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Rin

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Everything posted by Rin

  1. Rin

    Buff to 110 Trials

    This would be good too. I know someone in peer the other day was saying they're still 83 dry for Erros T. :( My couple and I used to sell world boss kills and would see it a lot lol. Good business for us but it's always nice to see someone complete something.
  2. Because they want to? If I want to only play Rakshasa, then I'll only play Rakshasa. I might not get accepted into most things sure, but I'll find people who will. I assume this is implying you get full stacks somehow on a 15-meter aoe from a perfect Reaver KD, and even then, that AoJ is going to fall extremely fast simply due to being a melee with no shield. It just doesn't work, and it's not practical. There's a reason it isn't played, and that isn't just because people are sheep. Again, I've done just fine on mine. Top capped many crystals, and will continue to do so. Versus some of the top Annis/Assassins/Asuras. You're vastly underestimating the class. Goes back to point 1. If a party doesn't accept you because you only want to play one type of class, then find people that will. There are plenty of more casual players who don't nearly care as much what someone plays. The exception to this is something like Willow One-Eye who is immune to Slash/Strike, don't play something that isn't going to do any damage lol. I'm not here to have a debate with you though. I came to give my opinion on what the post was about, as well as correct a few incorrect things I saw being said, and I have.
  3. Phoenix wouldn't work unless you had the new 115 set and just avoided using Battle Hymn for healing. We've used it in Stygian Core, Stygian Peak and Fox Sanctuary though and it was just fine.
  4. Just going to throw my two cents into here as well. Is this not the same issue that M-DPS has in PvE? They aren't as efficient as a P-DPS party in most cases, but it doesn't mean you can't go M-DPS if that's what you really want to do. Once upon a time, sure. That meta is long gone though. Bard is seen occasionally, but mainly as a debuffer for M-DPS. On paper, this seems like it could work in PvP. In practice though, it isn't anywhere near what you think it is. I've tried it very recently with both the 115 and awakened hammer, and with both Dark Ninja and Hydra sets. As gear as AoJ can be. AoJ suffers from the problem of ramping damage though, just like Executioner. Both of them are looking to get stacks of their +DMG Dealt skill, and there just isn't enough time for that in PvP. Difference is, Executioner can wear a shield while doing it, and AoJ can't. If Executioner isn't viable in PvP, then AoJ certainly won't be relevant unless changed. You try to take on one person, and you won't have any success because your damage doesn't start out as great. You try to take on multiple people to stack faster, and you melt. I love AoJ as a class and wish it was in a better place, but you're giving it far too much credit in PvP (or even PvE for that matter, as we've tried it with a strike comp after the Exe/BM nerfs). Ranged classes can work yes, but not even half as good as an MDPS-focused comp. MDPS cappers aren't far behind (if at all), I've outcapped many people/guilds on GM, and see many others doing it too. And it generally feels much safer than an Assassin for example, both because of range and because it can fight players much better. How much someone uses a class is completely up to them. As you said, AE can run Palace just fine now. I typically solo mutants on either Rifleteer or DB (DB is usually faster). For most content, other classes will be better sure, but there's nothing in this game you can't clear on an MDPS if you really want to. Assassin's damage in PvE doesn't compare to like a BM or Exe for example, so I don't really think it's a problem tbh. I don't think it's a need in PvP either, as it's close enough to other cappers (like Anni) to not really be 100% above or below them. It also has the issue of not being able to fight nearly as well (mainly because of melee issues/kiting) as an Annihilator or a GM, so it has it's own flaws. The team I usually do Abyss with uses LW as a healer in some fights. 😮 It works just fine! All in all, outside of a few classes, I don't really mind the balance of them too much. I've made my suggestions in the past to try and make those classes more fun to play, but overall I think things aren't that bad. Most classes have a use somewhere for something, and if you really like a certain type of class, there's nothing stopping you from using it in just about everything the game has to offer. It's just my opinion, but I don't particularly like PvE being taken in such a competitive way, especially when most of the players are more casual and none of this really applies to them. There's no competitive aspect to PvE, no Haven of Oblivion speedrun category or anything, no reason to try to do things as fast as another party or comp.
