Jump to content

naru

Members
  • Posts

    156
  • Joined

  • Last visited

Posts posted by naru

  1. 28 minutes ago, Rin said:

    Hope that answers your question. I haven't seen you do much else until you joined Indigo.

    youre basically saying you see ppl one time on a class and think that they allways go with that class. I saw Mozzarela today as normal mage in aven btw i think hes maining that class and only plays normal mage xd. The other thing is that you literally playED (pls mention the ED at the end) the same classes anhi and assasin when you were in Stardust with soul/jin and want to tell me that i might changed my class pool because i left ano and joined indigo? Ever thought about that those two classes are rn the meta cappers and i might played them thats why? Why should i play idk Conjurer when im alone and have to cap LOL. It has nothing to do with the guild which class im touching and Indigo didnt gave me  more and deeper knowledge about the game i play this shit for over 10 years. Which doesnt mean i know everything and i dont say that but cutting me off or basically saying that since i changed the guild i might "know" now more is actually pretty dumb. And the other thing about using old gear like tineros trophy for debuffing. Believe it or not i know that this trophy exicts and i also know that theres a lv 60 necklace which decreases the cast speed by -20% and that you could use it with CA or reaver or DH or EVEN Asura( since asura got buffed and is now better than before vs heals in case you didnt know that) to debuff the enemy healer. But that wasnt the topic... the ice/nature/dark monster stone ALONE is in my opinion pretty useless. Atleast from a solo player perspective. 

    31 minutes ago, Rin said:

    You don't have to believe me, I'm simply saying that's my experience with it lol. I have nothing to prove to you, so please chill.

    why you think im not chill? You cant prove it because it doesnt work i already know that. Thats the easiest way to leave the conversation "i dont have to prove that". Talking big but not showing a evidience :) 

    • Confused 1
  2. 1 hour ago, Jordan said:

    But nothing will change. The whole problem is that people would rather cap crystals than actually PvP and if you take pdps out of the mix then people will just swap to MDPS varients instead. There is plenty of MDPS classes that you could consider a good capper and the only reason they are not used right now is because the PDPS classes are better at it.

    So like I said in my original response. I fully agree and so does the community who have responded so far seems to agree that capping in GvG is kind of a problem right now. But like I said, you can't just slap a bit more survival on it and then assume its all roses and daisy's cause its not. There needs to be another solution that will encourage fighting.

    i dont think that -x% pdmg taken on crystal would kill the pdps in pvp, because on eshbaal for example ppl go for pdps too even tho she got the -50% pdmg taken buff on herself. The auto attacks and skills of pdps are just better than the cast time and animation of mdps classes. 

  3. 1 hour ago, Rin said:

    I went in there with 95 sets just like everyone else. I didn't just spawn into the game fully geared. You're literally saying exactly what I said though, that what you experienced is YOUR personal experience, not everyone's. I literally pull all of the mobs exactly like you said to a boss on Executioner (which takes increased damage because of one of their toggles) and live just fine, with no -dmg trophies or accessories, or even a shield. Yes I'm one of the more geared players now, but even when I wasn't I never died to a "handful of mobs" as you say.

    dont believe you that sorry if thats so im sure its no problem to go 110t with me and wearing the old gear? I mean the level is the same just the gear changed so it should be still possible for you to do that again.

    I simply cant agree with you im 99,999999999999999999% sure you never really ran with totally random as mf new players or with ungeared players without 1 million 4t potions in theirs bags.  

    1 hour ago, Rin said:

    If you must know, it's extremely effective to drop cast speed vs. specific healers by combining this with other cast speed drops like Tienro's trophy. Not that you would ever know that, since I've only really seen you on Assassin and not in any form of coordinated PvP. Maybe that'll change though now that you've joined a bigger guild.

    when tf was i assasin lmao i dont touch that class, just sometimes in pve or  RARELY when i run alone in tw and search for kills but thats months ago lol. I dont even use that class for capping or actual teamfights. I used that class in anonymous in gvg when we didnt had a party and i didnt had my anhi finished. I got my 115 dagger before my 115 gun and thats ALSO 1-2 months ago. 

  4. 1 minute ago, Rin said:

    I didn't play when trials were released but asked someone who did (because I didn't really believe it), and this wasn't how it was for them at all. They ignored mobs just as everyone does now.

    Who are you in game and who was the person you asked? I would say youre one of this endgeared ppl and asked a end geared person and dont see the problems ungeared ppl had and no you cant ignore 110t mobs you cant even ignore them now go as berserk full dps in 110 no - dmg trophies no - dmg accesoires and pull the mobs to the boss :) you should be able to ignore the mobs since the bosses in 110t dont deal dmg unlike those from 100 trial. try to ignore as full dps the 110 trial mobs, and dont use a class for running like mecha, mf or BK and then we can talk about this again.  Using pots and wearing the pdps shield is not allowed since you wouldnt wear shield normally too. The normal not tryhard ppl had ALLWAYS problems with 110t, even now new player have problems with 110t mobs. Its so delusional of you to think that none had problems with 110t. The only easy part of 110t are the bosses and thats it. I play since 2 years only with randoms. With random strong and weak players and i literally saw everything in a trial party xd dont have the luxury to be in a pve guild with super duper endgeared pve players and rush the trials down in 2 minutes UwU

     

    5 minutes ago, Rin said:

    Mdps aren't useless in GvG, and there are plenty examples of it. Garden runs AE, Mecha, GM, BP, DB, Conj, etc. in GvG just like they do in TW. Not saying they're more useful than cappers, I do agree that capper meta is extremely strong right now. I don't really think you can say mdps is useless in GvG though when it's being proven to work as we speak. Bursting crystals isn't their job, but there's more to a GvG than just bursting crystals, even in our current capper meta.

    i saw yesterday against you guys in the final only pdps UwU not a single mdps you mentioned but well maybe i didnt face the party with mdps xd.

     

    6 minutes ago, Rin said:

    Garden does literally this and it works fine.

    yes GARDEN does that garden with 30 active pvp players and dont say we dont have 30 active ppl you guys were yesterday 24 and im sure there are even more xd.

    8 minutes ago, Rin said:

    This is completely wrong. The Ice Monster Stone is extremely effective in PvP if used properly.

    against who? tell me. None i know has that low cast speed that -10% would matter lmao the only use of this stone is to stack another debuff on the enemy and thats it which is sad. 

     

    11 minutes ago, Rin said:

    4 piece TA sets were extremely disliked when that cap was relevant, and it definitely wouldn't do well now considering the importance of current trophies

    still something "new" to farm you should be happy since youre in the biggest pve guild in game. More pve, more to do tho :)

  5. 1 hour ago, Jordan said:

    Guild vs Guild crystals are almost as strong as Territory War crystals. The only thing really is they have over 3/4ths the HP and they're missing a couple of resists that with the amount of resistance dropping going on is mostly negligible. The problem with Guild vs Guild is people tend to be more coordinated and care less about winning the cap so end up bursting the crystal down faste

    The big problem i see are pdps classes they just deal to much dmg on those crystals. Its even worse with engi potions if youre capping alone and play assa/anhi you burst the crystal in few seconds down without a party. Idk you can give those crystals like at Eshbaal a buff -X % physical dmg taken + overcapped resistance maybe 60 - 70 instead of 50  idk. its just lame that its right now all about capping the crystals in a minute and then hunt down ppl. The guild with mdps will allways lose and the guild with 8 anhis 8 assasins will allways win. The old times where you actually had to team fight were more fun. It was still important to cap fast but if you get outcapped you still had a chance to get the crystals back somehow. some ppl go assasin cap a crystal and wait invis in a corner just to cap again if the other team left the crystal lol. And there are not enough active pvp players to say just split and def the crystals that just dont work. Otherwise all fights are pretty much decided in lets say 3-4 minutes. 

