going for achievements, so anyone wanting to do achievements struggles to find/fill a party outside of friend groups which not everyone has. 3. Angelic Temple/Demonic Fortress are pretty old now and has become a lot harder to fill parties for (people look for 30m-2h before giving up) because people that have finished don't go anymore. For this dungeon I suggest creating a daily to give 1 of each essence or choose from and tradeable that way people who finished can still go and gain something via selling them. 4. Viridian Gorge boss Queenie has 4 crystals that spawn and we must find the real one, I think extending the time before the crystals respawn will help a lot, maybe to 50-60s is all it will need. Secondly, I think this dungeon should be a 5 man like the other towers, having to spend 1-2h to look for 10 people and then spend another 1h to do both runs is just altogether tiring for people who have time zone problems, work and overall don't have a lot of time to spend on PvE. 5. Engineer Potions These were nerfed a few patches ago to not work in PvP maps, however they currently do not work in just about all end-game PvE as well. Some examples are CC, Abyss, AT/DF, VG. If these are not bugged and are meant to be this way, I suggest wiping the current CC rankings as every rank up there would've been done with engie potions and anyone going for ranks after this change will stand no chance. 6. Account shared bank this would be really cool to see sometime in the very near future, I believe this would be a nice feature to help bring more activity to the server. 7. Lv125 Awakened Demonic Crystal Bow should work exactly like Lv115 Axe of Oblivion as it is it is hard to stack the bow consistently at 5 stacks. To avoid any abuse in PvP, making it stack the same amount of times as axe and proc the same will fix that. 8. A suggestion for Celestial Corridor: Aquarius I have been trying to think of a efficient MDPS party for this boss but with the purification to us it's pretty much impossible that MDPS will ever be viable in here. She removes pets every couple of seconds (every buff in fact) so I'd like to suggest removing her debuff skill that she uses on us so we can actually try to run MDPS here. Also the bombs are extremely laggy, I freeze up when they spawn/despawn and I know a few others who experience this. 9. If possible a way to purchase an amount of materials from the item mall's loyalty shop, the cores already have an option for this for up to x99 cores, but the other materials do not. So essentially just add that same option to the other materials so we can buy from 1-99 if we wanted, instead of being forced to choose a stack or slowly spamming to get what we need. 10. Holiday Events that get run have a daily quest to give us 1 token and 1-3 of each of the specific holiday goodies, like turkey or cakes, cookies, etc so that people with not much time can still progress and get items from events.
    5 points
  11. Option 2, and i'll state why: a) Classic content gets done and boring really fast. Once everyone is geared, it turns into a "log for TW/GvG and nope away" game. Nobody outside of these events will actually stay if they feel the game is dead. b) We are already a small community, splitting it between 2 servers is going to make an already small server look dead. To both Classic and Awaken. c) VGN cards can be used on both servers. Awaken economy will stop getting VGN injected (or at least get far less than we currently have) and prices will skyrocket, hurting anyone who tries to hop in Awaken. d) People who invested in Classic are going to forever get pissed due to how their time, effort (and sometimes money) was wasted. I'd never come back to Awaken if it was "re-launched" and i'm quite sure everyone here knows how it must feel.
    5 points
  12. Definitely option 2 this community never will gonna appreciatte the job than u did for theses years as dev, let them go with these clowns servers than they are taking "effort day by day then shut down after couple months" . Just keep the big effort on awak sir like you did since the first da , than where you take the responsability on VGN as dev.
    5 points
  13. After consideration I've changed my stance to option 2. This community doesn't deserve a reset after all of the effort put in to be accomodating towards player's needs. For the past 3 years they have bounced server to server and gotten burned while continuing to talk poorly of especially VGN despite getting screwed over even harder everywhere else, most recently the game's original developers. Their need for there to be a reset to "catch up" when all resources to easily do so have been available and accessible since the end of 2021 shows their lack of initiative or actual understanding of the effort it would take to refurbish and relaunch a new Classic server. I'm not even going to get into the idea of compensation for players who were actually active during these times because its obvious to anyone that doing so would ruin these returning players' "fresh start." There is also the fact that who is to say that the players won't get upset over one little thing and leave again? I don't feel as though there is a source of trust, and as Awaken is successful already there remains no reason to bank on a community of people who always hop to the newest bugged out server beyond kindness and pity, neither which is deserved. TLDR; Just close it if you have to. People can play on XLegends if they want classic classes so badly. This server has been right here all along and wasn't ignored by staff, but ultimately the playerbase.
    5 points
  14. Eden Eternal VGN Awaken Staring by server rates: Exp: x8 Class Exp: x8Gold: x2Drop: x8 Altar Rotation: Monday > Wednesday > Friday (Maintenance usually happen at Thursday so it stand for 1 day and come back 1 day before maintenance). Level Cap: 130. Fortification Stop at +14 11 Normal Custom Maps. Over than 15 DNGs. Tons of Items and Gears custom made. Old cast animation for skills. Awaken Weapons Lv100 and 125. Rebalanced/Reworked Awaken Classes. Multiple Exclusive PvP/PvE systems. AP Purchase is rewardable compared to how it was on any other server. Custom Racial Craft Items (Gems/Tools/Potions and more). Huge amount of custom costumes and recolored costumes. Boss reward and skill list UI improve. Archive Filter and Search. Gear Swap Increase from 3 to 5 New Gear (Monster Stone). Settings option to hide your own damage (prevent low power computer from lag). Internal upgrade to prevent crashing (it means game rarely crash). And much more. This all has been made by small team.
    5 points
  15. Since some people of my guild had issues understanding how it works, here is a simple guide explaining the steps of the awakening of a lvl 125 weapon : After crafting (or buying) your lvl 125 weapon, you have to choose which version of the weapon you are wanting to use, angelic or demonic. /!\ since the weapons are tradeable and that they retain enchant, gems, etc upon upgrading to angelic/demonic & then awakened versions, you might want to buy CC or so gems before binding / getting them to the first stage. Depending on the version, you'll have to craft either the angelic blessing stone : Or demonic curse stone : Formula cost 20 Battle tokens, which are obtained from the last boss of either Angelic Temple or Demonic Fortress via the mail reward. After using the corresponding stone, the weapon is gonna turn into angelic/demonic version & look as follows : The 1h weapons star exp progression is the following : 0 => 1* = 1500 exp 1* => 2* = 4500 exp 2* => 3* (the maximum) = 7500 exp For a total of 13500 exp The 2h weapons star exp progression is the following : 0 => 1* = 2000 exp 1* => 2* = 6000 exp 2* => 3* (the maximum) = 10000 exp For a total of 18000 exp To get exp on the weapon, you first have to equip it, and then consume one of the following items : Blessed or Cursed EXP Leaf, which you can obtain by killing bosses on 0/10 dungeons (Maps : Enchanted Marsh, Water Falls, Death Mountains) : Blessed or Cursed EXP Shell, which can be obtained by killing a boss on Angelic Temple or Demonic Fortress (except last boss): Blessed or Cursed EXP Jar, which can be obtained when killing the last boss of either Angelic Temple or Demonic Fortress : Please note that the jars are required later on for crafting the awakening stone, so use them with caution to avoid having to wait to awaken your weapon Once you reached 3 stars on your weapons, and it looks like this You'll need to craft an Angelic Awaken Stone or a Demonic Awaken Stone : and use it on your weapon. Formula cost 40 battle tokens Once done, congratulations, you got your brand new awakened weapon! If you have any more questions or suggestion to improve this little guide, just let me know!
    5 points
  16. Formulas locations : Angelic temple : Lila (First boss) : Dagger Cestus Katana Celeste (Second Boss) : Sword Bow Guitar Rachel / Sally / Sammy (last boss is chosen at random between those 3) : Mace Greatsword Grimoire Demonic Fortress : Xinos (First boss) : Club Spear Hammer Nimir (Second Boss) : Rapier Artillery Gun Staff Alice / Rhexnos / Syntha (last boss is chosen at random between those 3) : Axe Shield Sickleshot Thanks Amaris for wiki contribution (Click here to access it) of the exact locations (I just added it here because I thought it'd be useful to have the info)
    5 points
  17. Due to an exploit with Angelic Temple we had to disable this dungeon earlier today. We have created a fix and tracked down the few players who took advantage of this bug. We will be reducing these players Awaken EXP items and Essences as punishment for the bug abuse. As the abuse was very minor we will not be issuing bans over this issue. Updates Fixed and issue with Angelic Temple allowing for multiple bosses to be spawned at the same time. Fixed an issue with Gathering Items not working in Mountain Towns. Fixed a size conflict with mounts and size altering items. Fixed the new Monster Info window when the UI Scaling has been increased. Fixed the missing Base Stats on Level 95 Trial World Boss rings. Fixed the EXP amount given by Blessed EXP Leaf and Cursed EXP Leaf. Note: Compensation will be given to players who have used this item already. Fixed an issue in Angelic Temple where Rock Monster's passive was not reducing Skill DMG. Fixed an issue with Skill Reset Scroll V not working on the new gear. Fixed the new weapons crafting achievement icons. Fixed the KP description for Desperation on Lethal Arrow. More fixes towards Costume Names and Description.
