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Everything posted by Jordan
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Well I wouldn't say that cause there has been stages in this servers life span where 3v3 was very active and reaver was in much worse states than its current form. So although yes I'm likely to agree with you that not much would change. But if we can tackle issues and address issues that are present that are currently gating people from it (Such as some have mentioned the rewards and the arena sets being a couple of reasons to note) then at the very least getting it into a state where theres a couple of matches a day rather than a couple matches a week then thats something to strive for right? I mean after all if people are playing this server over Classic then the reason is clear that they prefer the current balance of awakens to that of normal classes so I don't really think a reaver CC chain is the reason they're not queuing. This post has provided me with some good insighed already on some changes that can be made just like the Classic version of this very same post. So overall I think there is still improvements that can be done overall without even needing to touch any classes. I'm actually more worried about people stacking healers and shielders and coordinating that way that someone reaver chaining someone.
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As of the last time you mentioned this suggestion and although this suggestion makes sense for the most part. You can't really do changes like this to a well established game. You can't really wake up one day and say right, we're reworking an entire mechanic that effects not only 61 classes (Which is technically x5 since 5 races) but also every single boss/monster. The buff system is basically how the entire backend of this game works. KP is buffs, achievement titles are buffs, equipment are buffs and the list just goes on. Like my character is outdated it has almost all 65 achievements I'm just missing like 4 enchants using a 95 set and gears that where acceptable at 95 gears. Even without glyphs and a pet pray I had over 150 buffs active on my character. So you can probably double that atleast for normal geared characters. So although in theory changing something like this might look simple on the outside, your talking about modifying literally about 50,000 - 60,000 items of data and thats after you add the functionality such as prioritzing the Tier 1 buffs over the Tier 2 buffs. Regardless of the above information the only other factor I can mention is this would take months of work for something I don't really think people would want / appreciate. In theory yeh it's more balanced but at the end of the day its not really EE. I would argue that it's not really super imbalanced now (asside from PDPS being a bit too strong in PvE). A lot of classes even if not played are actually playable in PvP modes and all it takes is for someone to actually build it and try it before it becomes the new thing that people play. The only issue comes from the fact that the game is balanced around the idea of group PvP and thats why when you introduce 3v3 to the mix its just super imbalanced. However, the aim of this post was to try and find ways to make the lower scale PvP's more balanced or at the very least, more fun.
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I understand your point. But it's a bit dumb ingeneral to be able to revive people in arena, thats before factoring in a class that cannot revive people being able to invis and switch to do so. The game mode is designed around the objective of kill everyone and that everyone has 1 life per round.
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I don't think healing is tracked very well in game but I could take a look to see how much I can work with it. I do think however, that this could be a really fun mode but I do feel it would need to be atleast 5v5 in-order-to be fun. Since that would allow you at the very least to build some sort of structured party. I think you mean exception. But yeh its a possible avenue atleast for the starting point. I think it wouldn't be ok to just leave it unplayable forever. I don't think the guild funds is the issue. Just generally speaking they're pretty useless.
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Old TW from what I know was more of a Attackers vs Defenders sort of ordeal where. The closes comparrison I think of is a bit like Overwatch where you progress through the map as you capture the points.
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Information We will be restoring any 1v1 winners class buffs that where lost due to the double ranking rewards last week. Updates Updated the Elysian Boss reward boxes so that Support classes have a better chance of getting rewards. Added various mounts from FNO/Awaken to the archive. Bug Fixes Fixed the timer in 10v10 to be 6 mins again. Fixed the Icon Issue with the Theif and Martial Artist level 90 class costume (alpha). Text Updates Translated the Skills and Pray effects of the Catmaiden Fiona Pet. Thanks and have a good day!
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Dragon Emperor Rework We've made some changes to give Dragon Emperor much more of a Dragon Knight feel in terms of playstyle. We wanted to bring back the same feeling that the original Dragon Knight class had while having the Awaken Class level of gameplay, so when designing these changes I had the following goals: Remove the reliance on the mount and pets, without making them completely useless. Improve the fluency of the combinations. Have a good PDPS presence as well as a good MDPS presence so that you can play it either way or even in a Hybrid fashion. Improve the damage of the class to make it match up to whats currently available. New skills Here is a list of its current skill list. Some skills are similar and some skills are completely new. Here is the skill list: Flame Lance Cooldown 3 seconds Grants M-ATK and deals Triple Hit Fire DMG to the target granting the caster with Flame Dragon Strike DMG +30% and Dark Dragon Slash DMG +40% for 3 seconds. While in Dragon's