     

    Cuz right now lets say you arrive right at the moment the crystal is capped and want to fight, three things can happen, you kill them, they kill you or just run away and wait behind the next corner for you to go away and cap in 2 seconds again. theres not really a team fight scenario. MDPS are already only used in 2 dungeons and maybe tw which just 1-2 times a day (depends on the day) and in gvg they became now useless too since they cant burst down crystals that fast. 

  6. I have few questions, can we get in the future content with old nostalgic mechanics? Like defending crystals from elite or something like that. Ofc the elite should made stronger costomized for the "high level standards". Would love to see a cap where you actually have to farm the fame sets again and not just buy/farm them with fame/drops in trials.

    Could we also get hard normal dungeons? i mean back in 65 or 75 we had to play in a party or use 65 axe/75 axe awa to solo bosses. with "hard" i mean where mobs and bosses deal dmg like the mobs in 110 trials/ new TA arena. You also reduced the healing effects in 3v3 if im not wrong. Couldnt you do that for future dungeons too? This server is more pve orientated i dont think that ppl would actually mind content which are not that easy soloable but still doable if you have a normal geared party since i dont talk about insane mechanis, just mobs which deal the same dmg like mobs in 110t/TA arena and bosses which are abit more tanky and deal abit more dmg.

    I remember when you released 110t and everyone wondered why they get one shot against a handful mobs. You had to use run equipment (before Bloodknight rework) to run the mobs with Mecha/Masterfencer or just move with your party together and not alone. 

    Can we also get Gear like in temple knight trial? With 4 set pieces (rings and trophies) for higher level? Like a new version of TA or the same TA with same mechanics just reworked for lv 120. 

    Are we getting new monster stones too? Or can we level the current monster stones in the future higher than lv 4? Some monster stones like the -cast speed one are totally useless since the players easy over cap the cast speed cap. Or the -movementspeed one because the decrease of 10% movementspeed arent that relevant if  nearly everyone has 150%+. Same counts for the -atk/matk monster stone not really impactfull. 

    Can  you buff the crystals in GvG? The crystals in gvg are so easy killable and die pretty much in few seconds if 2 ppl hit them. They die even faster if you use engineer potion. Party fights arent relevant in gvg anymore you just need to use pdps classes cap the crystals and then start clearing the enemies. Means the side which actually wants to play mdps in pvp will just get destroyed since mdps cant cap that fast. Or give the crystals abit dmg reduction against physical dmg and higher physical resistance. Maybe then gvg rounds dont get decided after 1-2 min. 

     

    And my last question is, can you give costom monsters the abilities of awaken classes? Like could you give for example a monster invincible iron bullwalk, robot granade and automatic missiles? Like 3 important skills of a awaken class? Because you can for example spawn in gvg elite which attack the crystal. But testing items out or teamcomps in eden are only possible in sakura atm. Is it possible to make the gvg map as a testing map where you can  spawn 10 monsters in the base decide to which crystal they go and then go to them and simulate a "teamfight" like in league of legends against bots. Skills like Invincible iron bullwalk and automatic missiles could be for example a buff on those mobs which are allways active and the mob spams a fire aoe which is like robot granade. Or a Mob with a aura which heals 5-10% HP each second on surrounding mobs. There are already "healer" mobs in the game. In Majors dream or in Majors dream trial the tentacle mobs can heal nearby mobs. 

    those two where just a example, im not even sure if you can create mobs like that. But its allways difficult to simulate or to test dmg out on crystals or other players and see what build could be usefull or which class is totally impactless and i know mobs cant have the same movement like players but they can have the same resistance like players and if you want lot of dmg too. Like testing dummies. They can also have debuffs in form from auras which are the whole time active or as skills to simulate us using skills and debuff items.

  7. 4 hours ago, infecttado said:

    i'm bard so yes i do abuse it.
    Also if everyone has acess why not abuse?

    I use Lv75 one cause i've it ready for NCTW? why should i hold both on my bag?
    IDK if u know maybe proc rate from cast is lower, attacking this guitar proc easly.

    so you basically admit that the lv75 guitar is unbalanced since you advice me to abuse it too. Youre not even argueing why you use the lv 75 guitar and not the lv 100 one, having it in your bag doesnt mean you cant change it against the lv 100 one. You just dont change it because the lv 100 one is worse than the lv 75 guitar xd. And no the lv 100 one procs very fast after casting one or two aoes in the party but jumping with it or using single target skills it procs like after 5 jumps or even more, thats the reason none uses lv 100 guitar not because its already in the bag because of NCTW. 

  8. 45 minutes ago, infecttado said:

    ok so u want to change game style from 2014 till today, just cause u can't catch sonic ppl?

    That's not broken, its game bro, if ppl have move speed build move speed too, u've same acess to content as everyone, there's no reason to nerf guitar or move speed, literaly some classes can catch u up with half of ur move speed, just because they're annoying.

    ofc you dont think its broken because you abuse it yourself ._. it is broken. If the guitar is not broken why dont you use the lv 100 one :) HMMMM could it be, because the lv 100 one procs less and is a bit more balanced since the proc rate is lower?

     

  9. 20 hours ago, SmolShibe said:

    There are so many issues when balancing PvP as a whole tbh.
    If we nerf hit and run, then cc becomes too strong, 
    if we nerf cc, healing becomes too strong,
    if we nerf healing, hit and run becomes strong since ppl ill resort to guitar and healers become unplayable in PvP.

    And thats not even counting the intricacies of which classes need to have dmg in PvP to be viable and which ones dont need high dmg at all (Conju/Reaver are too strong as catchers, and yes, I abuse Reaver as well).
    Currently movespeed cheesing strat makes solo PvP annoying but does nothing to groups, I think thats the main issue here.

    Can we focus on the particular facet that solo PvPing just sucks right now, because literally everyone on this thread is almost a solo PvPer, and all the issues being argued I think stems from the fact that solo PvP is just not feeling particularly rewarding?

    I partly agree with this. healing for example got nerfed in 3v3 im not sure if it also nerfed in tw and gvg. Even the heal skills of some classes like Conjurer for example are weaker and that feels nice tbh. The most annoying part of movementspeed is the fking guitar shit. IF it would be possible to make the guitar only proc on skills and not jumps (ik that jumps count as skill and atk) then idc about the fking movementspeed. because everyone who can escape will have to keep running until theyre dead or until the enemy stops chasing. They cant jump around and turn on you back while the chaser who just used all his cc have cooldowns. 

     

    Nerf movementspeed and the guitar is fine since you can still catch up somehow or nerf the guitar. Jordan could make the guitar like the combo buffs of bard and blade dancer. "If X buff of lifewhorshipper is on the player the guitar have a 10% chance to heal the player by 10% Hp each second" for example. 

    a 1v1 should be about who has the better gear and can use the class right and not about who will escape the cc rotation first run away with 1 billion movementspeed,  jump proc guitar and turn on the other guy. Or who has more state removal, smokebombs or frozen in time capsules. 