    5 points
  18. New pets, new looks, new skills and updated prays! A whole new system that allows you to use pets anywhere (For the exception of PvP maps). Bring your companions with you to Haven of Oblivion, Abyss, Celestial Corridor and more! First of all let's make some quick notes so that this guide isn't too confusing. There will be 7 new type of skills for the pet system. Those are: Class Skills Enhanced Class Skills (These will override the normal Class skills.) General Pet Skills Special Pet Skills Ultimate Pet Skills Enhanced Ultimate Pet Skills (These will override the normal Ultimate Pet skills.) Note 1: Ultimate Pet Skills go into slot 3 for Prime pets. Note 2: Enhanced Ultimate Pet Skills go into slot 4 for Legendary pets. Note 3: Basic stat numbers (PATK/MATK/ETC) will be omitted since they vary depending on the character level. Obtainable: They come in the base Prime pets. Also obtained through Pet Books. Slam: Grants P-ATK pts and deals Physical DMG to the target. If the target is in "Resonating Blow" status there is a 10% chance to knock them down for 4 seconds. Resonating Blow: Deals pts of Physical DMG to the target every second for 8 seconds, stacks 5 times. Earth Shock: Grants M-ATK pts and deals Nature DMG to the target and has a 50% chance to decrease the targets ACC -pts for 8 seconds. Winter's Chill: Decreases the targets Move SPD -10% and deals pts of Ice DMG to the target every second for 8 seconds, stacks 3 times. Magic Blockade: Grants P-ATK pts and deals Physical DMG to the target and Silences them for 4 seconds. Has no effect on boss monsters. Swift Attack: Grants P-ATK pts and deals Triple Hit Physical DMG to the target. Ambush: Increases the targets P-DMG Taken +50% on the next attack. Collapsing Blow: Grants P-ATK pts and deals Physical DMG to the target and decreases the targets Block & Parry -pts for 8 seconds. Spirit Scar: Grants P-ATK pts and deals Physical DMG to the target and prevents them from being healed for 4 seconds. Light's Sanction: Grants M-ATK pts and deals Holy DMG to the target and decreases their Nature and Holy Resistance -5 pts for 8 seconds. Vocal Bomb: Grants M-ATK pts and deals Fire DMG to the target. If the target is in "Earth Shock" status there is a 10% chance to knock them down for 4 seconds. Rage of Storms: Decreases the targets ATK SPD -pts, Cast SPD -pts and deals pts of Lightning DMG to the target every second for 8 seconds, stacks 3 times. Resistance Collapse: Decreases Fire, Ice and Lightning Resistance -5 pts for 8 seconds. Deadly Icicle: Grants M-ATK pts and deals Triple Hit Ice DMG to the target. Nightmare Attack: Grants M-ATK pts and deals Dark DMG to the target. If the target is in "Dark Parasite" status, Nightmare Attack deals Double Hit DMG. Sacred Light: Grants M-ATK pts and deals Holy DMG to the target and decreases the targets Move SPD -10% for 8 seconds, stacks 3 times. Protective Light: Heals all party members within 15 meters and removes 1 negative status. Drake's Power: Grants M-ATK pts and deals Double Hit Fire DMG to the target. Dancing Blade: Grants P-ATK pts and deals Physical DMG to all enemies within 10 meters of the caster. Purgatory: Grants P-ATK pts and deals Physical DMG to all enemies within a 10 meter straight line and decreases their DEF -pts for 8 seconds. Protrusion: Grants P-ATK pts and deals Physical DMG to the target. If the target is in "Purgatory" status, their Physical Resistance is decreased -5 pts for 8 seconds. Flash Bomb: Grants P-ATK pts and deals Physical DMG to the target and decreases the targets ACC -pts for 8 seconds. Oil Bomb: Grants P-ATK pts and deals Physical DMG to all enemies within 10 meters of the target dealing pts of Physical DMG every second for 8 seconds, stacks 3 times. Brain Drain: Grants P-ATK pts and deals Physical DMG to the target and decreases the targets M-DMG Dealt -5% for 8 seconds, stacks 2 times. Eagle Pursuit: Grants P-ATK pts and deals Physical DMG to the target. If the target's HP is below 20% Eagle Pursuit will deal Double Hit DMG. Piercing Spiral: Grants P-ATK pts and deals Physical DMG to the target and decreases the targets Pierce Resistance -5 pts. Fire Bomb: Grants M-ATK pts and deals Fire DMG to the target and has a 10% chance to stun the target for 4 seconds. Lightning Bolt: Grants M-ATK pts and deals Lightning DMG to the target. If the target is in "Winter's Chill" status there is a 10% chance to knock them down for 4 seconds. Dark Parasite: Deals pts of Dark DMG to the target every second for 8 seconds, stacks 3 times. Natural Punishment: Grants M-ATK pts and deals Nature DMG to the target and has a 50% chance to Immobilize them for 4 seconds. Has no effect on boss monsters. Drake Tail Slash: Grants M-ATK pts and deals Fire DMG to all enemies within a 10 meter fan-shaped area knocking them back 5 meters. Obtainable: They come in the base Legendary pets. Also obtained through Pet Books. Heavy Slam: Grants P-ATK pts and deals Physical DMG to the target and has a 15% chance to knock them down for 4 seconds. Resonating Strike: Deals pts of Physical DMG to the target every second for 8 seconds, stacks 5 times. Earth Strike: Grants M-ATK pts and deals Nature DMG to the target and decreases the targets ACC -pts for 8 seconds. Winter's Touch: Decreases the targets Move SPD -15% and deals pts of Ice DMG to the target every second for 8 seconds, stacks 2 times. Magic Chains: Grants P-ATK pts and deals Physical DMG to the target and decreases their Move SPD -25% and Silences them for 4 seconds. Has no effect on boss monsters. Rapid Strikes: Grants P-ATK pts and deals Quadruple Hit Physical DMG to the target. Shadow Ambush: Increases the targets P-DMG Taken +100% on the next attack. Crushing Blow: Grants P-ATK pts and deals Double Hit Physical DMG to the target and decreases the targets Block & Parry -pts for 8 seconds. Spirit Burning Scar: Grants P-ATK pts and deals Physical DMG to the target. Removing 1 positive status' and prevents them from being healed for 4 seconds. Light's Purity: Grants M-ATK pts and deals Holy DMG to the target and decreases their Nature and Holy Resistance -8 pts for 8 seconds. Vocal Shout: Grants M-ATK pts and deals Fire DMG to all enemies within 10 meters of the target and has a 10% chance to stun them for 4 seconds. Thunder Storms: Grants M-ATK pts and deals Lightning DMG to the target and decreases the targets ATK SPD -pts, Cast SPD -pts and deals pts of Lightning DMG to the target every second for 8 seconds, stacks 3 times. Resistance Tap: Decreases Fire, Ice and Lightning Resistance -8 pts for 8 seconds. Violent Icicle: Grants M-ATK pts and deals Quadruple Hit Ice DMG to the target. Shadow Strike: Grants M-ATK pts and deals Double Hit Dark DMG to the target. Holy Light: Grants M-ATK pts and deals Holy DMG to the target and decreases their Holy Resistance -5 pts and Move SPD -10% for 8 seconds, stacks 3 times. Guardian Light: Heals all party members within 20 meters and removes 1 negative status. Empowered Drake's Power: Grants M-ATK pts and deals Fire DMG to the target. This skill will hit the target twice. Flame Drake Slash: Grants M-ATK pts and deals Fire DMG to all enemies within a 15 meter target area knocking them back 10 meters. Dancing Blade: Grants P-ATK pts and deals Triple Hit Physical DMG to all enemies within 10 meters of the caster. Asura's Purgatory: Grants P-ATK pts and deals Double Hit Physical DMG to all enemies within a 10 meter straight line and decreases their DEF -pts for 8 seconds. Protrusive Stab: Grants P-ATK pts and deals Physical DMG to the target and decreases their Physical Resistance is decreased -8 pts for 8 seconds. Flash Bang: Grants P-ATK pts and deals Physical DMG to the target and decreases the targets ACC for 8 seconds. Dirty Oil Bomb: Grants P-ATK pts and deals Physical DMG to all enemies within 10 meters of the target dealing pts of Physical DMG every second for 8 seconds, stacks 3 times. Power Drain: Grants P-ATK pts and deals Physical DMG to the target and decreases the targets DMG Dealt -5% for 8 seconds, stacks 3 times. Violent Pursuit: Grants P-ATK pts and deals Physical DMG to the target. If the target's HP is below 20% Eagle Pursuit will hit the target twice. Piercing Strike: Grants P-ATK pts and deals Physical DMG to the target and decreases the targets Pierce Resistance -8 pts for 8 seconds. Earthly Punishment: Grants M-ATK pts and deals Double Hit Nature DMG to the target and Immobilizes them for 4 seconds. Has no effect on boss monsters. Flame Bomb: Grants M-ATK pts and deals Fire DMG to the target and has a 20% chance to stun the target for 4 seconds. Thunder Bolt: Grants M-ATK pts and deals Lightning DMG to the target and has a 10% chance to stun them for 4 seconds. Evil Parasite: Deals pts of Dark DMG to the target every second for 8 seconds, stacks 3 times. Obtainable: They come with the base pets. Also obtained through Pet Books. Shadow Slash: Grants M-ATK pts and deals Dark DMG to the target and Silences them for 5 seconds. Has no effect on boss monsters. Poison Blade: Deals pts of Physical DMG to the target every second for 10 seconds, stacks 10 times. Heavy Strike: Grants P-ATK pts and deals Physical DMG to the target and decreases their Strike Resistance -10 pts for 10 seconds. Heavy Impact: Grants P-ATK pts and deals Physical DMG to the target and has a 50% chance to stun the target for 5 seconds. Piercing Arrow: Grants P-ATK pts and deals Double Hit Physical DMG to the target and decreases their Pierce Resistance -7 pts for 10 seconds. Swinging Shot: Grants P-ATK pts and deals Physical DMG to the target and decreases their Physical DMG Dealt -10% for 7.5 seconds. Bone Gnash: Grants P-ATK pts and deals Physical DMG to the target and decreases their DEF -pts for 10 seconds. Blazefire: Grants M-ATK pts and deals Fire DMG to the target and has a 50% chance to deal pts