  5. Rin

    Buff to 110 Trials

    I think it would be good now that they have HoO/Abyss to work towards after their sets are done, yeah. HoO's patch was back in July and nearly all of it's weapons for DPS are used in endgame builds, and Abyss was nearly two months ago now. I would love to see more players be able to join parties for these, as they're what most of the peer recruitments are focused on, as well as hopefully see people be more willing to help newer players finish sets if they'll be able to do it quicker. Not to call people out, but a lot of us are lazy sometimes. :V Understandable, I haven't had to make a GoP set for a while now so I wasn't like super sure on this one, which is mainly why it was just a small P.S. lol. The anniversary event quest that gave us a set of our choice was nice, and I know it helped out a few people. Thanks for the reply!
  6. Hello friends! I would like to suggest a buff to 110 Dragon Trials. The reason for this is now that we have both 115 weapons and armor, 110 trials are no longer our highest form of content for either of these. We saw a buff with Lv100 Expedition Trials once they fell under the same category after a while. The 110 Awakened sets are generally what people need to start transitioning into the current endgame that we have, Haven of Oblivion and Abyss. What I hope for this to achieve is to allow both newer players as well as the under-geared or returning players a chance to either gear up or diversify the classes they can play, letting them to move on to the next tier of PvE content we have now. In addition to this, I hope it will prove as an incentive for more geared players to be more inclined to help those same players, as they will be able to complete their set goals sooner. I've seen some people spend over an hour looking for 1-2 people for Abyss or HoO, and I believe being able to get more people ready for it at a faster rate will help offset that as well. In both HoO and Abyss, class flexibility is extremely important. As a DPS in abyss, you're required to have a P-DPS, R-DPS, and M-DPS geared to clear it consistently. In the current meta, this usually means 3 sets. In HoO, it's generally P-DPS and M-DPS, and R-DPS if you're the person BPing. I think being able to complete this quicker will enable people to begin the grinds through HoO and Abyss, without having been stuck in a grind for the 110 sets already. As far as suggestions or ideas go, I had a few quick ideas that didn't really take much thought, but I'm sure there are things that could also work that I didn't really think about. Just a two quick ideas are: Similar to Lv100 trials, double the Dragon Trial Coins received from 1 to 2 in the 8P trials (Palace of Dreams and Dragon's Keep). Maybe increase the drop rate of Dragon Flaming Stone/Dragon Darkness Stone? Not sure on this one, I don't think they're THAT hard to get, but I do know some people that have been stuck a stone or two short for a while. Sometimes RNG can be... y'know. Looking forward to hearing thoughts, please let me know what you all think! P.S. Maybe some kind of buff to GoP too? Not really sure what I would do, but Cerberus/Lucchese/M-DPS combos are really good for newer players to use until they can finish later sets and would make it easier to get into the game and really experience all we have!
  7. Another thing that I think might have been mentioned but forgotten about: Willow One-Eye has a DoT (Fire Screech) that ticks after you leave the dungeon like Esh-Baal did. Could we get that one removed once you leave in the same way?
  8. Looking forward to it, thanks for the response!
  9. A healer getting aggro on Sakuya is either because of deaths or one of your DPS are provoking during a phase where you can't deal damage to her (fox adds being up or her one-shot cast), and because damage can't be dealt to her, healers get aggro for healing. It has nothing to do with malice and -9213891298312983 malice still wouldn't fix that problem lol. I've seen so many Executioners try to Provoke because they can't hold aggro over a BM or something, when all Provoke does is reset malice and make it harder.
  10. If it's crashing at the X-Legend logo, try the fix in the thread I linked before. It should work for you.
  11. Where is it crashing at? On the loading screens/intros? If so, try this: It's worked for a few people I know. Good luck!
  12. Wanted to bump these suggestions and get opinions on them as well if possible. I know when the HoO patch feedback thread was up, you said you agreed that they should be account-wide and that you'd look into it. As far as the traveling merchant NPC to sell things at goes, I know at like the end of the first week, everyone I normally go with didn't even know there was an NPC inside Abyss and was using the old guild quest thing instead lol.