  10. 20 hours ago, infecttado said:

    So to finish this argue, acuse pet as problem or even Move speed isn't a good argue, problem is the way you're playing, tbh, i think is about winning some fights and not making a better game. 
    That's all.

    The thing is you can have good gear and all that other shit and if you lock someone in cc and the person survives it with shield, they will just run away and start jumping with the lv 75 guitar and heal up just to turn back on you and thats not how it should be in my opinion. Saying that cc is the solution vs movementspeed is not a good argue because the block rng can still save your ass  most of the time. Not only block the hardcore players also use dmg immunity potions while in cc + shield swap. 

    items to reduce the movementspeed are just not enough same with skills with high movementspeed it doesnt matter they will allways escape after they survived the cc. 

    The fact that the lv 75 guitar nearly allways procs after 2-3 jumps is totally unbalanced too. I mean the movementspeed is just a problem while being chased or if someone disengages after you used basically everything on him/her. The other problem is the lv 75 guitar. IF  he would atleast remove one of those that would be already enough idm if the enemy player runs away like a chicken. The problem is that they come back after healing up and having all the cc immunity on them AND thats annoying af. 

     

    I know that the jumps count as "attacks" or "casts" but if it would be possible that the guitars only proc with skills and not with jumps that would balance the 1v1s abit in my opinion. Running away and jumping around without 100-200 movementspeed is annoying too but ppl can atleast catch up unless your class has a movementspeed steriod to escape or you use warboots but thats fair then, because everyone can buy warboots and if you play a class which dont have movementspeed buffs in the moment youre chasing someone thats the fault of the player then. 

     

    The pet on the other hand is a item you have to wait for until its available and then buy it for gold which is easy to get in this server or for real money. As i said, its like a prime/alpha battlemount +40% movementspeed. 

     

    summary : Lv 75 awa guitar + movementspeed = total cancer

    Lv 75 awa guitar without movementspeed = cancer

    movementspeed without lv 75 awa guitar = just annoying

  11. On 6/2/2021 at 12:57 AM, warbeast667 said:

    well tbh the main reason battle mounts will never see the light of day is due to classes that morph themselves access their skills (druid/ares) or morph cc's like conju worm or those morph t's. tbh when i've done tw's the people that aren't playing the capping game and are actually fighting other players tend to use either the +10 elemental res or 7% dmg reduction on their fused 25% atk pet

    warbeast the major part of your guild (if your name is Warbeast ingame too) uses this pets. The majority of Onfire uses this pets. The majority of Stardust, Soulbreaker use this pets. Ofc some ppl use also the warboots but no normal player can reach without buffs or anything over 150 movementspeed and run around like sonic with range classes to kite everyone down. This pet gives you infinit engage and infinit disengage unless 5 ppl are attacking and ccing you. In a 1v1 someone with this pet and full buffs and a good pvp class like Archele, Conji, anhi or what ever will allways win. You can just tank the cc with a shield hope you can run away proc guitar and run back to your opponent which just used all his stuff to kill you. Yea its possible to slow ppl with items and skills but lets be real if you have 200 movementspeed and you get slowed by maybe 30% or what ever thru items or a skill it wont matter. Ppl can still disengage and engage you again and use the 75 awa guitar which procs btw more often than the lv 100 one @Jordanyou should look at that (atleast while running and jumping away it procs way more than the 100 one) 

    And about the polymorph shit. If that would be the only reason for removing bms then jordan should also remove the alpaca transformation stone, other transformation stones which transforms you into something else to avoid that conjurer gets countered by it. And ofc the lv 110 trial trophy which transforms you into a tree while attacking.

    Also the classes which transforms themself as reason doesnt really count you know eden player. Mecha ares transforms himself too and in main server it was a must to have a mecha in team. Druid doesnt deal the insane aoe dmg mecha does and would be just useless and not meta thats all. we have enough classes which cant be used in pvp and also some classes cant even be used in pve like rakshasa because there are allways better options. When did you see last time a good and solid Dragon emporer? when did you EVER see a rakshasa, when did you see last time a aoj? If bms would still be available  ppl still play classes that can transform like mecha unless theyre bad and if druid becomes bad because everyone with a BM could beat it then it would simply become a class which none will ever touch again like those i mentioned. 

     

    2 days ago i went TW. I tested my movementspeed pet with bard buffs and cpl buffs. I have the movementspeed achievements btw too and the cert in too. Remember used warboots i saw that in his buff list thats ok war boost dont last for ever. The others of your guild chased me while having a movementspeed pet + buffs,  accross the map. Thats not possible with a 25% pet. You cant outrun/kite someone with  150 movementspeed + 10% if i get attacked so 160% ,without a movementspeed pet. A war boot dont last that long to get chased and poked down across the fking tw map the only solution is that they definately used a pet too, to have the same amount and then just poked down with range skills without cast time. 

    Without that pet but with buffs which a player with a alt or a party usually has i reach 110% which should be the normal amount since everyone can get buffed. 

    The only reason i use this pet is that it just feels disgusting to play with a 25% pet against a bunch of sonics in tw. I have 25% pets for all classes too but dont see a reason to use it when it just makes me weaker in terms of engaging and disengaging. It would make me stronger in a 1v1 where both players stay where they are or dont use movementspeed pets so the fight is basically fair. But thats not the case, if i want more dmg i use my 25% pets or 15% and 5% dmg dealt but if i want to be able to disengage wait ppls cooldown or heal up to go back in again i definatly go for the movement speed + 7% dmg reduction. lets say you kill someone with your 25% pet in 2 seconds and with movementspeed and more mobility in 4 seconds but in return you play more safe i think everyone would go for that. 

  12. Hey guys,

     

    i wanted to discuss about the current meta in pvp since everyone which go tw and gvg rn is using a movementspeed pet + cpl and bard buffs and you get chased down by ppl with 150%+ movementspeed. Whats the matter of removing battle mounts if your pet becomes a battlemount. I have a movementspeed pet and i reach around 100% or abit more without cpl and bard buffs, but its still really annoying to get chased down by full buffed ppl with a movementspeed pet. I mean i have a movementspeed pet and tbh im just lazy to log in my alt and ask my cpl for buffs to have the same movementspeed like the others but is that really how it should be? Logging alts to stack movementspeed so you can chase everything down. You cant even escape with a mount because classes without cast animation will just poke you dead while youre on your mount, since the players reach the same movementspeed stats as if they would use a mount. I know jordan you want to see a proof that ppl really abusing movementspeed in pvp right now but why dont you go in tw with a icognito account and see it yourself... players who actually abuse the pets will probably hate this post anyways. tell me your opinion guys :)

  13. Okey nice to hear that we going to get something maybe this year, i have a second question, did you ever asked people which are actively playing RN, if they want new dungeons from other games (costom dungeons) or old dungeons from eden. Idk if im the only one here but tbh in costom dungeons i lag the whole time. the worse costom dungeon is dragonskeep thats for me the most laggy one and i think its because of all the small animations in the background of the dungeon. Aeria used back then old dungeons as trials too and it worked we all enjoyed it. they just changed ofc the boss mechanics and thats it.

    There are dungeons which arent used yet by aeria or by vendetta as trials like those three i recommended and i bet there are others too which hadnt a comeback as trial for example. Im going to call it just trial but i mean as new content in general. Aeria even used whole maps as trial, like tranquil hill trial.