of Fire DMG every second for 10 seconds. Snowball: Grants M-ATK pts and deals Ice DMG to the target and decreases their Ice Resistance -10 pts for 10 seconds. Dark Gravitation: Grants M-ATK pts and deals Dark DMG to the target and decreases their Move SPD -15% for 10 seconds, stacks 2 times. Has no effect on boss monsters. Purifying Light: Grants M-ATK pts and deals Holy DMG to the target and has a 50% chance to remove 2 positive status' from the target. Lightning Shock: Grants M-ATK pts and deals Lightning DMG to the target and decreases their Lightning Resistance -7 pts for 10 seconds. Toxic Magic: Grants M-ATK pts and deals Nature DMG to the target and deals pts of Nature DMG every second for 10 seconds. Rainbow Rays: Grants surrounding allies within 15 meters M-ATK pts and EVA pts for 10 seconds, stacks 5 times. Sickle Strike: Grants P-ATK pts and deals Physical DMG to all enemies within 10 meters of the target dealing DMG equal to 1% of the targets Max HP. Has no effect on boss monsters. Snipers Heart: Grants surrounding allies within 15 meters P-ATK pts and ACC -pts for 10 seconds, stacks 5 times. Falling Star: Grants M-ATK pts and deals Holy DMG to all enemies within 10 meters of the target. Burning Spirit: Grants surrounding allies within 15 meters ATK SPD pts and Cast SPD pts for 10 seconds, stacks 5 times. Frozen Barrier: Grants surrounding allies within 15 meters Elemental Resistance +2 pts for 10 seconds, stacks 5 times. Nature Energy: Grants surrounding allies within 15 meters recovering HP equal to 1% of their Max HP every second for 5 seconds. Magical Energy: Grants surrounding allies within 15 meters recovering MP equal to 1% of their Max MP every second for 5 seconds. Wind Song: Grants surrounding allies within 15 meters Move SPD +25% for 10 seconds. Fiery Spirit: Grants surrounding allies within 15 meters Physical DMG Dealt pts for 10 seconds, stacks 5 times. Stargazer: Grants surrounding allies within 15 meters Magical DMG Dealt pts for 10 seconds, stacks 5 times. Light Shield: Grants surrounding allies within 15 meters DMG Taken pts for 10 seconds, stacks 5 times. Shattering Flame: Grants M-ATK pts and deals Fire DMG to the target and has a 50% chance to decrease Fire Resistance -10 pts for 10 seconds. Cursed Mana: Grants M-ATK pts and deals Dark DMG to the target and decreases their Dark Resistance -10 pts for 10 seconds. Wind Storm: Grants M-ATK pts and deals Nature DMG to all enemies within 10 meters of the target. Calling Thunder: Grants M-ATK pts and deals Lightning DMG to all enemies within 10 meters of the target. Frozenado: Grants M-ATK pts and deals Ice DMG to all enemies within 10 meters of the target. Obtainable: Only available with Pet Books. Frenzied Attack: Grants P-ATK pts and deals Physical DMG to the target. This skill will hit the target three times. Take Root: Grants M-ATK pts and deals Triple Hit Nature DMG to the target and Immobilizes them for 6 seconds. Has no effect on boss monsters. Laughing Curse: Grants M-ATK pts and deals Double Hit Dark DMG to the target and deals pts of Dark DMG every second for 10 seconds. Righteous Smite: Grants M-ATK pts and deals Holy DMG to all enemies within 10 meters of the target knocking them down for 3 seconds. Deep Slash: Grants P-ATK pts and deals Physical DMG to the target and decreases their Slash Resistance -5 pts for 10 seconds, stacks 4 times. Crushed Bone: Grants P-ATK pts and deals Physical DMG to the target and decreases their Strike Resistance -5 pts for 10 seconds, stacks 4 times. Pierced Armor: Grants P-ATK pts and deals Physical DMG to the target and decreases their Pierce Resistance -5 pts for 10 seconds, stacks 4 times. Flame Brand: Grants M-ATK pts and deals Fire DMG to the target and decreases their Fire Resistance -5 pts for 10 seconds, stacks 4 times. Frosty Touch: Grants M-ATK pts and deals Ice DMG to the target and decreases their Ice Resistance -5 pts for 10 seconds, stacks 4 times. Mark of Thunder: Grants M-ATK pts and deals Lightning DMG to the target and decreases their Lightning Resistance -5 pts for 10 seconds, stacks 4 times. Poison Ivy: Grants M-ATK pts and deals Nature DMG to the target and decreases their Nature Resistance -5 pts for 10 seconds, stacks 4 times. Sanctum Response: Grants M-ATK pts and deals Holy DMG to the target and decreases their Holy Resistance -5 pts for 10 seconds, stacks 4 times. Cursed Mark: Grants M-ATK pts and deals Dark DMG to the target and decreases their Dark Resistance -5 pts for 10 seconds, stacks 4 times. Weakened Armor: Increases the targets Physical DMG Taken +5% for 7 seconds. Mana Curse: Increases the targets Magical DMG Taken +5% for 7 seconds. Cracked Armor: Grants P-ATK pts and deals Physical DMG to the target and decreases their DEF -15% for 10 seconds. Flame Spitter: Grants M-ATK pts and deals Double Hit Fire DMG to all enemies within 15 meters of the target and decreases their P-ATK & M-ATK -5% for 10 seconds. Frosty Winds: Grants M-ATK pts and deals Double Hit Ice DMG to all enemies within 15 meters of the target and decreases their Move SPD -20% for 10 seconds. Lightning Strike: Grants M-ATK pts and deals Double Hit Lightning DMG to all enemies within 15 meters of the target and decreases their DMG Dealt -7% for 10 seconds. Floral Winds: Grants M-ATK pts and deals Double Hit Nature DMG to all enemies within 15 meters of the target and deals Nature DMG every second for 10 seconds. Sanctimonious Light: Grants M-ATK pts and deals Double Hit Holy DMG to all enemies within 15 meters of the target and decreases their EVA for 10 seconds. Fearful Strike: Grants M-ATK pts and deals Double Hit Dark DMG to all enemies within 15 meters of the target and decreases their ACC for 10 seconds. Obtainable: A max fused Prime Pet has a % of obtaining one of these. Also from the Vicinity RNG Pet Book. Natural Disaster: Grants M-ATK pts and deals Double Hit Nature DMG to all enemies within 25 meters of the caster. Horrific Slash: Grants P-ATK pts and deals Physical DMG to all enemies within 25 meters of the caster and decreases their Slash Resistance -12 pts for 10 seconds. Lightning Assault: Grants M-ATK pts and deals Lightning DMG to all enemies within a 30 meter star shaped area. Thousand Arrow Rain: Grants P-ATK pts and deals Triple Physical DMG to all enemies within 25 meters of the caster. Accelerant: Grants M-ATK pts and deals Fire DMG to all enemies within 25 meters of the caster and decreases their Fire Resistance -7 pts for 10 seconds. Final Light: Grants M-ATK pts and deals Holy DMG to all enemies within 25 meters of the caster and decreases their Holy Resistance -12 pts for 10 seconds. Frozen Breath: Grants M-ATK pts and deals Ice DMG to all enemies within a 30 meter fan-shaped area. This skill will hit enemies twice. Forceful Strike: Grants P-ATK pts and deals Physical DMG to all enemies within 25 meters of the caster decreasing their DEF pts and Move SPD -15% for 10 seconds. Curse Mark: Decreases the targets Dark Resistance -15 pts for 10 seconds. Obtainable: A max fused Legendary Pet has a % of obtaining one of these. Blood Slash: Grants P-ATK pts and deals Physical DMG to all enemies within 25 meters of the caster and decreases their Slash Resistance -15 pts for 10 seconds. Gaslighting: Grants M-ATK pts and deals Fire DMG to all enemies within 25 meters of the caster and decreases their Fire Resistance -10 pts for 10 seconds. Collapsing Light: Grants M-ATK pts and deals Holy DMG to all enemies within 25 meters of the caster and decreases their Holy Resistance -15 pts for 10 seconds. Enhanced Curse Mark: Decreases the targets Dark Resistance -20 pts for 10 seconds. Angel Prayer: Heals all surrounding allies within 20 meters HP and recovers their HP pts and MP pts every second for 7 seconds. Guardian Angel: Grants surrounding allies within 20 meters DMG Taken -7% for 10 seconds. Natural Disaster: Grants M-ATK pts and deals Nature DMG to all enemies within 25 meters of the caster. This skill will hit enemies twice. Lightning Assault: Grants M-ATK pts and deals Double Hit Lightning DMG to all enemies within a 30 meter star shaped area. Thousand Arrow Rain: Grants P-ATK pts and deals Quadruple Physical DMG to all enemies within 25 meters of the caster. Frozen Breath: Grants M-ATK pts and deals Ice DMG to all enemies within a 30 meter fan-shaped area. This skill will hit enemies three times. Forceful Strike: Grants P-ATK pts and deals Physical DMG to all enemies within 25 meters of the caster decreasing their DEF pts and Move SPD -20% for 10 seconds. Prime Pets Attack Speed 8->5% Move Speed 10% -> 7% (5% remains unchanged) Shield Block 10% -> 5% HP 5% -> 10% MP 5% -> 10% Skill Healing 7% -> 5% (removed the -5 element) HoO Guard Resistance Prays 15 pts -> 10 pts Legendary Pets Super Boots 20% -> 10% Master Assassin 20% -> 15% Expert Insight 20% -> 15% Mythical 15% -> 10% Slight of Hand 20% -> 15% Expert Spellslinger 20% -> 15% Full Burst 20% -> 15% Arcane Explosion 20% -> 15% Iron Armor 10 pts -> 7 pts Magical Barrier 10 pts -> 7 pts Soul Protection -20% -> -15% Hard Skin -7% -> -5% Shield Protection -20% -> -10% Stick Protection 20% -> -10% Master of Pour 8% -> 7% Battle Medic 10% -> 7% Expert Hunter 20% -> 10% Move Speed and 15% ATK/Cast Speed Hard Hitter 20% -> 10% Rate & 15% DMG Physical DPS 5% -> 4% Magic DPS 5% -> 4% Question: Does the knockdown work on bosses? Answer: Unless it is stated otherwise, the CC will work on the bosses. If it doesn't you'll see "Has no effect on boss monsters." on the description. Question: Will my already fused pets lose their prays? Answer: No, they will not. Skills however might get replaced with the newer ones. Question: How do I know if a skill is a Class one or a General one? Answer: All skills are listed and categorized in this post. Simply CTRL + F and search up the Skill Name to find out what type of skill it is.