Rage: This ability will be cast again. However, the recast will not deal Triple Hit DMG. Class Talent: DMG Dealt +3%, stacks 10 times. Soul Bound Lance Cooldown 3 seconds Grants P-ATK and deals Triple Hit DMG to the target granting the caster Dark Dragon Slash DMG +40% and Flame Dragon Strike DMG +30% for 3 seconds. While in Dragon's Rage: This ability will be cast again. However, the recast will not deal Triple Hit DMG. Class Talent: DMG Dealt +3%, stacks 10 times. Dark Dragon Slash Cooldown 3 seconds Grants M-ATK and deals Fire DMG to all enemies within a 15 fan shape granting the caster Flame Dragon Ambush DMG +40% and Dark Dragon Ambush DMG +30% for 3 seconds. While in Dragon's Rage: This ability deals additional Fire DMG equal to 10% of your M-ATK every second for 4 seconds. Class Talent: DMG Dealt +3%, stacks 10 times. Flame Dragon Strike Cooldown 3 seconds Grants P-ATK and deals Physical DMG to all enemies within 15 meters of the target granting the caster Flame Dragon Ambush DMG +30% and Dark Dragon Ambush DMG +40% for 3 seconds. While in Dragon's Rage: This ability deals additional Slash DMG equal to 10% of your P-ATK every second for 4 seconds. Class Talent: DMG Dealt +3%, stacks 10 times. Flame Dragon Ambush Cooldown 3 seconds Grants P-ATK and deals Physical DMG to all enemies within 25 meters of the caster reducing their DEF -30% for 7 seconds. While in Dragon's Rage: This ability additionally Reduces enemies Physical DMG Dealt -20% for 3 seconds. Class Talent: DMG Dealt +6%, stacks 5 times. Dragon's Rage Cooldown 40 seconds Grants the caster HP +pts, P-ATK +pts and M-ATK +pts for 20 seconds. Additionally grants bonuses to the following skills: Flame Lance Soul Bound Lance Dark Dragon Slash Flame Dragon Strike Flame Dragon Ambush Dark Dragon Ambush Class Talent: Duration + 1 seconds, stacks 5 times. Summon: Flame Dragon Summons the legendary Flame Dragon to battle. While the Flame Dragon is alive, the caster will be granted P-ATK +20%, P-CRIT Rate +15%. Class Talent: Increases the P-ATK to 30%, P-CRIT to +20% and grants an additional Move Speed +5% . Summon Dark Dragon Summons the legendary Dark Dragon to battle. While the Dark Dragon is alive, the caster will be granted M-ATK +20%, M-CRIT Rate +15%. Class Talent: Increases the M-ATK to 30%, M-CRIT to +20% and grants an additional Move Speed +5% . Dark Dragon Ambush Cooldown 3 seconds. Grants M-ATK and deals Fire DMG to all enemies within 25 meters of the caster reducing their Move SPD -30% for 7 seconds. While in Dragon's Rage: This ability additionally Reduces enemies Magical DMG Dealt -20% for 3 seconds. Class Talent: DMG Dealt +6%, stacks 5 times. Dragon Emperor Leadership Toggle Skill. Recovers 1% HP every second. Summons the legendary Ice Dragon to ride into battle. While riding you will be granted Max HP +50%, Move SPD +30% and DMG Taken -10%. Additionally surrounding enemies within 15 meters will be inflicted with "Chilling Breeze" which reduces their Move SPD -30% for 2 seconds. Class Talent: Grants an additional HP +50% and Move SPD +20%. Holy Skill: Dark Dragon's Roar Cooldown 4 seconds Grants M-ATK and deals Fire DMG to all enemies within 20 meters of the caster inflicting fear status for 4 seconds. Additionally granting the caster Flame Lance DMG +10% for 3 seconds. Has no effect on boss monsters. Holy Skill Flame Dragon's Charge Cooldown 4 seconds Grants P-ATK and charges at the target dealing DMG to all enemies within 15 meters of the target immobilizing them for 4 seconds. Additionally granting the caster Soul Bound Lance DMG +10% for 3 seconds. Dragon Emperor Equipment With an updated class we also updated its equipment. Here are the equipment changes: Flame Lance Glyph Dragon Soul Skill <Dragon Fury> Cooldown -30%. Dragon Emperor Skill <Flame Lance> DMG +15%. Dragon's Wrath Glyph Dragon Soul Skill <Flame Dragon Fear> DMG +25%. Dragon Emperor Skill <Soul Bound Lance> DMG +15%. Ultimate Dragon Tamer Dragon Emperor Skill "Flame Lance" +10% DMG. Dragon Emperor Skill "Soul Bound Lance" +10% DMG. Spear of the Dragon Hunter Dragon Emperor Skill "Flame Dragon Ambush" +15% DMG. Spear of the Dragon Slayer Dragon Emperor Skill "Dark Dragon Ambush" +15% DMG. Final Notes Will enjoy to see how you guys feel about this one. Personally my favourite class was Dragon Knight back in the day and this new version really made me want to play. So I'd love to see what you guys think about this. Other Class Changes Along with Dragon Emperor there was some small buffs given out to various different classes. Here is a list of the classes and the changes that where made to them: Annihilator Shooter mode is now a toggle skill and not a buff. Equilibrian Sickle of Darkness Fixed a consistency issue where the Double Hit effect would only proc half the time. The P-ATK & M-ATK debuff is now 100% chance to occur from 50% chance. It has also been increased from -15% to -20%. Sickle of Silence Fixed a consistency issue where the Double Hit effect would only proc half the time. The ATK SPD & CAST SPD debuff is now 100% chance to occur from 50% chance. It has also been increased from -10% to -15%. Divine Circle Fixed a bug where the Holy Version of this was not giving the stated DMG Reduction. Increased the duration from 20 seconds to 30 seconds. Increased the amount of Elemental Resistance from +6 pts to +10 pts. Class Talent "Dark Prayer" now gives +6% skill DMG instead of +3%. Class Talent "Silence Updated" now gives +5% skill DMG instead of +3%. Class Talent "Sincerity" now gives DMG Taken -1% instead of Max MP +4%. Demon Taimer Hellish Foray Fire Demon skill "Hellfire" Cooldown Removed. Dark Demon skill "Ghostly Sob" Cooldown Removed. Dark Demon skill "Demonic Howl" Cooldown Removed. Infernal Contract Pet Skills cooldowns have all been set to 1 second. Oblivion Contract Pet Skills "Soul Song" and "Ghostly Sob" cooldowns have been set to 1 second. Thanks for reading, lots of text, lots of info 🤩
