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In my eyes players won't join a 5-player run unless the DGN is categorized as said number itself. Additionally, most players available are not even geared in both physical & magical classes. Just today I have failed Abyss & CC1 runs. Going Molten results many times in me going Darkness Blade and the rest of the party just decreasing resistances and/or adding dmg taken to the boss. I understand that dungeons like Molten are soloable, I have even uploaded a video doing it, but I feel there is no need to turn a run that should take three or four minutes at max into a fifteen-minute one. Note that I used to clear CC1 in 2021 december on its release in under three minutes per run. Yet the playerbase currently attending these contents attend Aries with no fire resistance, Leo with no slash resistance & outdated weapons. Most runs are finished thanks to executioner & bm self-survival traits alongside with smoking to reset aggro and frozen in time capsules, by staying alive till teammates revive and join back the fight. That is my take on the matter, I do not mind that the gearing of new classes proccess takes so long & has now become tedious due to lack of geared players, all I ask is for a chance to also attend the content that is mostly closed down from us. Have a great day, Suigetsu
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Addressing Accessibility Issues in Viridian Gorge: A Call for Inclusivity I have been an end-game player for years and have always attended every content release. However, the introduction of Viridian Gorge, a ten-player dungeon, has highlighted a significant issue regarding accessibility for a considerable portion of the player base. The current structure of this dungeon inadvertently excludes numerous players, including those in European time zones, leading to an overall imbalance in accessibility and fair competition within the game. This is not just a theoretical issue, I currently have two sets waiting to be gemmed, yet I am unable to complete them due to these limitations. One of the primary concerns is the scheduling difficulty that European players face. The dungeon’s prime raiding hours align primarily with American and Asian time zones, forcing European players to stay up until exceptionally late hours—sometimes as late as 3 AM—to participate. This is an impractical demand for many players who have professional, academic, or personal commitments that prevent them from engaging at such inconvenient hours. As a result, a significant portion of the community is unable to obtain gems, a crucial resource in the game, putting them at a clear disadvantage compared to those who can attend these dungeon runs regularly. Another issue arises from the social dynamics surrounding party formation. The ten-player requirement presents a barrier for those who do not have pre-established groups, as most players organize themselves into pre-formed parties. Even within my own guild, I rarely have the opportunity to participate in content alongside my guildmates. Furthermore, finding players to join is not the only concern—clearing time also increases considerably. I believe all of us reading the post have been in peer runs where bosses that can be oneshotted in a single rotation, like Sakuya, become a nightmare to deal with when having an inexperienced party. The time required for a run can range from a smooth two-minute Aries clear to an over twenty-minute ordeal, sometimes resulting in no drops at all. Attempting to form a group through in-game methods or open recruitment has proven largely ineffective. Even gathering a full party for significantly easier content is a challenge, making it virtually impossible to find enough willing participants for Viridian Gorge. This discourages newer or more independent players from engaging with the game’s higher-tier content and limits the potential for community growth and player retention. A viable and equitable solution to these issues would be the introduction of a scaled-down version of Viridian Gorge designed for five players. By adjusting the bosses' health and mechanics accordingly, this version would provide smaller groups with a feasible opportunity to experience the dungeon and obtain the same crucial gem rewards. This adjustment would not only increase accessibility for those who struggle to form large parties but also ensure that all dedicated players, regardless of their geographical location or social network within the game, have a fair chance to progress. It is essential to recognize that gems play a fundamental role in shaping a player's power and experience within the game. The implementation of Viridian Gorge as a ten-player raid effectively gates this resource. Introducing a five-player version of the dungeon would be a meaningful step toward promoting fairness, inclusivity, and overall player satisfaction. In conclusion, while Viridian Gorge is an exciting addition to the game, its current format is inherently restrictive for a large segment of the player base. Addressing this issue through scalable adjustments would ensure that all players can engage with the content and enjoy the game to its fullest potential. I sincerely hope that this proposal will be considered to help create a more balanced and accessible experience for all. This is merely the tip of the iceberg—many other changes could help attract and retain newer players, but I firmly believe that addressing gearing progression is far more essential than minor quality-of-life improvements, such as streamlining skill leveling or reducing wait times for channel switching. Thank you for the time to read this. I truly believe that with some thoughtful changes, the game can become more enjoyable and accessible for everyone. Suigetsu
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Flower Fairy Hairdo (Legendary)✔️ Mysterious Nurse's Uniform (Legendary)✔️ Black Rapier (Legendary)✔️ Seastorm Darkblade Ensemble (Legendary)✔️
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J4 xxSuigetsuuxx
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Since facts and evidence are being requested after argumentations of you never being oneshot by a HB. Let's state the fact that you have attempted to play Mecha Ares at over 10 attempts, all of which you switched back to HB within minutes. Your only mecha gameplay was when we were not a full party, and you had SoulBreaker fighting alongside you on the sides. In this video you attached https://www.youtube.com/watch?v=rq053nW9lSg&ab_channel=Hasiru , you can clearly see how you were on Mecha Ares completely unable to kill a single member of our team. After that you changed to HB once again and you quickly managed to get us killed. If mecha is that strong and holy blade is not, just stick to mecha for the whole pvp. We did double mecha that day because HB is a extremely boring class and our members would rather play something else, regardless of how broken it is. You mentioned AE was still "broken" after first nerf, however here's a post nerf gvg of Stardust using only one AE. https://www.youtube.com/watch?v=UissFXty02E&ab_channel=xSuigetsuux You guys had two players using these two so incredibly