    4 points
  19. That's the thing, everyone that currently has 1-2 sets awakened, I guarantee you they farmed majority if not all of the (168) essences before this patch even came out and that not a single person has awakened a set from this patch without having essences from before hand. Many of the playerbase used to sell sets or essences, others farmed because abyss was quick so people had them ahead of time. Yes, it may take a month if you farm on 2-3 characters a day but why should we spend that long on a single set when there's 16 and to be geared we need at least 2-3 sets depending on the role we choose? A single character, I have many doubts that it will at all collect enough essences in a month to awaken a set. There's already too much to do as it is and everything takes a lot of time to farm/grind currently. There's things like Celestial Corridor and Angelic Temple/Demonic Fortress, that are still end-game content and take a while to even fill parties for currently. CC you can recruit for hours but unless you ask friends to go it's more than likely not going to fill. AT/DF is similar, HOO is dead because of accursed weapons. And even then, every single DGN is necessary or relevant still for some reason, be it gear or achievements. All of them take 1 hour + to complete and most days 1-2h to recruit for, people just don't have this kind of time or motivation to spend between work/school for extreme grinds, 168 essences is far too many. Spending 1-3 months to grind for a single set just feels pointless, especially if 115 set is far cheaper and in some cases better than 125 awakened. I would really appreciate it if you can consider changing the amount necessary before it becomes "old content" or in 4-5 months, just give the remaining playerbase some kind of hope, motivation, and something to look forward to instead of bigger grinds, please and thank you.
    4 points
  20. Hello, I am a part of those returning players who have recently started trying to catch up with the players who have been grinding for these awakened sets for months and months on end. I've also seen a few threads and suggestions people have made regarding the amount needed. I can see why they want it lowered, and also why you would want it to be retained. But maybe it's time to recheck the free time the community has in a month? Yes, people who are able to actively play every day would take a couple of months to complete them which prolongs the lifespan of each patch the GM team rolls out, but does the community still have that much free time? Just looking at it from the point of view of the new player/returning player you refuse to adjust for, it is very intimidating to know that it would take regular players that long and that it would take maybe ten times the duration for us players who can only log on a few times a week? It promotes "account sharing" or just demotivates a person completely because it takes that long to get even just one set (probably a month or so). Of course, I know you have to account for these active players and that decreasing the quantity would mean hastening the time it would take for them to complete the sets.. but what happens when the active players you want to avoid reaching the end game too quickly want to take a break from the grind? It would be old players taking a break from the game and new players with a big obstacle to cross just to even get one set to awaken. Of course, at the end of the day, I am but one player who just so happens to have returned to the game. It's the GM team's call on how they want to run the game. But maybe it's worth looking at it from the point of view of other than just that the numbers make sense?
    4 points
  21. Hello, It's been many months since Elemental Expedition has been released (Patch v96, The 23th June 2022). In my opinion, this Expedition deserve a rework to be more accessible for everyone. First example, only one guild has the statue that the expedition gives. The others actives guilds don't have it. Those are the current most active guild (Only 2 of them are PvP). As you can see, they still use the old expedition statues. Why ? Because they can't group up 25 players, and even if they can, it'll end up by being too laggy after 15 members in the raid. In my opinion, this expedition should be reworked to be do-able easier as a 10 Players group, by reducing every bosses HP or resistance / or allowing 200% pots, and for the 2nd boss, reducing the space between elementals stones and boss to avoid some hard reset. The dungeon is very interesting to do, mechanics are fun, but it's way too long even with a party of strong players. Increasing the amount of reward wouldn't fix the problem, only one guild would have the statues all the time. I'm very surprised that others guilds didn't ask for any change about it, since thoses statues are very good to use. I'm pretty sure that by making it as a 10 Players party, it would add another daily PvE content to do, even if you reduce the reward it gives. 20~30 min in that Expedition would be way enough for casual players that can't play all the day. Thanks for reading, Yato
    4 points
  22. Hola. Wepa wepa. I'm Mar, ''MAR'' / ''MER'' also know as MARSIRENAS ; Main manager of NOBLES GAMERS Server on Discord and my YOUTUBE @MARSIRENAS & @NOBLESGAMERS channel. I just wanted to share a Article I made. Anyone can email me at marsirenas@yahoo.com Hope this helps you. In the realm of gaming, Massively Multiplayer Online Role-Playing Games (MMORPGs) have emerged as a groundbreaking genre that captivates players of all genders and ages. These immersive virtual worlds offer a plethora of experiences, challenges, and social interactions that transcend traditional gaming boundaries. In this article, we will explore the best aspects of MMORPGs for both men and women, highlighting how these games provide unique opportunities for personal growth, community building, and endless adventures. Freedom of Self-Expression One of the most appealing aspects of MMORPGs is the freedom they provide for players to express their individuality and creativity. Both men and women can create unique avatars and customize their appearance, from facial features to clothing options, allowing them to represent themselves as they wish. This freedom of self-expression empowers players to embrace their identity, explore different personalities, and even challenge societal norms within the safety of a virtual world. Engaging Storytelling MMORPGs are renowned for their captivating narratives, deep lore, and intricate world-building. These games offer a rich tapestry of stories, quests, and adventures that immerse players in epic sagas and fantastical realms. Regardless of gender, players can become the heroes of their own stories, embarking on quests, unraveling mysteries, and overcoming challenges alongside friends or fellow adventurers. The engrossing narratives of MMORPGs allow both men and women to experience thrilling adventures and connect with compelling characters. Social Connection and Community MMORPGs provide an unparalleled platform for social interaction and community building. Players can connect with millions of others from around the globe, fostering friendships, alliances, and even romantic relationships. The virtual environments of MMORPGs break down geographical barriers, allowing men and women to bond over shared interests and common goals. These games often feature robust communication tools, guild systems, and player-driven economies, encouraging collaboration, teamwork, and the forging of lasting connections. Skill Development and Strategic Thinking MMORPGs are not just about mindless button-mashing; they require strategic thinking, problem-solving, and skill development. Both men and women can hone their cognitive abilities by engaging in complex combat systems, mastering intricate crafting mechanics, or participating in intense player versus player (PvP) battles. MMORPGs often feature diverse character classes with unique abilities, fostering different playstyles and strategic approaches. Through gameplay, players can improve their decision-making, adaptability, and analytical thinking skills. Empowering Role Models In many MMORPGs, strong and empowering characters exist, serving as role models for players of all genders. These characters break stereotypes and challenge traditional gender roles, offering inspiration and representation. Whether it's a fearless warrior, a cunning sorceress, or a wise leader, these diverse avatars provide men and women with the opportunity to identify with powerful figures who embody strength, intelligence, and resilience. MMORPGs help reshape societal perceptions of gender roles, encouraging players to embrace their own strength and potential. Escapism and Mental Well-being MMORPGs offer a form of escapism, allowing both men and women to temporarily detach from the pressures of the real world and immerse themselves in a virtual realm of adventure and exploration. These games can serve as a therapeutic outlet, reducing stress, anxiety, and loneliness. Engaging in MMORPGs provides an opportunity to disconnect from daily challenges, enjoy a sense of achievement, and find solace in a supportive online community. Conclusion MMORPGs provide a unique and inclusive gaming experience for both men and women, offering a wide range of benefits and opportunities for personal growth. From the freedom of self-expression to engaging storytelling, social connection, and skill development, these virtual worlds have something to offer everyone. MMORPGs break down barriers and create a level playing field where players can connect based on shared interests and goals, irrespective of their gender. The ability to express oneself freely within MMORPGs is a significant draw for both men and women. Creating avatars and customizing their appearance allows players to experiment with different identities and challenge societal norms. This freedom of self-expression fosters a sense of empowerment and encourages individuals to embrace their true selves without fear of judgment. MMORPGs provide a safe space where players can explore different aspects of their personalities and forge new identities. The storytelling aspect of MMORPGs is another compelling feature that appeals to players of all genders. These games present immersive narratives, intricate lore, and vast worlds to explore. Whether it's embarking on epic quests, discovering hidden treasures, or uncovering the secrets of an ancient civilization, MMORPGs provide a sense of adventure and discovery. Men and women can equally immerse themselves in these rich narratives, connecting with the characters and becoming part of the unfolding story. The social aspect of MMORPGs is unparalleled, as players have the opportunity to connect with a diverse community from all corners of the globe. Gender becomes irrelevant in these virtual worlds, as individuals come together based on shared interests and common goals. The communication tools and guild systems within MMORPGs facilitate collaboration and teamwork, fostering a strong sense of camaraderie. Friendships, alliances, and even romantic relationships can develop within these virtual communities, offering a support network and a sense of belonging. MMORPGs are not solely about entertainment; they also promote skill development and strategic thinking. Engaging in complex combat systems, mastering crafting mechanics, or participating in PvP battles require players to think critically and make strategic decisions. Both men and women can enhance their problem-solving abilities, adaptability, and analytical thinking skills through these games. MMORPGs provide a platform for continuous growth and improvement, allowing players to develop valuable skills that can be applied in various real-life situations. Moreover, MMORPGs offer a range of empowering role models for both genders. These games challenge traditional gender roles and provide strong, intelligent, and resilient characters for players to identify with. By embodying these powerful avatars, players can challenge societal stereotypes and embrace their own strength and potential. MMORPGs contribute to shaping a more inclusive and diverse gaming landscape, where individuals of all genders can find representation and inspiration. In addition to these benefits, MMORPGs also serve as a form of escapism, providing players with a mental respite from the challenges of the real world. Engaging in these virtual worlds allows individuals to temporarily disconnect from daily stresses, reducing anxiety and providing a sense of achievement. The supportive online communities within MMORPGs offer a space where players can find comfort, share experiences, and build relationships. In conclusion, MMORPGs offer a multitude of advantages for both men and women. From the freedom of self-expression to engaging storytelling, social connection, and skill development, these games provide a diverse range of experiences that transcend traditional gaming boundaries. MMORPGs empower individuals, challenge stereotypes, and create inclusive communities where players can forge meaningful connections. As the popularity of MMORPGs continues to grow, their impact on personal growth and social interaction will undoubtedly continue to shape the gaming landscape for men and women alike.