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This wouldn't really solve the issue we have of people avoiding fights and just capping though. It would maybe even encourage this as people who are winning wouldn't be able to defend very well. You would be suprised. With more than a single healer in party his HP reduction is almost non-existent. I was going to remove it with Classic but atleast that the time there was 10 or so people playing it. So I kept it. I'm not against removing it however if thats what people want. I would however say the PvP in the server is smaller than usual but it's been in much worse states. There was a time when 10 people in TW was a high amount of people. (This being around the time 120 cap was released, before Kage was release). We can't make party queues as of how the sever is structured. I know the Chinese server (Not FNO) had this feature but they had a lot of huge differences to us and its simply just not a feasible option for us right now. It's not entirely impossible but your talking atleast a month of hard work dedicated to something like this alone. I think there is more than 20 people who are active. Its just motivating those 20 people to actually queue up and play. Rewards could be one thing but I somewhat agree with maybe just the entire mode needs revamping to be more rewarding and more enjoyable. Like I think people enjoy it in Classic right now, but a lot of the complaints the mode has right now is that its very poorly made/executed on. It's like they took 3v3 and shoved 10 people in and allowed respawning. I think maybe something more objective based like TW but more casual so people queue for fun and not because salary or ego. Not a bad idea to leave how it is and then have a better version for upgrading. I still think a reward revamp is a good idea, but this is more of "All modes need new rewards" and not just this mode specifically. This will never be done. I dont so much regret making CCM a lot easier but this is the kind of problems that happen when you do make things easier. You end up with people who have nothing to spend on for months start stockpiling where as people who have a lot fo buy can get done faster. Same thing happened with gold and the difference between Palace and Fae. All the prices went up due to gold being easier to aquire, this is a decision I regret for sure. I think although its an ego inflator, I think it does more good than harm overall. I would like to increase the healers rewards but this is something thats somewhat hard to track. I agree and I think your suggestion is decent. I also think that maybe adding DMG reduction based on surrounding allies to the crystal migh also be a good thing to look for also as that would help prevent less of the run around and cap game and more, wipe then cap game. I thnk kill streaks are a good option for sure. My only issue is I feel like awaken classes have enough damage as it is. So it's a bit hard to give more damage to all the classes in such a fashion. Maybe it could be damage to crystals but again I feel like this could add too much RNG to TW since cap waring is a thing and having a damage buff for getting the last hit on someone isn't really a good metric to go by. I agree with this to an extent. For example Engineering potions give far too much damage to be considered balanced. Although it has a cooldown and it has a cost I still think its clearly an advantage and not a disadvantage. Smoke bombs are something I'm a bit more on the fence about as it was something that kinda balanced the field with Humans being the best healers hands down to every race being able to heal and revive. However, since then I've added a class based strategic retreat to Adjudicator so this issue is semi-solved. Frozen in Time capsules are somewhat of a nice thing too as they function some what like active items in other games function like that if welltimed could make or break a fight (The one noticable game would be Hourglass in League of Legends). Maybe some balancing around this item could be done rather than disabled but I'm not sure since this is based on my experiance when I played and not the current experiance on live. The Normal Class route is mainly more for fun. The issue with awaken classes specifically in 3v3 arena is most of them are centered around being in party vs party combat. So when you use them solo there is just some really overtuned classes. If it was an option to balance classes per pvp mode then I think it would be much easier to accomplish a more balanced envrionment but its just not. This is why people suggest normal classes to me as they've already been balanced they already work so having an environment they can work in is a good option. I think the next suggestion that was in both your 3v3 and 10v10 suggestion is great. I'd need more information about how exactly this 3v3 worked but I think generally having a fresh new gamemode for both (even if the 3v3 one is only every other day or something while having normal 3v3 gamemode being on the alternative days) I think these suggestions are great. I think one aspect that has been lost especially on 3v3 and 10v10 is the fact that there is no real teamwork required. Classes like GM and Reaver can 1v3 people without a healer and it just kinda makes the environment team with no teamwork. Adding objectives would force stratergies and teamwork in order to defend, attack, etc. I think these suggestions should definatly have something come from them and it would be nice to get others thoughts on this. I think if we could reach a more balanced arena first then this would be something good to consider. Right now theres a lot of classes that can just solo win the match and a lot of classes that cannot compete. But definatly something worth doing if things are more balanced. Definately a good suggestion. Do you have any suggestions. Well although we can maybe look into compensating people this is ultimately a decision of do you actually want to have changes made to the arena that would actually encourage people to play. As right now as it stands this seems to be one of the main points people have a long with battle pets. Ultimately would you rather get less than 1 match a day on average per week and get to use your arena set or have a potential active arena where theres 100+ matches in a month. Either way your not getting much use out of it now so whats realistically being changed.