  13. Cool, sounds good. Can we get a thread to vote on it?
  14. Just to correct: Most healers overcap Cast SPD well over the max without needing a PoD buff, a PVE Cast Speed stat, or forts. Depending on the class, this even applies to DS, which has Cast SPD debuffs. That being said, I'm not sure what else you could put there to match the DPS set's PVE Dmg Dealt besides PvE G-Healing or WIS (depending on the healer, as some do scale better with WIS). There's content where a healer can't always heal to full (again, DS comes to mind due to the G-Healing debuff). PvE M-Crit Rate might also be an option? Would still be an improvement over Cast SPD, and help with things like DS or Esh-Baal.
  15. Didn't want to post here again, but here we are. 🙃 Firstly, wanted to apologize for my last post. It went a bit too far, and I'm sorry. Differences with Haven are you only needed 5 specific essences, and 5 random essences because of Blents. You need 28 specific essences per Abyss set. Haven has a daily that is usually an essence, Abyss does not. Haven gives you 12 reward bags total (plus a daily thats, again, usually an essence). Abyss gives you 8. Haven needs 23 blueprints, Abyss needs 70. Crafting every Haven weapon for the "completionists" is 230 essences, crafting every abyss armor set is 392 essences (that all need to be specific essences, your extras are useless. Nobody is going to want your Fire Dragon Essence lol.) It's just annoying, especially going days without an essence drop. Someone in our group went 4 days without one essence drop between the two characters he does Abyss on. I've gone at least 3 myself, usually to have it broken by an underwhelming Fire Dragon Essence that nobody, including me, wants. You lowered the essence cost and doubled the bags yeah, but the bags 90% of the time just give you 3-4 souls. It's still about 5 days of Abyss to buy one essence out of the 28 you need for your set. It's not fine, and it's not fun.
  16. So basically, it doesn't matter if we like the content or not. As long as we continue to do it, that's what matters. Longevity of the content you create, not how much the players enjoy it. Nobody likes doing Abyss. Nobody likes going days without a single essence drop. Everybody that has done this or even Haven of Oblivion would tell you that it isn't fun. This type of content is so demotivating to us as players, but you basically said that that's not what matters. There are good, dedicated people that quit because of this. There are even more good, dedicated players that want to quit. People that make this game what it is. Does that not matter? What's the point of a feedback thread then? You do a lot of good for the game. I understand that your job isn't easy, that making content isn't easy. But if it's something you make for us, why are all of our opinions wrong and invalid? Do you just not care anymore? What you want out of content isn't what other people want, and we're the ones that have to do it, not you. This will be my last post regarding patches. I try to do my best to speak for the community since most of them don't speak for themselves, but it seems like they were right when they said there was no point anymore. 🙄
  17. This guy, move him by the other NPCs please. It makes no sense for him to be way over here lol. In either of these two spots, probably.
  18. Great post Trancer! The only thing I would want to reinforce is the same point Judgement made about the 114 fame accessories. They were just given to us this patch specifically for new players, and actually have pretty good effects and combos. Also, players should be careful with using the basic resistance gems from Aven. They're good for early things like TK sets, but players should remember that they aren't a substitute for real gems once you actually get better gear. In many ways, better players will consider them a crutch or a trap. Use them early on and only early on. I break every time I see someone in an awakened set using basic gems.
