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LordKonton

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Posts posted by LordKonton

  1. Don't know really where to start because there seems to be a lot of things out of wack.

    I guess I can start with the good stuffs. The new dungeon, like it. I don't feel like a bot farming it, it gives a challenge. The drops are gnarly. The team mode ie Challenger mode, is great. Finally we get something worth farming with others. The new mechs and CS, as well as color choices is great. I like the newish bosses in amara, it's hard to solo them which forces players to help each other out and work together. Been getting a lot of good PVP around boss hour.
     

    Welp onto the inevitable. I'll bullet point the important bits if it's too much to read. Overall the game could use a rebalance from level 1 and up, but the far majority of focus is spent on end game. That's likely because there's hardly any new players coming in and current player alts don't count, which is unfortunate. I've said it before and I'll say it again: it's unfair to leave end game players responsible for catering to new players needs. From personal experience* I lost count of how many noobies I've helped, only for them to quit because they got bored. They basically get hand fed everything they need simply because they can't do things themselves. I know many others have had this, so I'm well aware it's not just me.

    Note: I very briefly read everyone's responses here, I may reiterate what other's have already said.

    PVE
    As it's been stated probably 500 times before, there's too much "good" loot. While it's nice to be rained upon by awesome loot, there's just simply way too much. There's a delicate balance between supply and demand especially in SB where the community is small. There's also a balance between time spent farming and rewards. I think all of the loot in the dungeon is semi reasonable but the amount there are drops is absurd.

     

    • Ancients should be like a 5%-10% on any given boss, jewel replicubes, as much as I hate to say it, drop too much as well, should be like 40%-60% per one mob. Ancient jewels should be reduces as well. Costumes and skins, same thing. There's 3 level 65 dungeons and DS/DTO have been essentially forgotten. Maybe consider making certain drops exclusive to those dungeons? But it's likely too late since there's just such an overflow of loot in AH. Costumes which used to be 10k-20k, granted that price is way way too much, is now less than 1kg average. That is not good. There could be a dream of that amount of loot being feasible if making toons was easier when leveling, but that's not going to happen despite being requested by many many people over the course of about a year if not more.
    • Drops from bosses, they're good. I don't have much of an opinion on them since I don't care for boss loot.
    • All TT mats should be tradeable. One thing I don't understand is why you can farm shards in solo but not scraps. Mech is what everyone wants sure but the fact a lot of people have mech before CS is weird to me. Mech is such a great achievement and it makes a big difference in PVP and PVE alike. Why can I solo farm mech but not my CS? It should be the other way around. Force people to work towards something great together, that being mechs.
      • Shards should be TTC mode exclusive, scraps should be solo.
    • My only concern is the amount of time spent in solo hard mode TT. There really isn't an end all be all fix since no one can fucking agree on something. My input is reduce the ch-acc of mobs so stuns aren't as obnoxious. The amount of mobs is fine, people can skip them if they want to.
      • TT solo normal should be a little bit rewarding but not as much as hard mode and not nearly as much as TTC especially in PTs. I haven't farmed much normal mode because it doesn't seem worth it so I can't provide feedback on it.
    • 100k RP, nice. Could use a buff in RP gained from mobs because omfg it takes so long.
    • PVPing for TT cards is not ideal, as some have suggested, make a daily or two for some.

    PVP

    This is a touchy topic for everyone smh. DPS rework, much needed. Major mechs and CS, cool. This is just my observations in PVP.

     

    • Too many AoE debuffs and DoTs. Holy shit. You go into PVP and in less than 10 seconds you have 1 full status bar of debuffs and more. DPS changes didn't even matter because the debuffs just fill in that gap.
    • DE damage is ridiculous. It's not supposed to be more effective than a punisher.
    • I cannot really speak for ME, SW, WH, SE or PU. So I won't.
    • CB feels like a worse DE, having aggro now, less damage/tankiness. The one thing CB has that DE doesn't really is the ability to CC. Skill tree forces us to dunk points in useless skills like razor slice, and more points into spiral kick/sprint. Should be more optional not forced.
    • BG's are dead outside of NB and AK as far as I'm concerned. TT cards, SG replicubes, those Boss's secret treasure things could be added, etc. This is not limited to winning side, make winning feel rewarding but losing not worthless if that makes sense.
    • Dual logging in AK especially but also NB is a problem. As well as AFKers. I'm aware people have to report these types of things but there often is 0 GS's on to monitor and kick.