  14. 20 hours ago, Jordan said:

    As I've mentioned on past threads Trial content is kinda bad because unless you shove something like World Bosses in them with worth while trophy combo's or something of that nature then the retention rate of the trials is very low (compared to something like HoO or Abyss). This is because unless the trials drop rates are abysmal then you're basically done with your gear within days and not only that you are also completing other gears on the way as they are after all just drops. Just saying with 110 Trial's for example which had a much stricter drop rate a lot of people ended up with their main gear completed with 2-3 days which was less time than it took me to make it which I hope as a player you'd understand that it's just not right.

    Trials only really worked on Official Server because getting the formula was only half the battle. Getting the materials took time if you got them yourself and then forting them would take some time and/or some cash. Then you'd need other things such as gems and enchants and resetting the weapon with the general reset item and not the tier specific ones. Here you can just EP most materials or they drop in a high quantity. Forting is basically free as even if you spend 0 money on the game you can just farm palace and buy enough stones each day to fort one or two items to +14 (I remember spending 8 hours in DD on Official just to +6 to +8 1 item and my server was the cheap one lol).

    So to be clear it's not really up for dicussion this is all based on data I have collected from years of experience as both a developer and a player, there is just no point making trials as the time it take vs the playtime gained just doesn't add up. However, if I was to make trial content again it would be in a different direction. Likely be some sort of extra way to farm the previous gear sets when new stuff is released so newer players can catch up.

    I mean just to touch on this.

    If you make gear that isn't better than the current gear then new people don't just go for that gear instead of the Abyss gear. That's not how it works even though you are right a 113 Orange should be fine for people to throw a couple stones at just to complete the content. But people are adamant about having the best available gear which gate keeps them from content. Throwing worse versions of something at them isn't going to change that and will just waste the games limited resources and waste my time when I could be working on content thats aimed for everyone and not just the handful of new players who choose not to use something that is perfectly fine to use because it isn't the best. It's nothing to do with it being Orange gear and there is also nothing wrong with the 110 Awaken's and of a matter of fact there is a number of players still forting this gear and working on this gear (Atleast from the Ticket's I get).

    ---

    Nothing really wrong with the trial suggestions although I will admit it's a Sunday so I did breeze over the the finer details such as gear stats and boss skills.

    You have the experience but youre still not online everyday and play with players which dont actually cash a ton VGn in the game to get their gear. You just need to see how new players suffer to get their stuff done. Without help of others they will be never able to play the game correctly. TK gear is not enough to participate 110 trials, so they need a carry for 110t. I dont know many ppl which spend 5h a day like me to help new players and yes i only help my guildies. Im not even talking about randoms which whisper me when i search geared ppl for 110t. 

    Experience and the reality are two different things. You may see ppl forting the 110 awa sets BUT you dont know how much unnecessary time they wasted on that content, you dont see how much HELP they needed to get that content and you need to seperate players who cash and players who just play casual because its obvious that the player with money will gear at the end faster than the casual player. 

    113 Orange sets are HATED, none will go for them not even if a geared player advices it because its orange i dont need to discuss about that because its simply a fact i experienced the past few months with new players. Its orange so its not good. Even if i say 113 orange can compete with 110 awa statwise (ofc the passive effect of the 110 awa 5 piece is still better but statwise they arent that different). New players dont go for it and farm instead the 110 awas which take Ages of farming if you cant buy more than just 1 or 2 quests. 

     

     

    Lets talk now about the future content and maybe you should do someday a teaser or idk a post about that, because there are only pve players on this server (dont count me to them even if i do pve most of the time just because im bored but i also try to participate pvp). Most of the good players are done with the pve. they simply got everything with money thay had from old content or with cashing and farming. Good players will go as 5 with their main peeps and just rush the content down and the majority of the high end players is done with the current content. I want to ask when you think there will be new content which isnt challenging for new players and when there will be content which is challenging for old players.

    Im a fan of DS ngl, the dmg numbers of bosses are sometimes ridiculous ( Eis and Nasci every other boss is totally fine, i get one shot by Eis with 70 over capped Ice resistance but hey the boss dmg is balanced) but all in all its a great dungeon und makes the most fun in the game for me rn. I wish the content there would be harder to finish (droprate wise) so more player would actually do the dgn because most of the ppl just wanted to get their sets and never touched it again. So yeah when can we expect content which is doable for a new comer with Tk set and without 5 other geared player from the old content to gear up and when we can expect new challenging content for the geared player. around 2022? i dont mean that sarcastic i dont mind if its really 2022 aslong we get something new. 

     

    or maybe even make a TK set lv 110 and make it +14 instant with random generated fortification stats, that set should be ofc worse than 110 gold but around 100 gold set statwise. That way new players could actually maybe do 110t properly.  

  15. 13 hours ago, SmolShibe said:

    From my point of view, if we want new players to catch up better, instead of making whole new content, we can just ask Jordan to tone down what he considers super easy (even tho WB T drop rate is undeniably trash) to even easier levels, which simply is tinkering with some numbers instead of all this, as long as he is willing to.
    For example, we can ask Jordan to buff 100/110 Trials again, buff the rates of WB T, maybe giving passive dmg reduction buffs in 100T, reducting coins needed for awkn gear, increasing number of coins per trial clear (again), there are many many ways, so long as he is willing to.

    Also, if we just release more new content for new players, even if they wanted to, they now have even more things to learn and remember, a lot of them alrdy have trouble using simple things like the Map (sitting in Frostmorn Mountains and asking where Ice Crown Altar is) and gathering, or even reading items (example, ppl still ask how to get the free items, even though its clearly given a webpage on the H item thing that comes in the level up crystal that everyone gets).
    So I suggest just make existing content even easier if the goal is truly to let ppl catch up.

    Thats a nice idea too but wont happen, he decreased the amount of monsterfossil you need from 15 to 10 to make "110 awa gear easier to get". The thing about 110 awa gear is that if youre new you will probably have enough gold to buy 1 quest or 2 and then the farming takes days and if youre unlucky with the drops and worldboss spawns in trials/df maybe even weeks. 

    A truely good buff for 110 trials would be if the Flame and Darkness stone droprate is allways 100% if you get the boss you need for the quest. Also the DF boss droprate of the quest item should be 100% at this point since 110 gold only is trash 110 awa with just one quest takes time which you could work on 115 set( and 115 sets takes weeks of farming too, i got my first 115 set in 5 weeks and i farmed every day after that i just bought the sets or the mats because i got tired of it). Lv 100 trials back then were the best. You were new and didnt want to spend lot of time for 95 awa sets then you could just ask your guild to take you in lv 100 trials and you had your classes geared in few days. Having the classes geared means that you can actually do more stuff like the hard content jordan released abyss and DS (yes i count abyss as hard content because for casual players it is hard). I started when the level cap was 120 on this server and the best sets were 95 awa or 100 gold. Getting gear to participate PvP or with good ppl trial were back then way easier. 

    I also know old players from that time that log in sometimes to see whats going on rn in this server, they see how much they gonna need to farm and catch up as a old good player and then just quit again. Tbh if i wouldnt cash or play the whole time i would do that too. the amount of time you spend in HoO and abyss if you dont have the gold to buy the stuff as a newbie is INSANE. I also have all 110 t world boss sets since i played that content since its release except the kiriyata trophy. Imagine the content is out for over a YEAR and i still didnt finished it completely and im everyday on i just had a break for some time because of a other game but still. Im still not finished with fking 110t content and its out for over a year and thats just ridiculous. 