    4 points
  23. Hey everyone! I know some of you are eagerly awaiting an update on the situation for the EE Classic Server. Unfortunatly we have decided not to pursue this at the current time. We appreciate the good words in this discussion towards our server, but please know we did not take this decision lightly, especially with the status of the new official server. We feel its within our best interests to lay this project to rest for now and turn our attention to Eden Awakened. There is several reasons on why this was the decision but I think the main one being I just don't think a Classic server will ever be successful enough in the long-term. To this date we have saw countless servers open and close and they all end up with the same results, people play, people complete everything super fast then push for the next content quickly because (rightly so), people get bored. I think the only way to avoid the above situation is by following a similar path our Awaken server took which is once you reach the ideal point in time, you then pivot into new custom content based and balanced around the stage of the game that is most optimal for players. You could argue that taking notes from the Awaken server to slow down the progression of content to make it so people can't just complete there gear in a week for several classes at the same time is also an option. However, that being said this would be a huge time commitment for me and will probably have mixed opinions among the Classic community, which if history has taught us anything (not just talking about our server), mixed opinions cause huge divisions when new servers become available which the community is not just big enough to support. So to conclude, althought I never want to say never as of the current moment in time there is no desire from myself or anyone else on the team to pursuit this project as it stands. The server will remain open until May 11th, till about 12pm-1pm UTC when maintenance begins for Eden Awakened and Scarlet Blade. During this, Classic will come offline and stay offline. The Classic section of the forums will also close at this time. Accounts are network wide, and can be used to log into Scarlet Blade and Eden Eternal Awakened. They will not be deleted with this shut down. Any VGN, transfered AP or unused AP purchased since October 13th, 2022 on Eden Classic will be refunded back into VGN and can be used on Eden Eternal Awakened or Scarlet Blade. It will be returned at a 1 VGN:1.1 AP rate to account for the additional AP obtained when changing VGN into AP. We thank those that played and enjoyed Eden Eternal Classic, and perhaps in the future we can bring it back in a way that's exciting for all those that wish to try it! --- Hey everyone! We have reached a bit of a crossroad with our Classic server so we're bringing up the question to our community of what to do next. The Classic playerbase has been unstable a few months after its launch. Up until last year this was fine as there was still enough players actively playing the game. However, there has been a significant decline in active players which has resulted in updates being made to band-aid the problem of parties not having enough players to complete the content. With the next scheduled patch it is just not possible to band-aid the problem and it would require a lot of time from myself to make the necessary changes to make the content not only completable but also make the content worth completing (as the new gear is mostly focused around Awaken Classes). The staff at VGN have discussed in length of what we can do and what directions we can take with the Classic server and there is only really two options available. The First Option Reset the server to an earlier piece of content, clear the database and start from scratch. With this option, we would keep a lot of the changes that have been made over the last couple of years to the Classic server. Some of the main changes include but are not limited to: Halcyon Type Safety Stones on altar. Class Drops and Auto Loot. Shaman class rework. Vendetta Starter Equipment. Class Drop Class Medals in 0/2 and 0/10 Dungeons. Character Customization Upgrades. If this option is considered, we will be leaving suggestions open during it's development process prior to releasing. This will allow those who want to pose a suggestion prior to it's release to have that option and allow for feedback on previous/existing/future suggestions. For this option to be considered, we would require a significant amount of interest. If there is not enough interest in a remake of Eden Classic, then we cannot justify taking the development time away from Awakened to satisfy only a handful of people. If you truly are interested in this and would want to play a server like this, starting from the beginning for that classic feel, then please make that interest known. The Second Option Unfortunately, the only other option would be to close the server down. As mentioned before, its not fair on the Awakened server to split development time between the 2 when Classic only has 5-10 players active in it. We cannot say for certain if the idea of a Classic server would ever be revisited, but if this option is selected, the chances would be quite slim. We would like to hear your opinions and ideas on the matter and we are grateful for your continued support over the years.
    4 points
  24. I was hoping that official release could give us something new or atleast a smooth gameplay for a few months but they couldn't even keep it for a few hours. IMO, in the next days official server will show to the community that a "official" server is not that different than an unprofessional private server, in fact they are worse, they are greedy and their product is worse. The only good thing that this relaunch did give to us is the notion that our community can be way bigger than it is now for classic content. I can't speak for the others or make promises that if VGN relaunch classic the whole community will come up and never quit. The risk of relaunching it will always be there (probably less risky now), but we got at the point that the only trustable management is from VGN. Option 1 PLEASE
    4 points
  25. New content has arrived at Eden Eternal Vendetta! We once again apologise for the delays and thank you for your patience! The battle of light and dark begins! Available for level 125 players and above, Angelic Temple and Demonic Fortress are the latest dungeons added to the game. Head over to Death Mountains to enter the new dungeons. These dungeons bring you new weapons and trophies to collect. Both dungeons are available to be entered twice a day. Angelic Temple Welcome to Angelic Temple ruled by Temple Guardian Sammy and his loyal guardians! Demonic Fortress Step if you dare into Demonic Fortress ruled by Demon Queen Syntha and her loyal servants! Today we bring you new Awaken Weapons! There is two variants for each weapon type totaling 36 possible weapons overall. The Process We have created a custom Awakening System to improve the process to Awaken Weapons. Unlike previous Awaken Weapons, any fortifications, enchants, gems, and gear upgrades will be transfered from the pre-awaken stages to the awaken stages. This means from the moment you receive your weapon you can begin working on it and using it. To start the process you will need to collect a base weapon from either Angelic Temple or Demonic Fortress. These weapons come in the form of a Blueprint or an Artisan Blueprint. Once you have your base weapon you can then upgrade it to an Angelic or Demonic version of the weapon. You can do this by using either a Angelic Blessing Stone or a Demonic Curse Stone. This will upgrade both it's attack stats and effects. Once you have your Angelic or Demonic weapon you can start gaining Awaken EXP by collecting and using Awaken EXP items. You can see your progress if you hover over the weapon in your inventory. Once you have collected all 3 stars your weapon will be ready for Awakening. To awaken the weapon you must collect either a Angelic Awaken Stone or a Demonic Awaken Stone. The Awaken Stone type and the Weapon type should match. Angelic Awaken Stone will awaken a Angelic Blessed Weapon only. Demonic Awaken Stone will awaken a Demonic Blessed Weapon only. Awaken EXP To aquire Awaken EXP for your weapons you need to collect Awaken EXP items. Awaken EXP items will always drop from bosses who have them on the drop table and will be limited to one drop per player. If your bag is full then the item will be mailed to you instead. You can get Blessed EXP Jars and Cursed EXP Jars from the last boss in Angelic Temple and Demonic Fortress respectively. You can get Blessed EXP Shells and Cursed EXP Shells from the first and second boss in Angelic Temple and Demonic Fortress respectively. You can get Blessed EXP Leafs and Cursed EXP Leafs from Tree Root Cavern, Desolate Forest, Grandiose Valley, Ice Crystal Palace and Burning Mountain Multiplayer Modes. Lethal Arrow has just become a whole lot more Lethal! Today we are updating the Lethal Arrow class. We feel like this class does not really have much space in game and even when it has been used in the past it was never due to being enjoyable but rather just it was too strong to not be used. We decided to update the direction of this class to make it feel a bit more like how the original Ranger felt with changes that make it feel more like a single target killer and a good dualist rather than an Semi-AoE DoT class. Here is a list of the new skills for the ranger class: Client Stability Improvements! We have added some more Client Stability Fixes with this update in the war against the Alpaca Box! We got some reports from players who have helped me debug these new issues and we hope to have solved them. For more information about Client Stability changes check our previous patch notes! Monster Info Window Update! We have updated the Monster Info window to contain more information about the monster and removing the tabbing system. Achievement Window Updates! You can now hide completed achievements when looking through your achievement list to help you track what is left to be completed! Itemmall and Altar Updates With the release of new higher level equipment we have added updated level Chisels and Scrolls to the Itemmall and Altars. We have also added some missing materials from the EP Shop. We have also added a variety of new pets and costumes! Major internal changes to the games buffing system! We have made some internal changes that should not have too much affect on you the player. We had to make this changes to improve the games ID system for this and future content. Although this has been thoroughly tested we may has missed something. So the content this would affect includes: Haven of Oblivion Changes As we know there will be a lot less desire to play this content now that there is new weapons released we have done some QoL nerfs to this content so that people who still want gear from this dungeon can do so with either less players and less grinding. We have removed the restriction on Reality Potions. We have reduced the quest requirements for all trophies from 10 to 5 and increased the drop rate on the quest item to 100%. Text and Misc UI Updates We have done a lot of text fixes / updates across the whole game which I must credit @MrDoudou for as he has done most of it. A lot of these changes maybe subtle but improve clarity across the entire game. Here is some examples of what has been improved: Fixed an issue where the Revelation Armor Set was not dealing Dark DMG as stated. Fixed an issue with Mimic Scrolls not working past level 120. Fixed an issue where <The Scales Spirit> Libra's Equilibruim Soldiers would not reduced resistances as stated. Removed a bugged Summoning Scroll from The Summoner Ahdon. Fixed an issue where Icecrown Altar and Diamcrys Keep's level requirement was reversed. 😜 Have Nice Time 🤪
    4 points
  26. The ultimate names have typo on the post. If you look at the normal ultimate skills (for primes) and the enhanced ultimate skills you will notice the nature damage skill has the same name. However, if you look at your pets skill it matches the description of Natural Disaster in the enhanced ultimate section. There is almost 8,000 pet reward coins in the server currently (within peoples backpacks or banks). Then if we factor in only people who have logged in since February 1st 2024 theres around 3,000 so I hardly call that as a "lack of". They're also the joint 3rd most common item on the crystal altar with them being of a similar rate on the gem altar (obviously being higher skews this a bit but its not like they're trying to be rare). People might not be selling them because people might want to use them themselves considering they're a hot item right now due to the rework. Also since it comes as a further point later on. Pet Reward coins are available in all places the old Nelle Books would drop. So there is free playable ways to obtain them right now. Since the rest of it is just negative sarcasm and aggression (passive and not) I'm not really guna waste time on the specifics to be honest. If you want to open a dialog atleast be pleasant about it. However... If you think the current system is P2W then idk how you coped with the old system without having a breakdown. I guess the only arguement that can be made for the old system being "better" is the fact that because there was only 1 or 2 really stacked skills there was less books needed (even though those less books where in bigger pools of items, we're talking about like almost 100 items in an RNG pool down to 20-30). If I wanted to make it Pay2win why would I split the book pools not only based on skill type but also skill slot? And why would I make ultimate skills a simple reroll item instead of making it a reroll item in a book like it was originally before the custom books (Vicinity). But anyway unless you bring anything productive to the discussion I have nothing further to add.
