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Misha

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Misha last won the day on February 2 2020

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    Scarlet Blade

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  1. Oh my goodness why didn't I think of that? I'm sure that will solve all our low population problems. Now tell me how many really want to play a game that the first 90% of is so empty and devoid of anything meaningful to do other than questing and grinding that you literally have to beg to be power leveled just so you can have a chance to play with others. If the only cap worth playing is 60+ why then have any other levels? Just give an item at level 1 that gives enough exp to get to 60 and problem solved. Besides I'm taking a much needed break from this game, wondering if game will even still be around when I decide to come back. I'll give an early congrats to Goddess, I know you have been wanting to pass me in rank list for a while. Take care and have fun to the all to few friends I have left in SB.
  2. I agree and think it would be interesting to have everyone's level dropped back to level 1. Maybe add an NPC to exchange 50+ gear and accessories to 40-49 versions. Problem is some people have spent money to level and enhance gear. How I think game should have launched is with cap set at 29 cap for a month before upping the cap and then raising it every 3 months till we hit 49. Maybe leave enhancement at +10 as it was the +12 patch where you started to see a break down in balance. Add Ellis as a PVE zone for 45+ along with a regular supply of new outfit and bike designs and game would be in the best state you could get it. The problem this game has right now is accessibility. We all want new players but what do they have to do to get to a point where they can actually enjoy the game? Sure a lot like to play solo but seeing other players doing things is part of the entertainment in MMOs and right now new players are asked to run around till they hit level 60 before they can enjoy being with other players. Which means they miss a lot of content the game has such as bosses, team dungeons, low level PVP and BG. And even then they need to get to 65 before they are no longer a liability in PVP and of course they will need rank 2 jewels, unique accessories and full set of +12 gear too. Most give up before hitting 60 and more give up during the frustrating grind to hit 65. Add to the low rate of new players sticking around to how the people at Vendetta act like cringy Millennials banning everyone they don't like and you have a game that is spiraling quickly to being empty. Now as to how to improve the game we have? First I'd start by removing all trash drops from game despite everybodies love for their massive horns and oily meat. Add/increase drops of jewels, hexweaves, and stamilar replicubes to make drops feel less empty. Make napalms, warehouse codes, and backpacks stackable. Replace NT drops with tradeable versions this includes slivers, shards, gems, etc. as well as the stamilar replicubes. Fix level 60 crisis hypovials or replace with level 50. Replace underleveled drops/rewards with appropiate version like the lv 2 buff hypos and lv 40 crisis from AK as well as other items in Amara and NB. This post is already fairly long so I'll leave out talking about skills for now.
  3. I agree with you on nearly everything but the CD on medic's shift. I can see a medic in AK taking flag from tower and shifting 20m every 5 sec back to their base with heals and cleanse available on the off chance someone is able to get near them. My one addition would be passive skills cost too much. At some point I think we need to stop looking at skills to balance classes and look at gear. Time to kill is how we should be looking to see if class is balanced or not. Tank classes should take longer to kill but also require more time to kill their target while the opposite would be true for DPS. If a class lacks the damage in PVP that you feel it should instead of reworking their entire skill tree think about increasing stats on their weapon/gloves/bangle. If you can't seem to improve the survivability of a class look at the def stats of their gear. Conversely if one class seems to be able to murder most others with ease perhaps lowering gear stats would work better that messing with skills of every class hoping maybe THIS TIME everything will be more balanced.
  4. Although it is nice that SP passive got combined with HP I think all passives should have gotten a 3-5 point reduction to max. Points for SE Detection and SW Conceil passives should be halved as they are for (SE especially) usefull only against 1 class. As one who plays SE I can confirm that new skill tree is not too bad. It is nice we got an Acc buff now but it does feel like it was purposely attached to a skill that is less used by SE. I think it is also odd to give us a third debuff that does zero damage, it would have been better to add the effects to Hex instead. In 1v1 if you try to use all three you either waste the whole duration of a stun on skills that don't hurt your opponent leaving you without enough time to drop their HP to zero. Or you try to use without stunning your opponent first and get stun locked and die. It could be usefull in mass PVP but 2 skills that did no damage was already a bit cumbersome. Some may say you don't need all three however hex is the least usefull of the three and is a prerequisite to unlock the other two.
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