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Ahh I understand now. This is actually not a bad idea at all. It also gives somewhat of a timewindow for coordinated teams to force a win. Say for example theres 3 left and the next spawn time is 15 seconds away. Then you could try and hunt those 3, where as if theres only 5 seconds till the next spawn time then you could maybe leave them alone and try and make it harder to regroup. Obviously in most 10v10 people will just zerg around and kill kill kill, but this could be an organised advantage in certain teams. Although I have a worry that it could cause a bit of drama in which people get flamed for killing someone when the timers a few seconds away. Although this isn't me saying no or this is not happening, as your not the only person suggesting this. However, from my experiance with balancing on the awaken server. Often times skill radius being reduced by a small amount doesn't really have much of an impact on anything as although it might help, it will only actually help in about 5% of situations for the most part. So although I'm not against it, I don't actually think much will be changed by such a change but thats just my 2 cents on this suggestion. I don't think its a good idea to base any balancing around a bug that wasn't intentional and that will be fixed this maintenance. This is why it's listed as 6 mins and I believe most suggestions around 10v10 have this in mind. If anything I think generally speaking basing balance changes on people who are clearly griefing arenas is a bad idea. We have punished a player this week for these sorts of actions and I think in future we can look into giving arena based punishments to all players who are caught greifing, specficially in these team based PvP modes. One punishment that might be a good idea for example is say a week long Defector debuff. So they're basically banned from the arenas for a week or a couple of days. This should help encourage them not to grief the arena. We have medals in PvE dungeons now so there is no need for people to grief the arenas too. I think a group life system would be a good solution to the disconnection issue though and just like other PvP games we just need to improve our punishment system for those who ruin it for others. Every PvP game has griefing so its not something we should balance around. Theres not a lot we can do about that I agree. But its a tough situation as the current situation sometimes requires you to be able to one shot someone or burst someone really fast or its hard to out dps. I'm not sure of a solution to this but it's definatly something that should be further discussed. One interesting thing a game I played before does is when you recieve a heal from a certain skill, then you get a debuff that acts like a cooldown to the spell lowering its healing by a high % to stop healing spam. Although I'm not sure this would work in this game but its something to think about. Maybe we could do something which psuedo limits healers to 2 - 3 only, where if theres more than the limit they all get a debuff or something. Well what you'd do is attack the P-Healing stat by a percentage. So this would nerf Templars more than it would a Mage for example. This way you'd be harming their recieved healing asside from Zumi's and their Mechanical Healing Shield they would for the most part be affected as much as the next class would be. But again this would be something that needs to be played around with to make sure it works as planned. I definatly agree with this, I do think that there would need to be some changes focused at survival added for this though. Cause the issue I see right now from 3v3 is that there is a lot of cases where a class will just one shot another class and thats the end of that. Key ones being as you mentioned: Illu with KD, Templar with KD, Ranger against invisible targets. Often times there is little room to counter these classes and its just a match of who one shots who first. I know some are complacent with how it is but others are not. Which is why this thread exists. I think if we can find a good balance that makes CC not too punishing while not as you say, buffing Templars out the ass then it might make for a slightly more fun experiance where a battle actually lasts slightly longer and has more room for counter play. Apologise for replying out of order I think this may leave arena feeling a lot more stale than it is now. Although I understand a couple of racial inparticular stand above the others but there is kinda a good handful across the board that makes most races balanced. Humans have resistance on ranger and - resistance debuffs while also having an out of combat button on healers for reviving. Zumis have the double hit and triple hit orange and green classes respectively. While having the anti pdps box on Purple and the Mechanical Healing Shield on yellows. Frog Orange classes and Purple classes have nice CC while Blue classes have the super anoying reflect and healing. Bears have the super anoying fear that isn't a fear on yellow classes while having the fear debuff on purple classes, the knockdown on orange classes and the damage reduction on blue classes. Halfkins have the double hit on illusionist, the long ass stun on greens and the resistance drop on orange classes. Yes I didn't cover everything and yes sometimes they're somewhat class specific. But at the end of the day people choose a race to play with their class selection in mind. And taking that away will make a lot of people anoyed as if they knew this would happen from day 1 they may have just been human or halfkin. Also just to note, the reason the Zumi skill is disabled was due to the fact that certain objects in the game world you can get stuck inside of when pulled into them. This was a massive problem on the US server originally where people would pull others inside the rocks in TW for example. If we where to ever nerf healing we'd try to factor this in mind to not make building high heals feel wasted. There is ways around this however I can physically edit the maps collisions so that there is a massive invisible wall in the way making it impossible for players to get through without the need for death barriers and such. Then we can just simply litter some objects in the way to give the asthetic of "This is blocked off". Before anyone says it, this doesn't stop attacking through it so the wall would have to be big enough that people cannot be attacked inside their spawn. I also think dreadlore is a bit of a stale map, although it does the job. I'd like to see what other maps are usable first before this as this is quite a boring looking map in all respects.
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Not a bad suggestion actually. The issue always becomes the smaller guilds. The smaller guilds will struggle to make an impact. Maybe a solution to this could be to make it have a duration so like till 1 min after being capped or something. I'm not sure but definatly not a bad suggestion. They already have high HP and resistance. I think this is a player difference to be honest. Do people take more than 30 people to GvG right now? Maybe it wouldn't be a bad idea to have some sort of DMG reduction based on the enemies numbers. So if the enemy guild bring 30 people it gets 30% damage reduction or something but if they bring 15 people its only 10% or something smaller. Might help balance the number difference a bit. All good ideas. Thats what I was suggestion with TA in having that newly added so people have something to earn in there again. I'm sure just adding some white HP and some base resistances people will call it worth and go farm them. So its not a bad idea at all. I'm not sure about crystal protection if I'm guessing thats what you mean on totem. I do think the crystal thing is a good idea for sure. I don't think adding pre-determined queues is something we can add. But one thing I suggested on the Classic version of this post that I missed out was maybe having the option to change class be available when in the preparation zone but then disabled in the battle arena. So you can prepare for your opponents but then you can no longer flip flop during the match with things like Smoke Bombs and invisible skills. I'm not sure what you think of that but that might help people plan their partys a little better without having the abuse that can be done at the moment. If I understand you correctly you're talking about the more crystals you have the more damage to crystals the enemies have? Cause although this isn't a bad suggestion I kinda feel like it will still encourage a cap and run play style rather than a cap and defend play style. This isn't a bad suggestion. Maybe having some sort of damage reduction buff per player around the crystal. So if your guild owns the crystal and then you have a party on the crystal. Then its harder for them to just kill the crystal. Where as if you have nobody around then the crystal is normal and can be capped with no issues. I think this could work but you'd have to make the range pretty small. Well the issue with your suggestion is that it used to be the only way to get into GvG and it ended up being that guilds who where active in TW didn't enjoy arena and would end up complaining that they didn't make it to GvG. This was one of the reasons the points where added to TW instead. The issue with awaken classes in arena is just how dependant they are on party setup. You have a handful of classes such as Reaver and Rifleteer that are very self-sufficient and have a lot of heals and then you have classes that don't. They are designed mostly around Party vs Party pvp and I think unless you make a banned list of classes there will be 3-5 that just dominate the other 35-37 awaken classes. Along with healers just being a busted advantage to have on ones team. I wish there was a way I could balance them seporately within arena but sadly its not possible. Normal classes on the other hand are a lot more well tuned in the sense of although there is a clear winner and loser there isn't many that are genuinely useless. The crystal idea was more of just a thought bubble. Like @Herakles suggested one idea could be a capture the flag in 10v10 or something. It was mainly just to suggest objective based gamemodes that aren't solely focused on a blood bath.