     

    • Thanks 2
  2. 1 hour ago, Archangel said:

    Well, i got that. And also had my word fight with them about lol. But these two are not arround this much anymore. And only to push on them nah. Rg side is more than two people, a way more. From like 100% like 15% join? Whats with all the Guilds on RG, dead when it go about normal BG? 🤔  Totaly lost in Zergs toughts <_<

    There's many reasons for that. 80% of RG faction is PVE heroes. They only go to PVP if loot is involved, which is why you would see inflated numbers during AK/NB or in Amara during boss spawns. They're one shot wonders who don't know how to PVP. The other 20% of RGs is PVPers who don't go to BGs for multiple reasons. Being small 1v1 to 3v3 PVP is kinda boring, FK have quite a few OP SWs which means going 1v1 is a guaranteed loss, some of our PVPers got bored of 65 cap, rerolled 59 then quit, the others don't care enough to go out of their way to go BGs.

     

    27 minutes ago, GoddessSand said:

    So, if you all want to ruin the game by making others quit till nobody is left, I'll just go back to Halo and dominate there like I once did. 

    This forum wouldn't be here if we all wanted the game to die.

     

    1 hour ago, SparkOne said:

    Best way ppl will join BG 

    Improve reward system on losing side :D

    Make unique drops only from PVP grounds like PVP battle mech lvl 60 where as PVE from DG 

    Reward for BG be like 4 SG replicubes VS 1 SG on wining side 

    Agreed a bit, the losing side should get a chance at SGs as well outside of daily reward. I don't know about mechs though, that's an AK type of drop. I know janus drops naraks and spanners, but not at incredible rates. BGs shouldn't be farmfests, but they should have some participation compensation that can help. 4 SG reps seems like a lot though. AK gives 2 SGs, all others give 2 replicubes. Maybe 3 winning SG replicubes, the losing side has 1? Possible increase AK to 3 SGs, and losing side gets 1 guaranteed? It's hard to balance that because people would just swap to winning side on AK and NB.

  3. 7 minutes ago, Archangel said:

    Jajaja, and everyone listen to this?  i roll on the floor <_<🤔  Hardcore!   

    I see more then enough lowbie join on both sides, idc if lower or not should be fine with that atleast u have people that want fight.  🤔 

    Some people stopped going BGs because those two were PMing them telling them to not go. Agreed, if people are willing to fight then they should be encouraged but saboor and lucifer think differently. They're not team players clearly. Those two are one of the biggest reasons why some of us stopped going to BGs lol.

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  4. 1v1 BGs are lame. There's quite a bit of reasons why people don't go, the biggest likely being how classes are broken. 1v1 SW for example is essentially suicide for most classes. Only a handful go to TP for the loot, and a lot of people don't like TP because of the point system. PVP balance won't likely exist because different people on different toons will always change how PVP goes. With even numbers, the class lineup and skill level of the players makes all the difference so it's hard to say about balancing. Faction with the most medics, punishers and whippers will likely win. Ideally with class balance we can see more variety and less broken PVP.

    Edit: Another big reason for people not showing up to BGs, is people like lucifer and saboor tell noobs to stop going even so far as to blast them in shout how bad they are. Small PVP like 2v2 or 3v3 isn't fun when you have team mates who aren't team players either.

    • Like 1
  5. 3 hours ago, Tropical said:

    If items are in AH for many k of G and a dungeon drops them it seems to me like a good reason to farm... New players just don't know that.

    Considering how hard it is for anyone in any level cap to get gold, it would be hard to obtain expensive stuffs. L20-29 rare accessories should not be 1kg-4kg which they are. I remember paying around 2000g for my scout rings. That's absurd for any new player. Not to mention they would be de-exping regularly if they even know to do so, to get those accessories they are looking for.