    3 points
  27. Pet Skill Update It's been on the list for a while now but we have finally gotten around to revamping the pet battle skills! Pet skills have been poorly balanced for a while now with most of them being useless while having one or two of them being really broken (We're looking at you Blade Fury). We hope that this brings more variety to pet skills and also gives us the opportunity to re-enable pets across all PvE content. In addition to the changes pets will now always learn their ultimate skill upon reaching 4 stars. Skill Categories So we have revamped all the pet skills and broken them into several categories. Standard Class Skills These come on all alpha / prime pets as standard. Can be learned via Skill Book for slot 1 and slot 2. Enhanced Class Skills These come on all legendary pets as standard. Can be learned via Skill Book for slot 1, slot 2 and Slot 3. General Pet Skills These come on most legendary pets and some custom prime pets as standard. Can be learned via Skill Book for Slot 1, Slot 2 and Slot 3. Special Pet Skills These come on some legendary pets as standard. Can be learned via Skill Book for Slot 1, Slot 2 and Slot 3. Prime Ultimate Pet Skills These are obtained by reaching 4 stars on a prime grade pet. Can be rerolled using Ultimate Skill Reroll Book! Legendary Ultimate Pet Skills These are obtained by reaching 4 stars on a legendary grade pet. Can be rerolled using Ultimate Skill Reroll Book! How to obtain We have updated how to obtain the skills for pets outside of pet fusion. With the new changes we expect people to mostly ignore fusion when it comes to creating new battle pets. You can purchase the skill books with Pet Reward Coin's like before but instead of it being a big random pool for each skill it is now broken down into the above mentioned categories and then into slots. This reduces the RNG pool significantly making the process of making battle pets a lot cheaper. However, as mentioned above. To change your pets ultimate skill you must use the Ultimate Skill Reroll Book until you get the pet skill you want. Like before there is no Skill Book for Ultimate Skills. Changes to Exisiting Pets So you're probably wondering how this effects your current fused pets. Well we have tried to keep the id system in line with what people already have. So the skill that replaces another skill should be atleast similar to the skill it replaces. This isn't always the case but please know we tried the best we could to create as little disruption as possible. Due to some bad decisions there is some ultimate skills that have made it into slots they should be in (such as slot 1 and 2 on prime pets and additionally slot 3 on legendary pets). These skills will be removed with something else. Due to the amount of pets in game we cannot guarantee and can almost guarantee its going to be something people don't want in the slot. This is an unfortunate consequence so we can only apologize for this inconvenience. As for any left over Nelle's Pet Battle Handbook's they have been replaced with a refund item that will return 1 Pet Reward Coins. Any Vicinity Book's will refund 2 Pet Reward Coins. Other Pet Changes We have done some small adjustments to both Prime and Legendary pray values. These changes are mainly just to make the numbers match a bit better with other prays that are available. There has been some nerfs to the Movement Speed prays. Celestial Arrow Changes These changes have been long overdue since the Lethal Arrow rework. Unlike Lethal Arrow this class is mostly fine. However, we wanted to update the effects to be more relative to what the abilities state they do. We have also shifted some of the numbers around resulting in mostly buffs. Like with previous reworks here is a list of the new abilities: Abyss Adjustments Although the content is still relatively new we have made some small adjustments to the material requirements for the new awaken sets. We have reduced the amount of Abyssal Essences required for the Essence Enhancement Blueprints from 5 to 3. We have also adjusted the amount of Abyssal Souls required for Partial Enchant Boxes from 60 to 50. Changes / Bug Fixes The Awakened Angelic Rock Guitar range has been increased to 15 meters from 10 meters. The Celestial Twist Pike now grants Silence Immunity. Fixed the names of the Dragon Emperor pets between level 80 and level 100. Fixed the name of the Waist Gem: Magical Protection. Fixed the text on the Awaken Cloth Armor Tablet Blueprints. 🐶 Have a nice day 🏹
    3 points
  28. Backpack & Bank UI Upgrade We have made some improvements to the backpack UI and bank UI to improve the experience for players on smaller screens but also allows us to increase the amount of space in the future! You can now adjust the amount of rows and columns visible on the backpack and bank UI. If you choose to have your backpack / bank smaller than the amount of spaces you have, you will have access to a scroll bar to scroll down the list. Note: If you set the rows and columns to maximum your backpack and bank will not require a scroll bar and will effectively work the same way it does now. You can adjust the amount of rows and columns in the UI settings. Note: I am aware there is a small issue with the drop down clipping behind the buttons on the smallest UI settings. I will fix this issue in future and should not effect the functionality at all. Costume Updates Due to time constraints during the big patch I was unable to add any new costumes to the game. So we have taken this week to add a bunch of new weapon and back costumes from Aura Kingdom. We have also added some new mounts. We will be looking to adding a few more new pets that have been recoloured by @Rubia as well as some hair pieces which I didn't have time for this week. Costume List Bug Fixes Fixed the category in the Auction House for Angelic and Demonic Essence. Fixed the new awaken armor base stats (Increased). Fixed an issue with the Ancient Spirit Armor cast speed stat. 💯 Happy new year 💯
    3 points
  29. Dear Eternal Guardians, Merry Christmas! To celebrate this festive season, we will be hosting a little event for you guys. FIND THE NPC! Decipher the hint given and take a screenshot with the right NPC. It will be first come first served. And one NPC per Player. I'll be checking the thread daily to confirm if a NPC has been found or not, so until confirmation you can still post your screenshot. Once a NPC has been found, I will cross it out of the list so that the next people can try to guess different ones. If you had guessed one too late, I can @ you so you try again. PS: It does not have to go through an order! If you know NPC 6 and you are the first person to post, you can post it. Example: Player A: Posts NPC 1 Player B: Posts NPC 4 Player E: Posts NPC 1 GS Approves Player A and player B's post. @PlayerC try again. Event Duration: December 21st - January 4th. RULES: 1. Both the player and the NPC's names and titles need to be visible. [NPC cases we need to see, for example: <Arena Merchant> Maru] 2. When submitting your entry you also need to add the Location. Example: IGN: [GS]Yui NPC Name: <Lion General> Aries Location: Highlands 3. No more than one account per player. Even if we accept an alt screenshot DURING the event, once the event finishes we will confirm if anyone used an alt account. If they did they will be removed from the winner's list. If so agreed within staff we can pick a different player to fill the spot. 4. There are instances where there is more than 1 NPC that can be approved [Example: Aries NPC in Highlands, Manor Trial, S-Trial, DoD]. In this case it's also first come first served. 5. DO NOT post more than one screenshot at a time. If you do, only the first image will count for your entry and any other player can use the second one for their own! 6. Pretty obvious but: no photoshopping. REWARDS: Every player who manages to claim a NPC with the right screenshot will obtain 1 Event Point. TO PARTICIPATE: CLICK HERE
    3 points
  30. New content has arrived at Eden Eternal Vendetta just in time for the Christmas break! Patch Notes The Deep Abyss Awakened Armors The Burning Crystal Pass The Corrupted Abyss Event Abyss Updates Misc. Changes Bug Fixes The deep abyss is the final chapter in the Abyss content! Available for level 125 players and above who have completed the L115. Explore the Abyss questline. Three new dungeons are available via the new Abyss Gate that has opened at (X:265, Y:336). These dungeons bring you access to the new Awakened Armor sets and various different accessories and trophys to collect. The dungeons can be ran twice a day when available (Check below for the dungeon schedule). Today we bring you new Awaken Armor sets. There is a total 15 armor sets that can be awakened that where added in Patch V115. The Process Like with the previously added Awaken Weapons the new Awaken Armor sets will use the custom Awakening System. This includes the fact that upon upgrading and awakening you will keep any fortifications, enchants, gems and gear upgrades. To start the process you will need to craft the orange version of the armor set via blueprints that can be bought from Guild Town NPC's. Once you have your base armor pieces / set you can then upgrade it to a gold set using the corresponding armor tablet. To get the armor tablet you must purchase the blueprint from Armor Merchant's in Abyss and then craft it. Once you have your gold armor pieces you can start gaining Awaken EXP by collecting and using Awaken EXP items. You can see your progress if you hover over the weapon in your inventory. Note: The awakening exp from the previous content does not apply, you must collect Abyssal EXP items. Once you have collected all 5 stars your gold armor pieces will be ready for Awakening. To awaken the armor you must collect the corresponding awakened armor tablet. Awaken EXP To aquire Awaken EXP for your armor you need to collect Awaken EXP items. Awaken EXP items will always drop from bosses who have them on the drop table and will be limited to one drop per player. If your bag is full then the item will be mailed to you instead. You can get Abyssal EXP Jar from the bosses in Abyss. This includes the original five Abyss dungeons and the three new Deep Abyss dungeons. You can also get them from the Elemental Battlefield raid quests. You can get Abyssal EXP Shell from the bosses in the new Abyss: Burning