  19. I'll begin by going over my issues with the patch, and at the bottom, explain how I would solve them. Abyss This type of content in general isn't very well liked, and for good reason. It just simply isn't fun. I don't really see a problem with the Trial system we had previously, seeing as 95, 100, and 110 trials are all still being ran multiple times a day. It's not like the content is dead a month after it's released. Even if a player finishes their sets (which still took around a week per set), they still go back in there to help others do the same. That content is still alive, and people still enjoy doing it, even if they don't need anything. I don't think I'll be able to say the same about Haven of Oblivion or Abyss. Essences are too rare and are holding people back from crafting sets. Below I'll have posted the results of my first week. Keep in mind, I'll need 14 Tangle Beast Essences and 14 Phoenix Seal Essences to create the one set I chose to go for. I currently have 1 Phoenix and 0 Tangle Beast after a week of Abyss. Even if I were to trade all of my other essences for them, I still wouldn't even be halfway done. I know other people that have had very similar results/luck. At this rate, I'll end up with enough fragments for like three sets before I get the essences to make one. It just doesn't make a whole lot of sense, and I definitely don't think it should take multiple weeks to finish one set, especially when there are 14 of them total now. After eight days of Abyss, I can't even make one piece. Fragmented Abyssal Souls should either be rewarded more commonly, or the cost of trophy blueprints/essences needs to be decreased. Haven of Oblivion took 50 souls per blueprint, and it already took weeks just to get them all. I think 50 is more than fair of a number for the new trophy blueprints too. People that go after achievements already have to craft every single armor piece from Abyss (not just head and body like it is normally), and now they have to get 200 souls per trophy? That's 2,000 souls, on top of the thousands it'll take for every set piece. Week 1 Results: Abyss Bosses Fox Sanctuary: Foxes can spawn after Sakuya dies. Not a big problem, and not sure if you can do anything about it, but it's a thing. Stygian Core: Esh-Baal moves way too slow after killing the first boss. After the second boss dies and you exit the dungeon, the DoT should be removed. Stygian Peak: Fire circles persist after the boss dies, sometimes under the NPC to leave. Hall of the Molten King: If the boss is at a specific percent of health, he has the chance to spawn three cores (1 core spawn + 2 core spawn immediately after the 1 core spawn). Abyss Sets I want to preface this section by saying that I'm not going to bother giving advice on how the sets could be better, but instead I'll focus on typos or general flaws that the sets have. Evil Conqueror Set: 3-Piece Effect gives Max MP. Not sure if that's intended or just a typo and it actually gives HP, but it really should give HP. Dark Ninja Set: 5-Piece Effect text says your attacks have a 3% chance to deal Double DMG. We have tested this, and it doesn't deal Double DMG, it deals Double Hit DMG. We assume the word Hit was just missed when writing the text for it, but it's extremely misleading, as I've seen multiple people prioritize the set, thinking that it is actually Double DMG, similar to Sadness Ring's effect. Christmas Content The lack of Christmas content tells me that you were very busy trying to push the content patch before the holidays. While I'm sure we all appreciate it, more could have been done to celebrate the Christmas season better. Even Aeria had new bosses and a quest to do. As suggested already, a Christmas boost would have been great to have. It isn't something difficult to do, and it wouldn't take more than one minute of your time to turn on. The "Dream Altar" event was a joke. The Diamond Altars we received were no different than our standard ones, and while grateful to have a Diamond Altar at all, it definitely wasn't any more special than they normally are. Every Legendary that went up was something we would typically have on a Diamond Altar anyway, with the exception of a few costumes that would normally go on the Crystal Altar anyway. Updates This is a nice change to Druid, but I wish we could make this a thing for transformation toggles in general. It works with Dragon Emperor's toggle, but Glacier Knight still loses theirs, which is extremely frustrating in PvP that is generally filled with CC and transformations. Suggestions Adjust the daily quest rewards for Abyss dungeons to grant an essence of the boss the daily is for, as well as reward 5 souls. It isn't a lot, but it will definitely help keep them up with the rate of armor fragments. I think it would be fair to be able to craft a set every week, and this would be enough to meet that (assuming you're able to trade essences for the ones you need with other people). Double the bags you receive in the mail for defeating a boss. Reduce the cost of trophy blueprints to 100 souls. It's double what HoO was, but they don't include the quests you have to do for them. I think 100 is fair. Reduce the cost of fragments to 100 souls. Reduce the cost of essences to 100 souls. Give the Esh-Baal NPC after defeating the first boss in Stygian Core a move speed buff, or have her teleport straight to the bottom. Remove the DoT effect from Esh-Baal's dragon form after leaving the dungeon so we don't die outside by the portal. Fix the typo(s) in the sets mentioned above (Dark Ninja being the biggest one). An EXP/CP boost to celebrate the new year. Make the same change you did with Dragon Knight and Druid to the other classes that have transformation skills, such as Glacier Knight and Trainer. Since we have both 115 weapons and armor, I think it's a good time to put 115 crafting items into the EP Shop. To end this very long post, I'd like to once again say thank you to Jordan and the testers for your hard work. I know it isn't easy creating content alone, and despite the issues I may have with it, I still appreciate it.