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I dont think this would change things as things stand at the moment. The only issue is deciding on what should be on the rewards. This is an across the board problem. Maybe there could be a new type of Honor Stars limited to only the PvP mode with some exclusive costumes or mounts or something. There may be a reason it was set to 4 mins. Maybe map initialization. I'd have to see. The stat was mainly to reflect the kinds of stats you'd have at that level but would require gear caps too. It was just an idea and only really would work if limited to Normal Classes now that I think about it. HP increase was just to make the match last long. Healing would need to be nerfed for this to fix the balance but I think having a longer match gives a lot of room for fun. However, class changing might need be disabled during the match so people dont smoke bomb change class too much. I could make capture the flag. But yeh I agree you'd need a bigger map for this for sure.
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Adding more duration to the Immunitys you mean? And we are taking action against reported players and have been. Just most of the time people don't report it till after a while already. This was just something that was suggested to me. Increasing the HP could have a decent impact on this as if you can live through the CC you can counter with your own. However, this post was asking for community input. So if you have any suggestions that you feel might be better than HP then let me know. I think this could be a thing. It is an interesting suggestion that could really benefit playing healers in 10v10, especially something like Shaman with in combat revive. I agree to a degree, if you reduce to 3 mins you'd have to improve the regrouping factor at the very least. I agree at the moment. Damage reduction is nice but its only good when healers can heal 1/3 of your hp in one go. Otherwise you end up buffing healers this way. Well some people feel its a bit unfair and I agree with them. But it's not something that we can fix and it's not something that can really be policed properly. Just to clarify. So basically example 1 is like a waterfall approach to the spawn in which everytime someone dies the other player on their teams revive timer gets increase to match making each player respawn at the same time. Then if the last person dies the match is over? Or is it in tandem with the life system that its basically like if everyone dies then thats just 1 life move on to the next life all spawn together sort of ordeal? Cause I do like the concept of this idea. The only issue i see with example 2 is the people who afk in the arena now would be free to afk in the spawn zone. So we'd need to have some sort of time limit inside the zone. However, the games not very good at tracking if a player is inside the zone or not so it kinda makes the situation hard to handle. I may be able to add something to force them out if they're 10 already but I can't say with certainty.
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I think in any case even in the current state runners and invisible people will still be a problem. So it's probably best to forget about them for the most part and just maybe strengthen the rules on whats considered trolling / greifing and punish accordingly.
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Information Hey everyone, I've been talking to a couple of people and after some of the hype around the activity in PvP (Specifically 3v3 and 10v10) in the Classic server I heard that there was a day where people tried to revive it in Awaken. I believe if we make some changes towards these modes specifically we could maybe make it more enjoyable for players and to make it more active. So I'm opening a discussion on suggestions on what people think should and shouldn't be changed about the PvP. This isn't limited to just 3v3 and 10v10 but just generally PvP across the board on the Awaken server. I'm going to bring up some initial points that either I have came up with myself or that others have suggested to me in the hopes that we could bring up some discussions on what could be changed to improve the quality and enjoyability of PvP. I do want to state clearly. This is not a thread to suggest class balancing. Territory War / Guild Wars concerns and suggestions I've recieved a number of complaints that most of the active TW's on this server and GvG's end up becoming a capping fest where instead of people contesting and fighting most people op'd to just running around capping. Now a simple HP change helped against this a bit, but overall it didn't really have an overall change to this problem. So I'm asking the community on what they think would be some good changes to be made that could encourage fighting more and contesting crystals more during a match. Bring back the PvP elements of this mode rather than it being PvE. Please if you have any other concerns about this mode you are welcome to put those issues and suggestions forward too. Elysian Island I recently revamped the island for the Classic server for its release which included several changes. Some of these changes include: Disabled Arena related gear. Disabled Battle Pets. Disabled Friendly Fire (Like on awaken) but additionally fixed the remaining issues with it (Not available on awaken right now). Revamped Boss rewards. Added some new rewards. Updated and tweaked how the bosses are spawned within the island. Fixed the boss spawning bug. Now I will state now that we cannot just copy and paste these changes over and call it job done, but it would be definatly some things to consider adding to the awaken version. However, I have a vision to completely revamp the island on awaken, make it unique to the Awaken server and make it fun and something that people enjoy and wait for it to open (Like with TW). I hope that we can figure something out together. I think if any changes are made we would change the island back to being 3-4 times a week. However, this would give us room to add more desirable rewards that will make people not only want to participate but also feel rewarded for doing so. So please put any and all suggestions