Crystal Pass dungeon. More information below. The Burning Crystal Pass is a new solo dungeon found in Abyss that can be ran five times a day. This dungeon provides a bit of gold, some abyss materials and the much valuable Abyssal EXP Shell's. You can access this dungeon via the portal located in Abyss at (X:265, Y:336)! Corruption has fallen on the Abyss! The Abyssal Dragon Void has appeared, band together to take him out! Event Dungeon The Corrupted Crystal Pass portal has appeared in the Abyss. Complete the dungeon to obtain rewards. This dungeon gives a lot of EXP and CP so make sure to complete the dungeon on characters and classes that you wish to level up! We have also increased the amount of Flame Elemental Stone's and Ocean Elemental Stone's obtained from the Elemental Battlefield during the event period. Event Duration The Corrupted Abyss Event Ends on: January 11th 2024 With the new content we have done some minor improvements and changes to the original Abyss content! These improvements include the effects and sounds of the dungeon and the texture quality of the dungeons. We have also increased the move speed of the Esh-Baal npc! The changes made to the Abyss crafts are as follows: Angelic Essence and Demonic Essence can now be traded between players. Added an exception to the potion block to allow Engineer Potions to be used in PvE dungeons again. Note: They are still disabled in PvP instances like Temple Arena. Smoke Bombs now only have a 0.5 second cooldown. Note: In PvP instances Smoke Bombs will have a 10 second cooldown. Fixed a bug with the Aven Teleport Device. Fixed an issue with the Racial Level 10 Gems not having increased stats compared to the Racial Level 9 Gems. Fixed an issue with the Axe of Oblivion where it would no longer stack the P-ATK buff if the target is maxed stacked. 🙂 Happy Abyssmas 🙃
    3 points
  31. Happy Halloween The Wyvern Mummy Valakas has appeared in Whispering Woods! Exchange your Halloween Tokens with Pumpkin Head Jackle in Aven for a large selection of Halloween themed titles, cosmetics and house decorations! The Halloween event will run from Friday 27th of October till Thursday 16th of November! Halloween themed Mystery Boxes These boxes will come this week! These boxes will come next week! 👻 Sp00ky 👻
    3 points
  32. 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
  33. 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
  34. 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
  35. Hello, The following is a list of changes that I think would contribute to an overall more fun and rewarding PvP experience for everyone who participates. I would like to get concurrence from the community on these proposed changes so we may be able to see them get implemented. Throughout the post, I will refer to “Battlefield and Arena PvP”, by this I mean Territory War, Battlegrounds, Guild Elimination, Guild Arena, Elysian Island, and 3v3 Arena. The removal of output variance in healing and damage skills. If you are unaware, most skills we use have a certain amount of random values for the damage or healing quantity they can output. My proposed change, for example, for a skill that has a chance to do between 1.00x and 1.20x damage, we would make it just do 1.00x damage every time. This would be MONUMENTAL in allowing every player in the game to test out builds, find out what does more/what does less and further their understanding of what gears they should use to their heart’s content. This also serves to get rid of the random factor to the damage and healing we do in PvP to contribute to a fairer competitive experience. There are very few skills in the game currently that function this way already, if you would like to check for yourself see Time Manipulator’s Galactic Concoction/Time Freeze and Luminary’s Light Split. The removal of smoke bombs and character augments (such as poison powder, baby powder, teddy bear shampoo, etc.) being effective in Battlefield and Arena PvP. Smoke bombs unfortunately invalidate the unique characteristics of classes and races that have entire skills dedicated towards just going invisible or getting out of combat. With smoke bombs removed, utility and value will be restored once again to those classes that have lost theirs. Mid-fight revives will have to be planned more thoroughly and carefully and humans will once again have a useful racial skill. The various character augments make many characters too small to be effectively seen or targeted during Battlefield PvP when standing behind or around other players. If complete removal of the character augments might be too much of a change (such as in the case of GKs who need it to see their party members), the alternative is to make the effects of the character augments only be client-sided. In other words, when you use a character augment such as poison powder, only you will see the effects of it and everyone else will see you as normal. Nerf Antor’s and the 75 Awaken Pike Antor’s is supposed to have a 6 second mundane effect as per the item description, but the effect lasts for 8 seconds. In addition, the effect can proc again once it has already activated, leading to the potential mundane of a player for 20 to 30 seconds (which does happen). Ideally, the effect time would be correct to 6 seconds and it would be made so that it can not proc again if already activated. The Level 75 awaken pike has an unfortunate place in the current meta of the Battlefield PvP of awaken server. With the reasonably tanky Blood Knight, parties can now get hit by large AoEs that have no cooldown. The effect of the pike mundanes targets for 3 seconds but does NOT give mundane immunity to the affected person after the duration of the effect. This results in players getting mundaned over and over at random intervals throughout the course of every encounter or Party vs Party fight. My suggestion is to make it so that mundane immunity is granted to players after they recover from the debuff of the pike. Removal of RNG CC Certificates (Yellow DK 4% Mundane Cert, Green Engineer 4% Stun Cert, Yellow Templar 4% Stun Cert) The random effects of these certificates, in my opinion, do not contribute towards a fair PvP experience for most players. Neither the attacker nor the attacked have any control over their activations, however the result of their activation are potentially catastrophic for any class receiving their effects. To remove this bit of uncontrollable randomness from the situation will allow players to have more control and agency over what happens and what they are able to achieve during PvP encounters. Nerf certain POD buff effects and increase stat value requirements at Level 130. At the current patch of the game, players have AMPLE resources available to them to reach 100% in any stat they are interested in. In this current standing, POD sort of serves as an overkill, and players can neglect portions of their build and have the gaps filled in with POD buffs. There are so many accessories, trophies, sets, gems, enchants and capes that are renderred practically useless due to the amount of free stats we’re given. With some changes, we can create a more diverse and creative game with unique builds that gives value to many underutilized or ignored items. If you don’t know what I mean by “stat value requirements”, every stat that is percentage based has a value required to hit a specific percentage. So for example, you need around 5100-5200~ in value of mcrit rate to reach 100% at level 130. The changes I propose are as follows: Change 10% Block POD buff to 5% Block Change 10% Parry POD buff to 5% Parry Change 10% Cast Speed POD buff to 5% Cast Speed Change 10% Attack Speed POD buff to 5% Attack speed Change 10% Double Hit POD buff effect to 3% Double Hit Raise stat value requirement for 100% Accuracy from around 5200~ to around 6100 Raise stat value requirement for 100% Evasion from around 5100~ to around 6100~ Raise stat value requirement for 100% Cast and Attack speed (not affected by flat values) from around 5300~ to around 5900 or 6000~ Raise stat value requirement for 100% M.CRIT and P.CRIT rate from around 5100~ to around 6200/6300 Raise stat value requirement for 55% Defense from 45k~ to 60k~ Raise stat value requirement for 70% Parry by a reasonable margin (not able to accurately test parry values not affected by flat percentages) Raise stat value requirement for 50% Block by a reasonable margin (not able to accurately test block values not affected by flat percentages) Nerf the necklace sleep enchant “Nightmare” Nerf the sleep enchant proc effect to now inflict a sleep that is cancelled when attacked. Now, the sleep enchant will still allow for the guaranteed interrupt, however will no longer be another RNG CC that is potentially catastrophic to the one inflicted. This will allow for counterplay as the one attacked will be able to measure their response to getting hit by this according to their reaction time. [Unknown]Elimination of the Party vs Party fight Prolongation This is probably the most impactful suggestion, yet I myself have not yet found an effective way to implement the solution based on everything available to use in the current meta. The idea is to avoid party fights that just drag on and on and on with players not dying due to the amount of damage reduction available as things tend to get out of hand when 4 or more supports are in the same party. Of course, we wouldn’t want to make it so that people just get one-shot due to players becoming too squishy, but at the same time I don’t think anyone wants to fight the same party at the same crystal for 12 minutes straight (Stardust vs Garden GvG 02/19/2023). There are quite a few ways this can be approached, and I will list what I have considered so far while not sure which way would be the best: -Nerfs to the sources of damage reduction such as Pet prays, class skills, territory war buffs and certificates. -P-Heal / G-Heal change or nerfs while in Battlefield PvP (similar to arena but not as drastic) -Changes to HP increases in Battlefield PvP Please feel free to share alternative approaches that will fix this current problem as I'm not yet aware of a 1 size fits all solution to the problem. -- I would like to see what the overall impression is for these changes as I genuinely believe that all if not most of these would be highly beneficial to the community. Let me know what you guys think.