  20. IGN: Soul Item: Badge of Honor Thanks Vivi! Merry Christmas! 🎅🕸️
  21. I would probably like it as a 5v5 here as well. On Twin Saga, the 3v3 and 5v5 arenas were the exact same thing. For Eden though, I think a 5v5 would fit us better and be a lot of fun!
  22. Sure! Here is a video for everyone's reference, so we can see how more people feel about this: Essentially, it is a 3v3 OR 5v5 event between two teams to fight for control of the Crystal Pillar over the course of 8 minutes. Once you load in, you're inside your team's spawn (like TW) and there's two minutes to prepare before it starts. The goal is to capture and hold the Crystal Pillar in the center of the map. Once prep time is done, you can walk through the portal and begin. To capture the pillar, you attack it like any TW/GvG crystal. The players receive points relative to the amount of time they remain in control of the pillar. Points are rewarded individually to each player, as their personal points matter at the end of the match. Your personal points are increased by defeating opponents, healing team members and destroying the pillar. The meter essentially tracks your team's total points, and the team with the most points win the match. You receive arena coins based on the results of the match, as well as your own performance. All that being explained, I don't think some of these features are really necessary, such as tracking every person's performance (though I do think it was a cool feature and felt rewarding if you played especially well!) I think this would be a fun alternative to co-exist with the current 3v3, or maybe even be enabled as a 5v5 arena. As someone who plays a Halfkin and heals somewhat often, I don't think smoke bombs are really necessary to balance healers. If I wanted to get out of combat and revive, I could play Adjudicator like you said. We also have in-combat revives like Battlefield Poet's Requiem and Druid's Soul Awaken, so disabling smoke bombs could give more of a reason for these classes in TW and make them feel much more rewarding. I don't think Frozen in Time capsules are necessarily bad, but it was more of a "if you're going to do one thing, might as well do them all" kind of suggestion. I think they would function fine with a longer cooldown. Nothing crazy, but maybe like 20 or 30 seconds and see where that gets us.
  23. My suggestions here will essentially just be the first thoughts that come to my head regarding ways to improve our PvP. I'll list multiple ideas for each topic, just to throw them out there and see what people think. These are not suggestions I would like all done together at the same time. Each idea stands as an individual, separate suggestion. Territory Wars/Guild Wars Remove the player kills leaderboard. This does nothing but inflate the ego of people ranked high on it, and is not an accurate representation of how a player does when it comes to making an impact on the Territory War. Instead, you could use the number of kills the guild did as a whole, or some other metric to measure their performance and reward them based on that.This also fixes the problem we've always had of healers not getting nearly enough war stones from TW, and allows undergeared players to be able to obtain war stones more reliably and use them for things like achievements. Crystals should be harder to kill. This can be done through various means, but my idea is to add a damage reduction buff that is reduced based on the number of enemies attacking the crystal. For example, a crystal could start at 10 stacks of a damage reduction debuff, and each player attacking it will lower it by 1 stack.This prevents solo capping and encourages people to play more like a team/guild when attacking. In FFXIV, there is a mechanic in Frontline PvP (their version of mass PvP, either 8v8v8 or 24v24v24) that rewards a player for killing players consecutively without dying. Once you defeat 4 players without dying, you're rewarded with a buff called "Battle High", which increases your damage dealt, and at 8 kills it becomes "Battle Fever", increasing your damage dealt even further. I think a modified version of this would be interesting. Something that increases the damage you deal, but also increases the damage you receive until you change classes or die. Alternatively, we could buff crystals (HP, damage reduction), and have the buff from, killing players specifically buff your damage versus a crystal. This would encourage players to actually fight other people and protect their damage dealers, as accumulating kills would lead to increased capping power and overall allowing you to win the territory. Normal class Territory War should be removed, as it has little to no point anymore with a classic server being made. Disable the use of certain racial crafted items like Engineer Potions, Smoke Bombs, and Frozen in Time Capsules. I genuinely feel like as a whole, these items deal more harm than good. They really