     

    good buff would be :

    Materials for 110t awa sets are 100% chance to drop if you encounter the right boss 

     

  16. currently gearing new ppl is very annyoing because, 110 gold sets are not enough, 110 awa is good but still not good enough and 115 sets need lot lot lot lot of time and if youre ungeared its even more delusional to go for them instant. 113 orange sets is what i recommend for new players but since its orange ppl dont want to go for it... 

    I also think most of the old players get bored by the current content since they nearly have everything after few months. My suggestion is making lv 120 trials and for the nostalgia i took old dungeons which were never be a trial dungeon. I also took the lv 63 sets and suggest just to take the lv 63 sets or 65 gold make it 120 but let the effects how they are (ofc increase them to 120 standards but i mean dont add stuff like +5% dmg dealt or +10 % matk or what ever). I suggest to let the set effects how theyre and just make those sets easier accessable for new players. I made some mechanics in the dungeon but theyre not that hard expect for bosses which deal maybe HP dmg but its still just a suggestion jordan wont copy this here anyways. 

    The lv 63 orange / 65 gold sets or the content of aeria not vendetta werent that fancy like the new content we have here with lot of dmg dealt and +x% matk/patk or what ever thats why i think this sets as lv 120 are still worse than 115 abyss sets but better than 110 gold, 113 orange (because of the level and stat diff) and for the weapons, yes they are in the suggestion lv 120 too and would reach more patk at 120% than 115 but the low level weps of lv 65 cap dont have fancy and strong effects like the 115 weps from hoO and thats why the real hardcore players would still go for hoO weps. 

     

    i also might forgot some weapons/sets but its just a suggestion so who cares xd. Enjoy

     

     

     

     

    Eden Eternal lv 120 trials

     

    Bairas Chamber trial

    1.       Boss Karis Amun

    Skills

    ·         Spawns Ghouls which decrease enemies melee weapon attack by 100%

    ·         Gives players a debuff which decrease the HP by 10% for each hit they do against Karis Amun, can be removed.

    ·         Deals single target triple hit lightning dmg against the target he focus.

    Passive buffs on the boss

    ·         Reduce gheal and pheal of all players by 10%

    ·         Reduce lightning resistance by 15%

    ·         Reduce acc by 20%

    ·         After 50% HP he will recive 20% less dmg and deal 20% more dmg

    Drops

    Drops blueprint formulas of weapons which are used in lv 65 cap, just in lv 120 gold version but with the same effects like the weapons in lv 65 Cap. The Weapons can only reach the power of a lv 115 weapon at 120% and the weapons which deal double dmg deal double hit/triple hit instead.

     

    Cestus crit dmg blueprint

    Dagger crit dmg blueprint

    Sword blueprint

    Cloth lv 63 heal set in 120 gold version glove blueprint

    Light lv 63 fame mdps set in 120 gold version glove blueprint

    Light lv 63 pdps set in 120 gold version body blueprint

    Light lv 63 pdps set in 120 gold version boot blueprint

    Trophy

    White HP

    All ele res +8

    All p res +5

    Attacks deal additional +250 dark dmg

    5% chance of increasing matk by 15%, dmg taken -10% and phealing by +500

     

    -------------------------------------------------------------------------------------------------------------------------------------

    2.       Olsin

    Skills

     

    ·         Removes positive effects from the enemy

    ·         Deals quintuble slash dmg to all party members in a straight line

    ·         Stuns the enemies for 3 sec and deals double hit dark dmg

    ·         Casts a aoe where the players need to use the npc buffs to net get one shotted

     

    Passive buffs on the boss

     

    ·         Dmg taken – 20%, Dmg dealt +20%

    ·         He will heal himself all 30 secs by 10% HP

    ·         Imune to slash dmg, dark dmg and pierce dmg

    ·         Cant be cced

    NPC: One player takes a npc status where he needs to use a aoe skill to protect the party of getting one shot by the aoe Olsin casts

     

    Drops

    Drops blueprint formulas of weapons which are used in lv 65 cap, just in lv 120 gold version but with the same effects like the weapons in lv65  Cap. The Weapons can only reach the power of a lv 115 weapon at 120% and the weapons which deal double dmg deal double hit/triple hit instead.

    Staff mcrit dmg blueprint

    Axe pheal blueprint

    sickle shot blueprint inspired by the first sickle shot the player can craft in this game

    Cloth lv 63 mdps set in 120 gold version Robe blueprint

    Cloth lv 63 mdps set in 120 gold version belt blueprint

    Heavy lv 63 pdps set in 120 gold version helm blueprint

    Heavy lv 63 pdps set in 120 gold version boot blueprint

    Light lv 63 fame mdps set in 120 gold version boot blueprint

    Light lv 63 fame mdps set in 120 gold version body blueprint

    Trophy:

    White HP

    All ele res +8

    All p res +5

    Attacks have a 1% chance to remove ALL negative effects and reduce dmg taken by 20%.

     

    ------------------------------------------------------------------------------------------------------------------------------------

    3.       Boss Kekabu

    Skills

    ·         Turns players into bugs and make them lose 5% hp each second. Will be removed if kekabu uses his freeze skill.

    ·         Deals double hit ice dmg against enemies in a fan shaped line and freezes them. Freezed enemies cant attack, use items or move. Kekabus next attack will deal quadruple dmg if this effect wont be removed by the NPC player.

    ·         Reduce cast speed and attack speed of all enemies by 50% and deals nature dmg tot he targets.

    Passive buffs on the boss

    ·         Imune to slash, imune to strike, imune to pierce

    ·         Reduce HP of enemies around him by 5% each second.

    ·         Each attack has a 5% chance of fearing the enemies (Npc player is imune against this). Can only be removed by the npc player.)

    Drops

    Drops blueprint formulas of weapons which are used in lv 65 cap, just in lv 120 gold version but with the same effects like the weapons in lv 65 Cap (ofc the effects are increased to lv 120 standarts). The Weapons which deal double dmg, deal double hit/triple hit instead.

    Light lv 63 mdps set in lv 120 gold version hat blueprint

    Light lv 63 mdps set in lv 120 gold version belt blueprint

    Bow crit dmg blueprint

    Cloth lv 63 fame mdps set in lv 120 gold version hat blueprint

    Cloth lv 63 fame mdps set in lv 120 gold version boot blueprint

    Gun crit dmg blueprint

    Axe crit dmg blueprint

    Heavy lv 63 tank set in lv 120 gold version belt blueprint

    Heavy lv 63 tank set in lv 120 gold version body blueprint

     

    Trophy:

    White HP

    All ele res +8

    All p res +5

    5% chance of increasing gheal + X and wis +x.

     

     

    ----------------------------------------------------------------------------------------------------------------------------------

    ----------------------------------------------------------------------------------------------------------------------------------

    Barams Chasm Trial

    1.       Boss Quiller

     

    Skills

     

    ·         Reduces enemies flame resistance by 50. Can be removed by the heal

    ·         Deals double hit fire dmg against all enemies in 15 meters

    ·         Knock downs the enemy the boss faces, all 10 seconds for 4 seconds

    ·         Knock ups enemies and deals 5% HP dmg all 0.5 seconds. (Heal need to stay in the safe zone to not get hit )

     

    Passive buffs on the boss

    ·         Reduce atk and cast speed by 30%

    ·         Increase the resistance oft he boss after 50% +30

    ·         All 10 seconds the boss will recive 20% more dmg but deal 20% more dmg.