below 😁 Temple Arena Similar to Elysian I feel like this PvP could actually be something that people get online and think "Yes! It's Temple Arena day", something that people will make sure to be online for and queue up. Now I know my hopes are high but I really think this mode could be made great and not just how it is now, a trophy farm. Now here is some initial changes that come to mind: HP changes to the bosses or player stat caps like on Normal Class TW. Removal of Tower Potions. Revamped Rewards. We could disable any sorts of arena gears that may or may not be enabled during this mode (I can't remember if they are or not). Along with this maybe add some upgraded trophies as we've had in the current and past few content patches that could respark something to gain from this mode. We could also create some new stuff to make the mode generally more fun for players. Like Elysian I think this mode would have to be only opened a couple times a week. So maybe the two modes can alternate and then on one of the weekend days have them both open. Again I'm open for suggestions on this as this mode specifically I'm the most uneducated on since I didn't really enjoy this mode myself so unlike Elysian/3v3/10v10/TW I never really played this mode. 3 v 3 Specific Points This would be the target mode for the most changes as this is the easiest one to make active as it only requires 6 people to queue at once. Now I've had the following suggestions that I'd like your thoughts on: HP Increase This would require us to lower the healing done in this arena. As it will become a pool noodle fight or make healers far too overpowered. Removal of Arena gears This may or may not be possible as unlike Classic they where removed from the game from day 1. However, I can try my best to see if removing them is a viable option. There is also the option of nerfing just the enchants specifically if that is something people would prefer or as an alternative. Limit the match to Normal Classes only. This is not something we can have a normal class queue for an a none normal class queue for. Unfortunatly its either normal class only or both. However, there is a lot of balancing merits to limiting it to normal classes only. New map from one of the other games or another map from Eden Eternal. This is just something to freshen up the experiance. We could even have rotating maps so each month the map updates to keep things new and fresh. We could even pick some slightly bigger maps (Maybe 10v10 size) and add some other gameplay elements too like reviving and crystal capping and such. There is a lot of things we can do with it but it will require your input to find the correct direction. One change that will be made when changes have been made is the removal of it being open all day. The issue with all day is although its nice for all timezones, it stunts the queue as people will queue when they feel like queuing and not be forced into a funnel of when queuing is allowed. This change I feel is vital to get a fun and active queue again. 10 v 10 Specific Points I would like to first state that all the points from 3v3 can also be applied here. They're somewhat interchangable and if anything more relevant to 10v10 than 3v3. One idea I did have though is maybe we could change this into a bit more of an event than just a kill match. Maybe turn it into a mini TW or something, maybe based on TW 1.0 where you had attackers and defenders. I feel like there is a lot we can do with this mode to revamp it entirely. I would like to point out we could also turn it into a 5v5 arena if anything else but I would like to hear your thoughts on this. Monster Battle Arena Specific Points I made some balance changes to Classic which if people are interested in could be applied to Monster Battle Arena. Click Here to review the changes made! Now this arena is the one I'm hesitant on changing as for almost the entire life span of this server I don't think this arena has every been active. However, if people are interested in changes we can make some. One change I was suggested was adding some of our custom bosses to the roster of bosses in MBA. This could help bring some life to the arena for sure. I would love to hear peoples thoughts on this. Overall Changes I would like to reinvent the PvP of this server, especially the none guild based ones. I would like feedback on what people would like to see. One of the more important things would be rewards. Here is somethings I've thought of and I'd like to know what people think: Eternal Coins on the ranking. War Stones more accessible to players (Via Elysian and Temple Arena mainly). Eden Crystals (NT) or Eden Crystal Fragments scattered around. Maybe a custom exclusive pet like the Guards from Haven of Oblivion. Maybe a custom costume or mount similar to Ormormu that is exclusive to be earned from the arena. Maybe even some materials from DoS or DSR that can be used to upgrade potions and stuff. Other things to think about other than rewards: Overall removal of arena gears. Overall removal of Pets from battle mode. The inclusion of Normal Classes only. HP Changes and the impact of healing. Things other than rewards that would make you want to participate. I just want to state again that this topic is not here to dicuss class balance changes. I also don't want to hear about guild drama and player drama on this thread. So keep it relevant. If someone gives there opinion about an item that they feel ruins PvP or you don't agree with a change they put forward then you can give a pleasent counter point and that would be the end of the discussion. We do not need back and fourths on this thread nore do we need people attacking each other on this thread. This thread is to improve the experiance for you all so please take it serious and please be nice and respect everyones opinion. Unlike the Classic version of this post I feel like most changes here are a lot more impactful and overall bigger. So I would like you all to respect my time and expect a slow roll out of changes. Whether it be 1 mode at a time or changes to all modes in one big patch. Either way this could be a 1-2 week process or a 1 month process. Just please be respectful of my time and each other. Thank you.