take away from the features certain classes have, as well as add features that some classes just weren't meant to have. I shouldn't be able to be an Annihilator with permanent stealth just because I can spam racial craft, for example. This takes away from classes like Assassin, who have invisibility as a part of their kit. Alternatively, the cooldown on them could be raised significantly, but I think just removing them is the better way to go. I have and will probably continue to use all of these items outside of PvP, they will still remain relevant if removed. Elysian Island I can't really think of anything else I would suggest currently that Jordan didn't already suggest, but will edit this post if I can. So for now I'm seconding all of these: Temple Arena HP changes to bosses for sure, but I don't think player stat caps should be added. Removal of tower potions. New rewards, such as a legendary devil soul or blueprints to upgrade the trophies, with materials being something like one of each devil soul (white, green, blue). 3v3 Remove battle pets. In regards to normal classes only, I don't think this should be something we ever really go for. If people want to do arenas on normal classes, there's another server for that now. Our server should be embracing awakened classes, as that is the whole reason for it. If normal classes are really desired (which if NCTW is any indication, they aren't anymore), we could try a normal class arena. A new map for sure. Possibly the 3v3 arena in Twin Saga. We could maybe even go as far as to incorporate their 3v3 arena into our server completely. In Twin Saga's 3v3, you are fighting for control over a central pillar, and a team is given points for holding the pillar, similar to the bar GvG has for holding crystals. Kills also influence the bar and can have a significant impact on the fight. This could not only lead to rotating maps, but even rotating game modes and different types of 3v3 battles. I really like the idea @Hops12 mentioned, making use of the queue system that lets you declare a role. Something like that might be possible, and limit changing classes to ones that are only within your role. I worry that we don't have enough people to really make this system work though. Removal of immunity potions. I think in an arena where you're allowed to freely change classes, the counterplay should be switching to a class that will be effective against the enemy team, not buying a potion from an NPC. As an example, let's say I'm against a Conjurer. Instead of buying a fear immunity potion, someone on my team would switch to Holy Sage and use the fear immunity aura. Increased rewards for winning. This could be things like more honor stars, more class medals, a box that rewards you with Eternal Points or Eden Crystal Fragments, etc. 10v10 A new map and objective for this arena would be great. I think something like a mini TW would be a lot of fun, and I could definitely see it being more popular. Team size could possibly be reduced. Getting 20 people to queue for an arena isn't easy. This might be different if the arena is more enjoyable and/or has better rewards, so this suggestion might not even be necessary if 10v10 is changed and enough people are interested in it. Remove battle pets. Monster Battle Arena A new set of bosses entirely, using newer ones or the custom ones we have. This would really bring a breath of fresh air to MBA, and make it really exciting for a lot of people to try. Player stats should be normalized based on their boss. Give each boss it's own stat block and assign that to the player. In an arena where you transform into bosses and fight, this really balances it out. People won't queue on things like Samurai for the P-ATK with the Katana, or Magician for the M-ATK with the Staff. This also makes the arena friendly to people of any level, and would be a lot of fun overall. Overall Changes Removal of battle pets in PvP. They just aren't needed and don't add anything to the PvP experience. To ensure they still have a use, maybe allow them in Haven of Oblivion, as I don't think they would break anything that badly. Worst case they would end up healing a boss but I'm sure people will learn to turn them off versus certain bosses. Increased rewards for playing. Adding to what was suggested in the 3v3 suggestion, things like more uses for Honor Stars would be nice. New furniture for housing would be cool. Better ranking rewards. This isn't really exclusive to PvP, but all of our ranking rewards are outdated. They give you things like Lv50 chisels, low level Corona's Extracts, and other things that don't really feel rewarding to receive. More suggestions might come later, but these are my initial thoughts! ^^
  24. +1, would love another shot at this game. I'm sure it would do great if given the chance! Vendetta could really take this game a step above the other servers and shine.
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