    3 points
  36. Updates Reduced the Fame Requirements for all Aven Fame shop fame items. Dragon Trials World Bosses will now mail reward players with a Gemstone that can be exchanged for their Accessories and Trophies. Orange level 113 Armor Pieces will now grant bonus stats like their level 115 gold counter parts. Updated the Meteor Storm Glyph and Hurricane Glyph that where missed last update. Viroona Vale monsters and bosses have had their Health and Damage stats updated. Trial: Camodor Chastelands repeatable quest now grants 2 Trial Coins. Trial: Dark Tide Cave repeatable quest now grants 2 Trial Coins. Haven of Oblivion Updates You can now select the Weapon Formula you want from Bundle of Energy Gogo. We have updated the Health and Damage stats for all bosses to be same across all bosses. Bosses will now drop Essence Bag's rather than the essences directly allowing for any boss to give any essence required. Awaken Level 100 Weapon Updates The Curia Library fame requirement has been removed. Standardized the price of all quest books to cost 6000 gold. Increased the drop rate across all quests for the Mutated Boss quest drop. Reduced the amount of Crystal Cross Medals required for all quests. Awaken Level 110 Armor Updates The Curia Library fame requirement has been removed. Reduced the price of all quest scrolls from 4500 gold to 3000 gold. Removed the requirement for Dragon Flaming Stone and Dragon Darkness Stone for all quests. Removed the requirement for Daylight Forest bosses for all quests. Increased the drop rate across all quests for Monster Energy Fossil quest drop. Reduced the amount of Crystal Cross Medals Required for all quests. Bug Fixes Fixed an issue where bosses from Tree Root Cavern, Desolate Forest, Grandiose Valley and Ice Crystal Palace Multiplayer Dungeons where not classed as boss monsters. Note: This will fix the issue where only one person would receive EXP Leafs Fixed the description of Azula's Crystal Heart. Fixed the buff text for the pet Rage Kage. 😉 Have a nice day! 😉
    3 points
  37. I think this change would reduce the Star Stones and Luna Rocks into just a waste of a system. You would end up with 80-90% of the server not even caring for them no more since half the game plays with FX off and then half of those people likely don't care for Starstones and Lunarocks. I think a better system might be a way would be to have 2 star stones of the same type: 1. The colour you want. 2. The buff you want. And then you can sacrifice the 2nd starstone and the buff one the 1st is changed to the 2nd. Think like pet fusion except its not 50:50 its 0:100 That way you get to keep relevancy to the system and you get to cater to the people who want lots of colours for different costumes.
    3 points
  38. I tried the new X Legend version and came right back here. It just seems to be missing so much content and the QOL stuff in this version makes it a better game.. And the reports of cheating and duping is running rampart over there. The first day some players were max level in epic gear and costumes posing in Aven. It was fun to check out but not even close to what this version has to offer.
    3 points
  39. Lets stop thinking that VGN was a good soul. People tried for months to make VGN understand that they need a better way to do stuff on the server, having easier fortifications, better economy and other QOL stuff. VNG refused to change their view on those topics until very late caps. Yes, they did change a lot and it was very good changes, but lets not forget that it was due after a majority of people had quit already, at a later cap, this was the biggest mistake from VGN, not understand what people were asking. VGN is the most professional and competent group working with EE ? Yes. But you can't blame people if they wanna having fun with servers that were offering more casual time than VGN, you could geared numbers of classes, try different stuff on pvp. Both Players and VGN had their faults for classic not working out, thats why a fresh start its need for both the relationship (player/staff) and the server. With a good management and the QOL stuff they are implement, the classic can be a good server.
    3 points
  40. Option 1 The official server is shit. X-legend open E.E Official only for money, nothing more. -There is several bugs after waiting the release several months -The shop is too expensive, 250$ for 7K7 points, you cant do anything crazy with that -You can abuse bug who give you infinite gold ...there are lot of other things negative but I pass. for the official server, its shameful, you cant release this when ppl is waiting for his favourite game So i think a classical server on VGN can be easily better than this
    3 points
  41. I see, I didn't initially get how the armor upgrades work but that seems to be a good implementation for the newer players to get orange gear while they head towards the awakened set. Also, apologies but yeah, this same to be the main thread and it's in game discussions that I've heard regarding the number of materials needed. If I understand this correctly, although the new patch has been out for only past a month, the number issue seems to have been acknowledged and will be addressed later on? If that's the situation right now, I don't see it as unreasonable but if you delay the changes to later on, the number of people who benefit from that future change would be little to none of the current player base. And to your point regarding the not-so-large difference between the gold and awakened sets, I see how the gap in stats isn't meant to separate the active and semi-active players but, in my eyes that means that the time it would take to awaken the sets shouldn't take months to do. Idk, it's hard to fully articulate my point and get it across but looking at the old lv70 awakened sets for example vs. the current sets, the old sets seemed to better represent "awakening" the sets through boss drops and npc interactions vs. flat out grinding for materials through chests you get from the dungeons. Although people did get annoyed as that single drop usually doesn't get to them as quickly as they want, it just made it more genuine and not appear "grindy". Thank you though Jordan, I appreciate the response.
    2 points
  42. Hello everyone, Just posting a suggestion after experiencing a really frustrating week on AT/DF : how about a daily quest for the both dungeons as we already know for HoO ? Its starting to be annoying to spend hours on the game for nothing... I think it would be appreciated by a lot of players ! Thanks for reading me
    2 points
  43. 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
  44. [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
  45. 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
  46. Changes were asked, I did so in another forum post. I still very much agree that it needs adjusting to accommodate the smaller player base we have on vendetta, most guilds are not many active people so smaller guilds suffer the most. Sure the big PvE guilds and both PvP guilds probably have enough people to do it, but getting every one at the same time to spend 1-2h doing expedition is something that majority prefer/cannot do because of timezones, work, etc.
    2 points
  47. Hello, last update we got 125 awaken weapons with complete new system, which has changed alot how awaken weapons are made and this ended being amazing. At all after few days doing dng we notice its pretty fast and easy to do, which is cool because on nowdays we need old and new players so nice job giving then chance to come back. That's not a criticism just point, guitar is my main weapon as you know Jordan, it looks amazing and as you showed me it before, i loved new model, but in status, it seems good for solo player , but still have low m atk at end game than 115 one and have no utility for party (Demonic one) , would be cool if change m atk and speed for -7% of lightning/dark/fire resist (yes the speed guy don't want speed ) i understand new ones but guitar for me is the weaker one and would be cool if we get this change, others are amazing. About DNG i would just suggest daily quest that for you do both dng 1 run each that give you by your choice Angelic or Demonic Essence , since drop rate is bad, i've been running for it alot and haven't got single Angelic Essence, so 1 per day would be amazing. For the UI on boss stats wanted to know if its possible add resist/def that we droped in real time, like we can do for players , this would give good information for us if Resist is going to negative or standing on 0, also give clear information of how much we reducing constantly. That's all thank you for attention and thank you for this patch, sorry for my bad english.
    2 points
  48. I like those ideas, especially the pouch for elemental gems. it's a pain to have to craft them from lvl 1 to lvl 9, especially since due to 3 stat gems, we need them more than the others (at least for elemental gems) I do agree, but when you have LA for exemple, which even with luminary cert, dragonside ridge potions, lvl 130 potions, AND ultimate mana pot end up being out of mana, there is a problem with the "mana" consumption (also the fact that since before rework charged arrow was a p-atk buff that scaled with lvl, and I did lvled it because of that, might not help, but still) On a complete other note, I kept thinking about my previous suggestion for arcane box formula for angelic/demonic essences, here is the "thought through" version : Angelic Essence formula : Demonic Essence x1; Demonic Parchment x15, Cursed Jar x2 Demonic Essence formula : Angelic Essence x1 ; Angelic Parchment x15 , Blessed Jar x2 Reasoning : First of all, let's be fair, people usually drop the essence they don't need. However, the transformation shouldn't be "free". In this idea, you'd have to : First of all, drop one of the said essences, which is due to rng, and for most players, an actual challenge, since most often than not, dungeon runs end up as dry as the desert for them Secondly, you'd be forced to actually run the other dungeon aswell to get the materials, which would make it so you wouldn't actually have one dungeon farmed & the other one ignored. Thirdly, i selected an amount of material which can only be obtained with a whole day of farm, in order to keep a low amount of essences obtained through this method, and make it so the dungeon wouldn't get abandoned quickly I also thought about actually making them being a formula to craft on guild town with battle token cost as formula price, but oh well, I think arcane box version will be less tedious for players I tried to make the most complete suggestion possible, with my train of thought explained for the actual amount. If you feel the amount is incorrect, change them, but most of us player would like to have a way to actually convert an essence into the other. Have a nice day o/
    2 points
  49. @Jordan It's pointless to keep delaying the decision about this. Of course people that plays Awaken Server will keep coming to vote for option 2 because they think it will have some kinda of influence on the population there, when the reality is that 90% of the people from classic don't even go on awaken for a long time now. And the others want the relaunch, time is essential here, the relaunch of x-legend was a failure but you guys can capitalize on that hype to bring those players to classic server. In my opinion its time for you guys to give us a final answer...
    2 points
  50. There were high drop rate class drop EC, EP and CCM in trials since 2021 for easy farming. Its also incredibly easy to farm gold from Century daily especially at higher levels, and that doesn't even count the other dungeons you can do + the market for DD runs if people were playing. Classic server after its QoL changes was genuinely left off in an easily playable state and everything people could have possibly asked for was covered.
    2 points
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