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Information Hey everyone, I'm receiving some feedback and suggestions for some some changes to be made to the PvP modes (Specifically 3v3 and 10v10). So I'm opening a discussion on what changes should be made to improve the overall enjoyment of these modes of play. I'm also not saying you cannot discuss other PvP modes on this thread such as Territory War, Guild vs Guild and Monster Battle Arena. However, I would like to focus on the main two (3v3 and 10v10). I'm open to all suggestions regarding these modes. However, please refrain from any suggestions relating to class balance as this has been discussed several times that it's just not something on the cards. Maybe I will look into buffing up some of the under performing classes such as Shaman but this will be in future and will only ever be buff related changes and not reworks or nerfs. 10 v 10 Specific Points A lot of people have complained that the rounds are too long and that its hard to regroup so it ends up just being a one sided affair that 90% of the time is going to stay that way for the entire duration. So it's understandable why people would find this a bit unfair. Here is some changes that have been passed to me over the time the server has been open (I have also added my opinion to these changes so you can see my thoughts on the suggestion): Adding a kill limit or a kill goal This would mean when a team gets to 30 kills or 40 kills (Up for debate) the round will be won. I think this is a sensible change. However, I do believe something would have to be done about regrouping as this would just make the rounds artificially faster and lower the chances of having a lucky comeback. Adding a life system This would mean each player has x amount of lives per round. So if you kill a player say 3 times, they would be dead until the end of the round. Again I think this is also a sensible change. However, again I think something would have to be done about regrouping. Lowering the match timer from 6 mins to 3 mins. This would mean a match is only half aslong but doesn't really change much to the core design. I think my opinion is pretty much the same as point "Adding a kill limit or kill goal" on this specific point. Increasing the HP This would mean possibly having similar HP to what Territory War has but not having the DMG reduction that Territory War has. This would help people survive better and make fighting have more of a chance to surve through any chain CC. I don't really have an opinion on this as I don't play 10v10. So this ones on you guys. One thing to add though is healing might need to be nerfed inside the arena for this depending on how strong healers are right now. This would be an after the fact change but something to think about. This would be to avoid any pool noodle fights. Changing the Map This would have to be something of its own discussion on what map to choose and such. However, I just wanted to get some thoughts on this. This mainly stems from the fact that the attacking through walls cannot be fixed and it's just too hard to police something like this as people don't like to video issues and think screenshots are enough to punish a player. Along with accidents can happen with tabbing or casting a spell as someones running behind the wall. So this is an option but it's something that can be discussed here first then in its own topic later. I don't mind this change either, it's not so hard to do and if its something people feel strongly about we can do it. This is all the suggestions that I can think of right now. However, you're open to put your own suggestions on the matter. 3 v 3 Specific Points Just like 10 v 10 I've had some suggestions for 3 v 3 too. Now their is much less changes in regards to 3v3 but again I'm open to any and all suggestions from the community (Aslong as they're not class balancing). Increasing the HP Similar to 10v10 I've had complaints that one shotting is a thing in 3v3. This isn't just specifically complaints about Illusionist either (Although that is the main offender). A lot of matches are decided by who gets off the first CC. Now the answer to this could be to make the HP very high so that its easier to survive through the CC. It also could be a combination of maybe evening removing CC or increasing the immunity duration in a match to help balance things out. Any and all suggestions are welcome. Again I would like to state that after this change we might need to nerf healing so that healers are not too overpowered. But this would again an after the fact change. Changing Class Limited to once per round There is a couple of players who will abuse mechanics such as Anti-Sleep on bard and stuff like that. So a suggested change would be to limit class changing to one per round. I agree with this change. Especially if any changes are made to CC or HP. Changing Class removed from within the arena battleground This would mean you can only change class while in the preparation zone. This change will only really affect classes that have invisibillity skills since they're the only ones who can really drop combat but this change would be aimed to stop people swapping class to abuse an immunity within the arena. Again, I agree with this change. This is all the suggestion I can think of right now. However, you're open to put your own suggestions on the matter. I just want to say and I cant stress this enough that this thread is related to PvP suggestions only. I don't want to hear about anything other than PvP and going on tangents about items or drops or any of that sorts will risk your entire response being removed. I also want people to understand that this is a civil discussion and not a battleground. So calling people out will also bear the same risk of having your entire post being removed. The target date for changes will be the 27th along side the awaken weapons. However, depending on the gravity of the changes this can be pushed back longer. So please be respectful of my time and do not expect changes over night. Thank you.
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Can't say for definite but if there was no patch or no changes announced then a maintenance is the equivalent of turning the server off and on again. So most likely its just placebo and something else is causing the issue.
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Thanks for the feedback. I do not think any changes will be made to the bosses as of the moment as although chaotic it's somewhat part of the point. However, I will keep my eye on things and see if my opinion changes on that matter. I do appreicate the suggestions for support classes and will be actively trying to improve things for support players over the coming weeks starting with the mail boxes. Bards should also be equally effected by this change.
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You might be having issues connecting to the patching server. Try flushing your DNS and if that fails try using a VPN, I think there is free ones you could use and see if that works. Alternatively there is an alternative download. It's not got todays updated as it's yet to be updated, however if the VPN approach works but its slow then it might be worth downloading the alternative one and then just patching it.