     

    2 safe zones like by nasci are at this boss. One behind and one in front of him.

     

    Drops

    Drops blueprint formulas of weapons which are used in lv 65 cap, just in lv 120 gold version but with the same effects like the weapons in lv 65 Cap (ofc the effects are increased to lv 120 standarts). The Weapons which deal double dmg, deal double hit/triple hit instead.

     

    Grimoire mcrit dmg blueprint

    Pike blueprint (inspired by the first pike the player can craft in this game)

    Club pheal blueprint

    Cloth lv 63mdps set in lv 120 version hat blueprint

    Cloth lv 63 mdps set in lv 120 version glove blueprint

    Heavy lv 63 fame set in lv 120 version glove blueprint

    Heavy lv 63 fame set in lv 120 version hat blueprint

    Cloth lv 63 heal set in lv 120 version hat blueprint

    Cloth lv 63 heal set in lv 120 version boot blueprint

     

    Trophy:

    White HP

    All ele res +8

    All p res +5

    1% chance of dealing triple hit dmg. 5% chance increasing critr +x and dmg taken oft he enemy +5%

     

     

    -----------------------------------------------------------------------------------------------------------------------------------

     

     

    2.       Boss Miller

     

    Skills

     

    ·         Knocks enemies back and deals holy dmg

    ·         Disarms the enemy which is in his target

    ·         Deals aoe triple hit holy dmg

    ·         Deals all 0.5 seconds 2% HP dmg in a fan shaped area

     

    Passive buffs on the boss

    ·         Atk speed increased by 50%

    ·         Matk increased by 20%

    ·         Dmg taken decreased by 20% , dmg increased by 10%

     

    Drops

    Drops blueprint formulas of weapons which are used in lv 65 cap, just in lv 120 gold version but with the same effects like the weapons in lv 65 Cap (ofc the effects are increased to lv 120 standarts). The Weapons which deal double dmg, deal double hit/triple hit instead.

     

    Grimoire blueprint

    Pdps Pike blueprint (inspired by the first pike the player can craft in this game)

    Club Pdps blueprint

    Light lv 63 mdps set in lv 120 version body blueprint

    light lv 63 mdps set in lv 120 version boot blueprint

    Heavy lv 63 tank set in lv 120 version hat blueprint

    Heavy lv 63 tank set in lv 120 version boot blueprint

    Light lv 63 fame pdps set lv 120 gold version belt blueprint

    Light lv 63 fame pdps set lv 120 gold version glove blueprint

     

    Trophy:

    White HP

    All ele res +8

    All p res +5

    5% chance of decreasing dmg Taken -30% and gheal -50%.

     

     

    ----------------------------------------------------------------------------------------------------------------------------------

    3.       Boss Silin

     

    Skills

     

    ·         Reflect 10% oft the dmg dealt back tot he enemy

    ·         Increase dmg dealt of himself by 40% (can be removed)

    ·         Deals triple hit fire dmg to all enemies in 20 meters

    ·         Spawns a Miller and quiller phantom. Both phantoms have a buff on them which deals 10% HP dmg to the players until they kill the phantoms.

     

    Passive buffs on the boss

    ·         Increase skill failure of nearby enemies by 15%

    ·         Decrease dmg taken by 30%

    ·         Reduce pheal of the players by 30%

     

    Drops

    Drops blueprint formulas of weapons which are used in lv 65 cap, just in lv 120 gold version but with the same effects like the weapons in lv 65 Cap (ofc the effects are increased to lv 120 standarts). The Weapons which deal double dmg, deal double hit/triple hit instead.

     

    Mdps Mace blueprint

    Mdps Pike blueprint (inspired by the first pike the player can craft in this game)

    Club Tank blueprint

    Atk speed bow blueprint

    light lv 63 pdps set in lv 120 version hat blueprint

    light lv 63 pdps set in lv 120 version glove blueprint

    Heavy lv 63 pdps set in lv 120 version glove blueprint

    Heavy lv 63 pdps set in lv 120 version belt blueprint

    Light lv 63 heal set in lv 120 version hat blueprint

    Light lv 63 heal set in lv 120 version glove blueprint

     

    Trophy:

    White HP

    Ele res +8

    P res +5

    5% chance of decreasing dmg taken by 5000 and increasing all res by +5

     

     

     

    -----------------------------------------------------------------------------------------------------------------------------------

     

    Mara Cult Altar trial

     

    4.       Boss Jiku

    Skills

    ·         Gives players a buff which heals him by 5% hp eachtime the player hit. Can be removed.

    ·         Deals triple hit nature dmg to all enemies in 15 meters

    ·         Deals double hit nature dmg to all enemies in 20 meters and decrease their acc by 50%. This buff cant be removed last 4 seconds.

    Passive buffs on the boss

    ·         Reduce cast speed by 30%

    ·         Reduce nature res by 15

    ·         Imune to magical dmg

    ·         After 50% HP he will get 15% more dmg but deal 20% more dmg too

    Drops

    Drops blueprint formulas of weapons which are used in lv 65 cap, just in lv 120 gold version but with the same effects like the weapons in lv 65 Cap. The Weapons can only reach the power of a lv 115 weapon at 120% and the weapons which deal double dmg deal double hit/triple hit instead.

     

    Cestus atk speed blueprint

    Dagger atk speed blueprint

    Sword mdps blueprint

    Hammer blueprint

    Cloth lv 63 heal set in 120 gold version robe blueprint

    Cloth lv 63 heal set in 120 gold version belt blueprint

    Light lv 63 pdps set in 120 gold version belt blueprint

    Light lv 63 mdps set in 120 gold version glove blueprint

    Heavy lv 63 pdps set in 120 gold version body blueprint

    Heavy lv 63 fame pdps set in 120 gold version body blueprint

    Heavy lv 63 fame pdps set in 120 gold version belt blueprint

    Trophy

    White HP

    All ele res +8

    All p res +5

    1% chance of dealing double dmg (only for basic attacks)

    10% chance of dealing triple hit dmg (only for basic attacks)

    20% chance of dealing double hit dmg (only for basic attacks)

     

     

     

    ------------------------------------------------------------------------------------------------------------------------------------

     

    5.       Boss Wushu

    Skills

    ·         Buffs himself and gets for each attack 5% matk. Stacks up to 20 and can be removed.

    ·         Decreases the patk oft he players by 50%. Cant be removed lasts 10 seconds.

    ·         Deals dark dmg to all enemies in 30 meters and deals  10% dmg equal to wushus matk against his enemies.

    Passive buffs on the boss

    ·         After 50%HP wushu reflects 5% dmg. (whole fight until he dies)

    ·         Wushu recives 20% less dmg and deals 10% less dmg.

    ·         All 30 seconds he heals himself by 10% HP

    ·         Decreases cast speed by 20%

     

    Drops

    Drops blueprint formulas of weapons which are used in lv 65 cap, just in lv 120 gold version but with the same effects like the weapons in lv 65 Cap. The Weapons can only reach the power of a lv 115 weapon at 120% and the weapons which deal double dmg deal double hit/triple hit instead.