strong classes AE and Mecha Ares in this GVG, who got 11 and 8 kills while Losque got 47. Therefore your point of AE being ridiculously strong might just be due to the fact that Losque is a stronger player. Here you got another gameplay you provided where you start as Mecha Ares, fight half a party in mid. Then you change to HB once again. There are inconsistencies in your arguments, you mentioned Fire AE with two mecha ares is the current overpowered meta, yet you had Fire AE + 3 Mechas and still changed to HB. Guess who got the top kills despite competing against the "current meta". https://www.youtube.com/watch?v=DNMdBYmgExA&t=2s&ab_channel=Alxs You also mentioned you never get killed by HB and this is all exaggerations yet still only play HB and switch back to it when you started the pvp with a different class. Perhaps a solution is not to play the class with almost half damage taken reduction. I have two clips of you in a different class, they're all I could find with you not on HB over months of pvp. https://www.youtube.com/watch?v=tOtw8Hx8spY&ab_channel=xSuigetsuux In the first clip you can see how your party gets erased in about three seconds of hitting. Second clip is me not even going below >85% hp while your party is focusing me, also not using LW ED combination (which your party did have). You get kited since I do not even need to stop moving like AE to hit you and you get instantly removed from action in around two seconds of gameplay. I slowed down the hitting part so you can see clearly it was all me (I didn't even have Disillusionment, but I don't need it, base build with no procs is enough). Like I said, many more clips can be provided if they are requested once again, we have over 7 months of pvp footage about HB from different points of view, not one single player.
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I do understand your aim in nerfing LW ED is a means to consequently removing HB and Mecha power. However the core issue remaining is HB. I can think of 5 different setups without LW ED that will make mecha stronger than having these two classes by a large margin. We simply cannot use these setups because HB would oneshot every single one of us. Independently of how good of a combination LW ED might be for utility, the real problem is that we need them not for damage (they do add damage, but it's not why they must be used), rather for its survivability against HB constantly farming you even at 70 res plus damage reduction from Maul trophy, guitar buff, adju's insight, etc. And yes, the class that oneshots you having a permanent 30% dmg taken reduction buff is game breaking. Until HB gets modified to be at the same level as Mecha or AE, LW ED will be needed in order to stand a chance at a "fair" fight, in which you might get oneshotted at any moment by a class that receives almost half the dmg others do and does not need any active buff that can be removed to prevent that.
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Hello, Addressing classes individually: Mecha seems fine, it is the same class we had during AE era, in the past AE was stronger, therefore there was no point in using it. The class seems stronger now because AE is unplayable as main dps and we added LW ED combo which boosts its damage while in the past we would simply add more AEs (main reason it was fun and everybody wanted to enjoy the pvp playing it). But realising the tankiness they provide, similar to now against HB, we could've surely benefitted from the combo when we were 2 AEs facing Garden's 8 AEs. Overall Mecha Ares is not overpowered, mainly because of how easy it is to remove its buffs and armor which causes the class to be weak until you get the next chance to acquire your Bulwark once again. AE is not usable on lightning but other stances do damage, changes should be focused on Lightning Stance rather than Magic Burst, we probably still wouldn't use since it was triple hit before and only Losque was using it to be honest, the first nerf was enough to make the server go from 25 AE players to one. However if you are truly seeking for variety there are some changes that could bring both Nature and Ice stance to pvp, rendering Lightning Stance for PVE as it was stated to be the focus on its rework patch, and the other stances for PVP. Even though I also was AE main and miss playing the class, I definitely enjoy having different metas across time, instead of just playing the same class forever, accordingly having Lightning Stance for a pve environment and we use the others in pvp can be a good idea. Although some slight modifications are needed in Nature and Ice departments for this to succesfully happen. Last reminder that as you mentioned we only focus on holy / fire resistances, consequently forcing players to care about two new types of resistances. Holy Blade's controversial aspect is that you can make a party with only one main dps and you will still wipe. In the past if you ran more healers you simply would lack dps output. Which is not really an issue now since the class can oneshot targets without any swaps required, base build. I don't really understand why a main dps class has -30% dmg taken basically always, he's almost a BK in pve. I also don't see why GM was nerfed when it was already weaker per hit than HB, and HB does 3 hits per jump while GM does only 1. Holy Blade magical dmg augmentation on jump is simply too high, plus the base matk is way higher on HB than AE or any other class. I provide a clip of randomly oneshotting a GK at 70 holy res in Sakura Island, not even LW ED enhanced and fully gear procced which is usual pvp scenario. I'll be happy to provide multiple oneshots of actual pvp gameplay if they are requested as they are easy to get. https://www.youtube.com/watch?v=yMZWjY1RhFM&ab_channel=xSuigetsuux There are two solutions to solving this constant oneshots, remove double hit from skills or bring down Magical Damage to 150% (which still will be stronger than GM and can hit 3 times). Regarding the -30% dmg taken it should definitely be removed. If you think this is not a neccessary change, then imagine adding perma 30% dmg taken to Mecha or AE, whether it's unthinkable for those 2, also should be for this one. No class should be able to oneshot and be the tankiest in the setup. LW and ED combo were unused during AE times since everyone was using AE inside and outsides main parties. As the person making this party, I can guarantee the only reason we run LW ED is not to get oneshotted by HB, if the class was at the same level as others, we would never use these 2 classes. They are simply there to provide -dmg taken, hp buffs and resistances and be able to even play the game without getting oneshotted every five seconds, which happened every single time we did not run them. Having 5 healers and still having a class able to oneshot somebody does surely contribute to a boring and dull pvp experience. Many players wish to play dps classes but they do not fit inside a party because of the requirement of healers needed. Half the party is there just to keep us alive. As "broken" as AE meta was, there was only 3 healers in party. Makes you wonder if this HB meta is not really stronger.