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When you open the patcher it will download the client. When opened
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Elysian Island Elysian Island is arriving today on Eden Eternal Classic! We've done some renovations to the island to provide a better experiance to all players and much better rewards for you to collect. Whats changed? We've made serveral improvements to the Elysian Island to fit more to the games play style. Rewards have been reworked! The new rewards will be listed below in its own section! A new special type of bucket are located in various places around the map. These buckets will only spawn after "Guranzon" has been defeated and will only spawn once per match. These special buckets will drop "Elysian's Golden Bucket". However, when it announces that they've arrived make sure to act quickly as their is only 7 to be found. Note: These buckets are indistinguishable from normal buckets. Battle pets are now disabled like in 3v3 arena. We feel this is the best and most sensible environment for PvP so we continued the trend into this content. Friendly fire has been disabled. As many of you might have noticed from the original version of Elysian Island although partying worked there was several issues with being in a party such as single target healing doesn't work at all and you can accidently kill your own allies with AoE skills. All these issues have been fixed and now being in a party will behave exactly like being in a party should behave. Elysian Devil Soul items no longer have a cooldown and will work in a similar fashion to how Star Stones work making them a much more desirable reward to aim for. Gear EXP items have had number tweaks to make them much nicer to use and a much nicer reward to obtain. Several changes to the spawn systems: The buckets RNG has been vastly improved across the board. Hamrick will now only spawn a total of 6 times a match, The bosses in the center of Elysian Island now have a slightly longer delay between each spawn. Several improvements made to the maps spawning system to fix issues with bosses sometimes not spawning. Schedule The current schedule for Elysian Island is that it opens on Monday, Wednesday and Friday at 5PM server time. Elysian Island is open for 2 hours in total. Rewards Elysian Treasure Chest This reward is granted from killing several bosses within the Elysian Island. A maximum of 17 of these can be earned in a single match. Elysian's Ultimate Treasure Chest This reward is granted to the player who hands in the Demon's Resentment to the Guardian Tribal Leader. Only a single one of these can be earned in a single match. Elysian's Golden Bucket This reward is granted to players who are lucky enough to find the Golden Buckets that have a chance appear after Guranzon has been defeated and players kill random monsters within the map. Only seven of these appear during a single match. Elysian's Bizarre Bucket This reward is granted to players who destroy Bizarre Buckets that are scattered around the island. Elysian Golden Gift Box This reward is granted to the top ranked player at the monthly ranking reset. Elysian Silver Gift Box This reward is granted to both the second highest ranked player and the third highest ranked player at the monthly ranking reset. Elysian Bronze Gift Box This reward is granted to both the fourth highest ranked player and the fith highest ranked player at the monthly ranking reset. Elysian Winners Gift Bag This reward is granted to all players between rank six and rank ten at the monthly ranking reset. Elysian Runner Up Gift Bag This reward is granted to all players between rank eleven and rank twenty at the monthly ranking reset. Monster Battle Arena We've developed some changes with some of the Monster Battle Arena players that will hopefully encourage people to try and play. These changes include some small quality of life changes, a small increase to the daily rewards and some minor balancing changes to some of the monsters. We would love to hear some feedback on these changes and we can also look into some suggestions for some future changes! Changes The duration of each round has been decreased from 10 minutes to 5 minutes. This change is aimed to target those rounds that end up going on to long due to kiting and stalling. We feel that 5 minutes per round is enough to decide a winner and anything longer shouldn't really effect the outcome other than the player who was going to win giving up. Daily quest will now reward you with Territory Chest * 4 instead of Territory Chest * 2. Several Monsters have had their names fixed. Monster Balance Changes <Pirate Leader> One-Eye Roger Poseidon's Spear cooldown increased to 2 seconds from 1 second. <Evil Beauty> Dana Art of Darkness cooldown increased to 2 seconds from 1 second. <Evil Incarnate> Null Heart Art of Darkness cooldown increased to 2 seconds from 1 second. <Regal Executioner> Captain Kasin Lightning Heal cooldown increased to 15 seconds from 12 seconds. Lightning Heal reflect duration decreased to 3 seconds from 5 seconds. Lightning Wave stun duration decreased to 4 seconds from 6 seconds. <Dream Maker> Alice Living Nightmare description fixed. Living Nightmare sleep is now removed on being attacked. <Anger> Rafael Threatening Roar no longer stacks. <Angry Mt. King> Bassett Wrath of the Wilds disarm duration decreased from 15 seconds to 8 seconds. <Abyss Sea Beast> Aquan Pincer Slash Double Hit damage adjusted from 100:70 to 100:50. <Bane Prince> Olsin Black Lightning duration decreased from 8 seconds to 7 seconds. <Chieftain> Bloodtooth Tor Swipe range increased from 20 meters to 30 meters. Swipe cast time reduced from 1 second to 0.5 seconds. <Vigorpede> Gimu Worm Attack now deals Dark Magical DMG instead of Physical. Hook Claw now deals Nature Magical DMG instead of Physical. Venom Storm's combination effect with Parasitic now deals 15,000 DMG instead of 5,000 DMG. <Abyss Angel Statue> Moa Holy Light range increased from 12 meters to 30 meters. Heaven's Light cooldown decreased from 35 seconds to 20 seconds. <Ice Wall> Tienro Iron Wall Formation range increased from 20 meters to 30 meters. <Frostarragon> Torreyace Ancient Ice Block range increased from 15 meters to 25 meters. <Wind Howler> Gazina Falling Rock range increased from 12 meters to 30 meters. <Forest Butcher> Guillaume Swift Attack cooldown removed. Enjoy!
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Changes Increased the drop rates of all Essences on all bosses in Haven of Oblivion. Note: The increase is only slight but should make them drop a bit more frequently. Increased the amount of Silenced Soul dropped: Bosses now drop 6 instead of 2. Monsters now drop 2 instead of 1. Guards now drop 4 instead of 2. Bug Fixes Fixed an issue with Alice's crystals effecting newly spawned players. You now have to be within range of the boss in-order-to be effected by her crystals. Thanks all!
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Have you tried a different email service. Yahoo may have been blocked due to it allowing you to make several accounts with the same email. I'm not sure on this as I'm not the one who handles it.
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Your logic is insane. I've seen dead TW's, this is definatly not one of them. So if you are just going to spread fake information that as @Mark20 said will actually damage the server then please do not bother posting anymore. This information can harm new players who are considering downloading from doing so just because you want to throw a tantrum. Yes the server isn't alive as it was when it opened, no server is. That doesn't make it dead... Rats are beautiful. 😡 Just going to close this topic as its just kinda become a flame fest. Theres a poll on the other post. If you actually want to give opinions its there. https://forum.vendettagn.com/index.php?/topic/11362-guild-pvp-topic-20/
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This might not be something possible to do. I wont rule it out since I haven't had a chance to look into it yet. I will look into it though for sure.
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Not really going to comment on the rest of the nonsense as like not worth my time. However, this just made me laugh. What have I got to do with the price of healer set BP's. Get a reality check, they don't have class drops, they don't have any different drop rate to what they had on the official server back in the day. So this just invalidates pretty much your entire arguement. And back on Diamond US server. The 70 healer set crown was 20-40k depending on the time and demand. So a measly 3k that you can farm in like 1hr or so... Grow up. Good joke. Locking this topic before it comes a flame fest.