     

    Heal rapier blueprint

    Katana blueprint

    Mdps greatsword blueprint costomized since theres no mdps greatsword in lv 65

    Light lv 63 heal set in 120 gold version glove blueprint

    light lv 63 heal set in 120 gold version hat blueprint

    cloth lv 63 mdps set in 120 gold version boots blueprint

    cloth lv 63 fame mdps set in 120 gold version body blueprint

    cloth lv 63 fame mdps set in 120 gold version belt blueprint

    cloth lv 63 fame mdps set in 120 gold version glove blueprint

    Heavy lv 63 tank set in lv 120 version glove blueprint

     

     

    Trophy

    White HP

    All ele res +8

    All p res +5

    When attacked 1% chance of healing 5% HP all 2 seconds. Increase patk by 15% and deals additional ice dmg+ X.

     

     

     

     

     

     

     

     

     

     

     

     

    ------------------------------------------------------------------------------------------------------------------------------------

    6.       Boss oberon

    Skills

    ·         Deals Holy dmg against all enemies 15 meters range and dots them by 10k dmg each seconds. Stacks up to 5 times can be removed.

    ·         Increase his eva by 90%

    ·         Deals dmg to all enemies in 30 meters range and increase their dmg recive by 20%

    Passive buffs on the boss

    ·         Atk speed increased by 30%

    ·         Oberon deals all 20 seconds 20% more dmg. His dmg taken is increased by 20% too

    ·         All 30 seconds he will remove all negative status from himself

     

    Drops

    Drops blueprint formulas of weapons which are used in lv 65 cap, just in lv 120 gold version but with the same effects like the weapons in lv 65 Cap. The Weapons can only reach the power of a lv 115 weapon at 120% and the weapons which deal double dmg deal double hit/triple hit instead.

     

    Heal shield blueprint

    Staff cast speed blueprint

    Tank shield blueprint

    pdps greatsword blueprint

    Light lv 63 heal set in 120 gold version body blueprint

    light lv 63 heal set in 120 gold version belt blueprint

    cloth lv 63 mdps set in 120 gold version boots blueprint

    Heavy lv 63 fame pdps set in 120 gold version boots blueprint

    Light lv 63 fame mdps set in 120 gold version belt blueprint

    Light lv 63 fame mdps set in 120 gold version hat blueprint

     

    Trophy

    White HP

    All ele res +8

    All p res +5

    Decrease the dmg taken of the party by 10%

    Increase the pdmg and mdmg dealt by 3%

    5% chance of decreasing  all resistance by 5, stacks up 4 times.

  17. Hey i wanted to suggest new kind of accessoire sets with 4 pieces bonuses where you have to wear the weapon as 4. piece. If that would be possible i think that would be cool since eden never had interaction between weapons and accessoires.

    MDPS

    2piece bonus : 7% matk , +10% int and +10% movementspeed

    3 piece bonus : 10% matk, +5 ele res, + 5% double hit chance with spells, +1% triple hit chance with spells

    4 piece bonus: -10% dmg taken, +5% mdmg dealt, 1% chance to deal double dmg and +5% matk

     

    PDPS

    2 piece bonus : 7% patk, +10% str and +10% movementspeed

    3 piece bonus : 10% patk, +5 p res, +5% double hit chance, 1% triple hit chance

    4 piece bonus: -10% dmg taken, +5% pdmg dealt, 1% chance of dealing double dmg and +5% patk

     

    Heal

    2 piece bonus: 700 gheal, +10% wis and +5% block

    3 piece bonus: +10% gheal, + 500 wis, +10% cast speed

    4 piece bonus: -5% dmg taken, 3% chance to remove 2 negative status, 1% chance to reduce dmg taken by 2500

     

    Tank

    2 piece bonus: 2000 white HP, +5% HP, +10 pres and ele res

    3 piece bonus: +20% HP (character deals while wearing this set -15% dmg and healing reduced too)

    4 piece bonus: dmg taken - 15%, 1% chance to decrease dmg taken by 3500, (character heals -25% less while wearing this set and deals -10% dmg), reflects 15% of dmg taken back to the enemy

     

    as example i wrote this ofc im open for other ideas or maybe more options like wearing rings, neck + weapon gives u this set bonuses but if you wear instead of the accessoire maybe 2 trophies, cape and the weapon you get another 4 set bonus. There are allways 2 different weapons for one type of weapon like 2 staffs one is for trophy + cape combo and the other one is for rings + neck combo 

     

    im open for other opinions

  18. 5 hours ago, Jordan said:

    You would be suprised. With more than a single healer in party his HP reduction is almost non-existent.

    Okey cant you make shielder a expectation in arena so he doesnt get the dmg reduction buff? Or simply ban the class in arena? The shielder player base isnt that big anyways i knew only prime using shielder and he stopped playing him after the rework.

  19. Since ppl are crying about awaken classes just one shot everyone in few seconds cant we just get maybe a -dmg buff in arena to avoid one shots and get the dmg of awaken classes to the level of normal classes? For longer fights and more possibilities? And some in tw IK there is already a -dmg buff but maybe the - dmg taken can be increased abit. Shielder cant get unkillable anyways because he loses HP for his OP skill.

  20. 2 hours ago, Jordan said:

    Also you kinda counteracted your point. You said that giving them DoS quests would be helpful, yet if the gear was so bad they wouldnt be able to farm any of the hard monsters in DoS so they'd still need to ask for help.

    You can easy solo the mobs in Dos with lv 100 gear and the lv 80 tk weps since the set gives you the stats you need for a solo class like berserk. This suggestion should just speed things up i didnt say that they shouldnt ask for help but lv 95 trials are just waste of time at this point theyre not necessary anymore. Even if they cant solo with lv 100 gear they can ask for help for the suggested quest and after that they should be able to solo alot of stuff with some advices from old players. I helped alot of new players before lv 110 awa release in lv 95 trials to get the awaken gear/ awaken nerd achievement and i know how time consuming it is to do this trials over and over again. 

     

    1 hour ago, BoxBox said:

    Idk what you are talking about dude, but awaken sets are lvl 110 sets, not lvl 100. Weapons are lvl 100.

    So its not a waste of gold nor waste of gems and chisels at all. 

    110 awa sets

    110 Awa sets guide

    Idk maybe im wrong and i missed something in the last few patches??

    As Jordan said, those TK 90 Sets scale up to lvl 100 so what differene would it make to add extra lvl 100 sets, if the stats would be the same as TK 90 sets? Giving more items for free wont help them survive trials or anything else. 

    Actually it is so easy to get geared, ofc it will take a bit time, but if you keep your focus on your wanted gear, its absolutely possible to get it. I made my way with the free accessories and trophies, Tk set and weapons, idk whats the problem. Ofc i cant do trials yet but thats why you should lay your focus on farming money, and there are a lot of ways to do that, so its not hard at all to get money for your gear. And if you finally get your gear, you will be able to start doing trials and stuff. I dont know, maybe its just me, but actually i like the way, how you have to work for your gear first, before you can do higher lvl stuff by yourself.

    And im more happy about getting my set because i worked hard for it, i just done it by myself, than getting all the free things thrown after me, so i have nothing to do ingame and can just sit on my lazy ass and getting bored.

    I dont see a problem in catching up with others. Its just a question of time, until you get your gear. Ofc you have to spend time to farm stuff etc, thats the way, and farming with normal TK sets is possible. So i dont see the problem tbh.