    • Like 1
  6. 12 minutes ago, GoddessSand said:

    Best rule of thumb to go by is, give players a reason to farm it and it will be farmed. Sure you will add the items we are asking for to those dungeons, but if you spend 4 hours farming and get nothing would you wouldn't want to farm it any more because there's no reason to waste time doing something that has no reward worth spending time going for it. Like Last year's Halloween dungeon got lots of love because it had items people wanted and a drop rate worth spending the time in. Though they could have cut back on the number of pet skins that dropped. I think i have 100's of them and nobody really wants them, I wonder if I could sell them for gold?

    Spending several hours or even weeks farming a dungeon, to get nothing profitable is pretty demotivating. I stopped farming completely after I spent 200 runs in DTO, 100 in DS over a few weeks and got nothing. Not even a uni jewel. I agree, dungeons have to be worth farming. After DS was nerfed significantly, many farmers quit or rerolled lower caps and never saw again.

  7. Right now, the game is now no longer player friendly. Just about every level cap isn't fun. Nothing worth farming, lowbies can't even make it past 39 without heavily relying on end game players help, and exp in all caps isn't balanced. Early caps give too much, later gives essentially nothing. DG's aren't worth the grind since nerfs were done. Combined factors of DGs being nerfed and exp being difficult, caused many players to quit and lowbies don't even stick around for longer than a month. We had tried helping several recently, for them all to quit because the game isn't player friendly. New players should not have to rely on end game players to get them to where they need to be. It also gives end game players an unfair responsibility of basically having to help new players nearly every step of the way.

    I'm going to try to keep this as brief as possible. Most DGs should be reworked and exp adjusted for all caps.

    One general change I thought about was making Base Gears the equivalent to +7 gears. This means that new players can farm most DGs with relative ease, but if they want to farm faster or prepare for the next cap, get regular gears and enhance those themselves. It's a thing that would help any new player since the current base gears are garbage.
    Another problem which is understandably hard to balance is how medics and tanks struggle with farming.

     

    EXP:

    Drasilmarsh, Bitterstone Core, Ignis Vortex and Subterranean Factory give too much exp compared to what they have to farm for. They should be farming accessories to gear themselves, instead they end up doing 10-15 runs and have to de-exp. It shouldn't be nuked but lowered so people can farm it and get what they need before they move up.

    From SF, DGs give terrible exp so should be buffed everywhere.
    An overall buff to all DGs, would be give Team Mode dungeons a great buff in exp so they are worth doing. This would mean that players can solo farm and get themselves leveled without having to get a free ride to level 59 then participate in exp parties in DV, which no one likes to do.
    Overall buff to everywhere: increase the trash drops sell value (HP/SP pots, general item trash). This would help new players have some sort of starting income to enhance gears and buy stuff they might want/need. Like instead of 1b for 1 trash item, maybe 5b-10b.

     

    Drop Tables:

    Overall the drop tables are pretty okay, but drop rates not so much. Gold from dungeon bosses and silver/bronze from mobs should be increased to help players get what they need and better prepare for the next level cap. A specific increase for gold is for DS/DTO in 60+. Those DGs drop less than DMH, being a level 54 dungeon. Doesn't make sense and considering how expensive things are, a bit more gold couldn't hurt. Average is around 150g per DMH run with buffs and gold collector chip. DS/DTO (2nd floor) should be totalling around 175g-200g. A potential change as well would be to reduce the cost of enhancements. Gets real expensive if you're unlucky. Combine that with no real solid way to make gold, progress can't be made.

     

    - DM: should drop low level rare accessories, such as trinket and earrings. This will help them with BC and starting 39. Maybe a 20%-30% on the bosses for any of the accessories.

     

    - BC: should drop higher level rare accessories solo, such as rings and necklaces. BC currently is only worth farming for jewel replicubes, which is only obtainable on the last boss. Which means most if not all players who farm BC, abuse the mainframe glitch. By adding rare accessories to the minibosses in solo mode, that could change. However, to drive it home, adding an additional 30% chance to drop any random jewel replicube on each of the minibosses would be a great change. It would encourage people to farm the whole dungeon and can help people obtain jewels.