     

    tk sets are not worth spending abit money in thats the problem read what i wrote and then answer. 

     

    4 hours ago, BoxBox said:

    And its not that hard to get the 110 gold sets at all. As i said my char is like a month old and im close to get my gold 110 set and no, im not playing 24/7 so its absolutely possible to do.

    You wrote about getting the lv 110 set and i just said that its not worth to spend money to work futher on a lv 110 set after crafting it. You will lose just gold gemming forting and enchanting that set. thats why its simply more worth to work on a lv 100 set if it was free for new players since you will use it for a long time. 

     

     

    The other thing is Jordan and i know thats a community thing but still fact. Newbies dont get alot of help to get their gear fast enough, majority of the geared players are aven mains xd . And there are also not alot of ppl like me with patient to carry noobs for hours in a trial party. And honestly im getting tired too since i really dont want to play the whole day but sometime it takes unfortunalty few hours to be done with something cuz of the lack of gear.... not even medium geared just fully useless

  21. 1 hour ago, BoxBox said:

    I just cant agree with you about the TK Sets.

    Ive played this game a long time before i took a break and then came back. Lots of updates happened inbetween with new content and stuff, but my new char that i created is like a month old and i leveled up all the way to my current lvl 117 with only TK 80 Set +14 and lvl 80 +14 weapons. 

    Ofc you cant straight do all the latest content, thats actually the sense of the game, to do some work before being able to join the lategame content. 

    And its not that hard to get the 110 gold sets at all. As i said my char is like a month old and im close to get my gold 110 set and no, im not playing 24/7 so its absolutely possible to do. 

    A lot of people just want to get to lategame fast, which is not the sense of a long running mmo , as Jordan said, its content from about 10 years. You have to spend some time to get to where you wanna be, like everyone else does.

    They already made this game too easy even for newbe's, you get tons of free stuff as Jordan mentioned, free Starter Packs,  free tk sets, free weapons, free upgrades to +10/+14 with 4 extra scrolls which are not hard to get at all, free accessories/trophies, and all the free EC's in the lvl up boxes, which you can use on the eden altar to get scrolls and other useful stuff, some even are lucky enough to get some good items from those altars to sell for lots of money, and use it wisely to get their gear. 

    I dont see any problems with those things. 

    Thats not a content issue, its just that people start  a new char on a 10 year old game and expecting to be able to do all the lategame content in a few days, which is not the sense of an mmo. 

     

     

    I made this thread to get more ppl geared enough to do trials lv 100+, ofc you cant be instant totally op that wouldnt happen with my suggestion anyways since you still have to do achievements,crafting awa gear, farming trophies and other stuff from trials/dgns. Its just annoying that youre looking 6h for a party getting like 10 times pmed from lv 120 players which just spammed bk and still using tk set. There are not many geared players doing pve with randoms they rather doing it with guildies or ppl they know which is understandable. lv 100 sets are good enough to get fortified and gemmed until you can make awaken sets lv 100. You can easy level those sets for HP and other stats (exspacially the pdps sets) and they just give better stats in general.... Getting a lv 110 set and forting it to +14 is totally gold waste since you will awake them anyways. Gemming 110 sets is useless too cuz you will lose those gems after awakening it and you will lose the gold for the chisels lv 120 too. 

     

    1 hour ago, Jordan said:

    Yeh but your still not explaining how the damage oriented effect of a level 95 weapon or a level 100 armor set will stop a player being one shot? There is a damage difference yes thats somewhat undeniable but there isn't a damage reduction difference between these options.

    Damage doesn't stop you getting one shot. Also again, the damage difference has very little to do with the weapon.

    Lets take 8 classes that are quite new player friendly.

    • Executioner
      • 3% P-ATK, Helpless Hands DMG +30%.
    • Blood Knight
      • 5% P-ATK, +15% DMG.
    • Asura
      • Crushing Uppercut +30%, Imperious Onslaught +20%.
    • Blade Acrobat
      • 5% P-ATK, Sword Dance range +5 meters, Electrifying Rhythm +20%.
    • Mecha Ares
      • Robot Grenade +15%, Total Annihilation Cooldown -30%.
    • Gravity Manipulator
      • 5% M-ATK, Black Hole +20%, Gravitation Field Cooldown -20%.
    • Demon Taimer
      • 5% M-ATK, Hellish Foray Cooldown -20%.
    • Totem Master
      • Let it Rain Healing +15%.

    Green = Good Impactful
    Yellow = Not impactful but nice to have.
    Red = Zero effect on the outcome of anything
    Purple = Good for farming but no impact on trials

    As you can see only 2 our of the 8 classes picked where actually impacted a lot damage wise by the level 95 weapons. Then as for 100 sets your looking at about 5% damage difference. None of this makes 110 trials impossible for someone with 80 TK weapon and 90 TK set and if it is impossible for someone with that setup then nothing about 100 sets and 95 weapons make it more possible than without them.

    As i mentioned in my last post that you completely ignored, survival in trials comes down to the following aspects of the game:

    • Achievements / Resistances
    • HP Class levels
    • Build (Certificates and such)

    As I said new people need help, but everything you suggested will do nothing to help them.

    ~
    New players need clarity on what to do, how to spend there time.

    Letting them know to do there 10 Palace runs a day, letting them know that classes can be leveled easily at Fallmyst. Focus on collecting level 65 stardust to do the 1-65 achievements, make sure to use certificates like DK certificate to survive. Like event stupid things like -Malice certificates are really nice for squishy people in trials so they don't accidently get boss agro on bosses that are mostly single target. Things like this are whats needed and not just. GIVE THEM MORE FREE STUFF! They get plenty of that.

    Yes Jordan i know they will still need guidance i never said that they wont. But someone who wears a +14 lv 100 set with aven gems for resistance will ALLWAYS be more usefull then someone wearing the lv 80 tk set +14 or the lv 90 tk set +14 ..... lv 90 tk set +14 is rare anyways since they cant afford to +14 a set after lv 80 anyways. Statwise/effectwise are the lv 100 sets more usefull and worth leveling/enchanting them too for HP. the lv 95 weapons would help them too since they can start doing stuff solo like DoS bosses with berserk or farming pod with the BA sword. No time waste to farm lv 95 trials which are useless at the end anyways.... the important content for new players starts with gop and obviously ends with HoO, everything before that became trash you simply dont need it anymore. 

    • Confused 1
  22. There is a big difference between lv 95 weapons effectwise and between a tk set and a lv 100 set the dmg diff is insane i know that i used tk too until i reached 100 to buy lv 100 gold sets back then ....  ofc not with the scaling once but still tk just sucks. I know player which need with lv80+14 tk 10-15min for 1 round pod to farm gold... ofc none wants to farm if they cant do it fast and need hours for it and that just means they wont improve gearwise. Most of the community want fast trial runs even with a good trial party the runs already take 5-10 min if everyone is geared (depends on the worldboss inside 110t). Imagine taking 5 ppl with tk gear in a trial party for lv 100t or lv 110 ...... Theyre just one shot all the time by mobs or boss monsters and if theyre not one shot they dont deal dmg either way it just sucks and its fking annoying. None takes time to gear up someone from 0 to 50% or even more i did it serval times and it take ages to gear someone up. I also never said that the free gems in aven are trash btw but tk sets are. Lv 100 sets are strong enough for a new player to be able to farm fast gold and actually participate in high level pve dmgwise.

×
×
  • Create New...