     

    - IV: Should drop magic/rare earrings at a higher rate, being 10%-15% increase

     

    - SF: magic and rare accessories should get a reasonable increase, in the 5%-10% range considering they drop on mobs. Add a unique laser scanner onto the last boss at a 10%-15% rate. Captive experiments drop nothing quite often. Increase gold from bosses, they only give around 2g-4g. Mobs only give 1s, maybe increase this as well.


    - AT: Since it's the most difficult dungeon in the game for most players, it should be high risk high reward. Increase Drops of unique costumes by 2%-6%, fix solo mode to drop zeta uniques instead of kappa Uniques, increase drop of unique gear team mode by 10%, increase EXP Team mode, increase L44 rare earring drop rates by 15%-20% and add rare L40 trinkets at similar rates. Difficulty should be left alone.


    - SS: Should drop magic/rare rings at a higher rate, being 10%-15% increase.

     

    - TA: Drops are reasonable, but maybe offer more loot options from bosses. Getting 1-5 drops off a boss bad considering how many items drop on other bosses, in most other DGs. Consider adding blueprints at a 15%-20% drop rate.
    - DMH: Provide a small 5%-10% increase for smoldering lava rocks and major azure ores. Considering how many is needed, that being a few hundred, it can take a very very long time to get whats needed. Should also remove the open hexweaves (beta red/green 1-3), and potentially increase the packs drop rate by 10%-15%.


    - DS: This dungeon was really good before the nerf. It should have some quality brought back to it. It used to drop 0-3 uniq gears per boss. Max was 9 per run. It was really good but a bit op. A more realistic number is 0-1 per boss. This change would help players who don't PVP, gear themselves outside of BGs. Many players quit after the DS nerf and for valid reason. Having up to 9 chances at an SG was a bit much, so 0-1 unique gears 50-59 would be more practical. Perhaps a 50% for each boss to drop a unique weapon or KG.


    - DTO: This dungeon was supposed to have similar drop rates to TA. I farmed DTO 2nd floor 200+ runs and DS over 100, and got nothing worth mentioning. Got a unique costume, but one thats worth the least out of all costumes. 300 runs for chump change. A 5%-10% chance increase to drop rates, a step above TA, would be ideal. Why spend legendary passcards which are hard to come by, when I could just farm TA with regular passcards?


    - DTO/DS: Could drop rare 60+ gears that offer similar rewards to L50. Hypovial packs, clusters, cards. Alternative to dropping 0-1 Level 50 unique KG/weapon/suits/bangle/helmets, these could drop 0-1 unique L60-65 PVE gear per boss and offer similar salvage rewards to L50 unique gears. That being clusters, napalm, jewel replicube, Safeguard replicube, stardusts.


    Quests:
    An overall increase to the gold/silver players obtain would give players more incentive to quest and can help them get started. By Ellis, should be obtaining around 70g+ per quest. A slight decrease to exp obtained from quests so players  don't accidently level from questing. They should be obtaining the majority of their exp from farming dungeons.

    • Like 5
  8. There's a problem with CB that really kind of ruins it for me. It's that the animations are bulky. 4-5 CB skills reset him to his standing combat position before another skill can be used. This leaves unnecessary gaps where he can get stunned and lengthen his rota longer than it should be. The skills flow very awkwardly, and is hard to deal with overall. Not to mention spiral kick can get canceled by basically any stun ever. CBs mech animations are very delayed, the mech pull's stun is too short to help make up for it.

    Skull Crack, Spread Webs, Shockwave, Sudden howling and Armor Breaker have slight delays before you can use a new skill.

    Since animations are hard coded, nothing can be done with them as far as I know. However, the best fix might be lengthening 1-2 of his stuns/disables. Maybe making Spread Webs 3.5 seconds, or Skull Crack 3.2-3.4 seconds to make up for the animations. Should also make Spiral Kick an immobilize + disable or stun to make it worth using at higher levels. Maybe CB mech pull could be 1.7-2 seconds.

    @Vivi

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