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People walking away in pvp is not really an issue. If you're attacking then you can cap the crystal, and if you are defending then you succeded. Additionally lower move speed cap would make it real hard to react to cap and run strategies, which already was a problem in the past where guilds avoided pvp and treated pvp maps as pve. I also do not see why we should aim to become "vulnerable", sounds like you're looking for a lower cap meta where one side is completely wiped every fight. With the classes we are forced to use this is not happening anymore. The only way to survive hb oneshots even at 70 resistances is 4/5 healers, leaving smaller room to aoe wiper classes. I'm not gonna comment about pve since Cassie let it clear enough. There are other more relevant issues to fix regarding pvp than move speed.
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xSuigetsuux changed their profile photo
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Hello, very interesting post overall Losque, these are my thoughts. 1. Personally find this very interesting, myself have spent copious amount of time trying to test anything and it's simply not possible. Every single build hits the same based of rng basically. You simply end up in multihit builds on every single class. We don't even have builds for each class at this point, just stack multihits because rng is too random. 2. Agreed, should you play on laptop and halfkins use poisonous powder, they simply are invisible. Only people abusing it would disagree, this has been an issue over the years. Especially when playing single target classes like Conjurer, it's pretty much spam Tab until you get lucky with the target or walk melee into them which is not a smart move. The dmg on hit augmentation is not really a thing on permanent 200% move speed, targets simply reposition 200m away from you while you can do nothing about it. Let alone if your class does not have aoe. 3. Any not correctly working CC should be fixed, agreed on both. Getting mundane'd for 18s does not contribute to a healthy pvp. 4. While I don't entirely agree with its removal, CC certs going through immunities does not make much sense. For example, stun cert going through BP Holy Skill. Removes the purpose of the class to be fair. 5. Pod could be nerfed since we got plenty of stats, however stat values requirements should consider pve stats as well. I think such changes may cause players to pve with <50% crit rate on some classes. Which is not great considering 90% of playerbase if pve only. 6. Doesn't really affect pvp in my opinion since everyone uses it, not a specific weapon bug like pike. 7. I agree on dmg reduction nerfing, sitting for 12mins at one crystal makes you not wanna log back to pvp cos it's insanely boring. However they need to be pvp exclusive, nothing affecting pve like I said before. Therefore certs or pet prays to put an example shouldn't be where to apply these changes. Furthermore I'd add some sets / weapons balancing before any of this, Dark Ninja gives 15% patk 5% dmg dealt, while Revelation gives 25% matk 15% dmg dealt; or Sickleshot having 10% triple hit, while Staff gives procs no class truly benefits from.
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J4 xxSuigetsuuxx
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Hey there, hope you all having a good day, sharing my thoughts about the new patch •Regarding the new battle map Demonic Valley, I would say DSR still remains as best. Resources required for potion enhancing in DV are too heavy in comparison for the minimal upgrade it provides. We also don't obtain MP Potions as drop so overall DSR wins. •About the new trophies: They are really good if you starting, you won't dps as high as with CC, but you surely can do it. Highlight the 20% speed one. •Event with costumes, furniture and pvp consumables would have been good, I know players that were expecting it as well. However there's still New Year's event to be seen. •Weapons are strange since we got lv130 cap, weapons are lv120, and you roll them in lv110 content. Personally feels like we could've just had them at cap 120, there is no +120 content related to them. Arcane box re-rolling for 120% feels low so I'd say we will use 115 weapons since they grant teamwork buffs. However they are a good option for new players, I'd recommend using them if you are new one hundred percent. •New racials are good, zumi is best in my opinion. Human and halfkin are minor upgrades but lv8 gems were already seriously good so I'd say it's pretty fair. Same with partial enchants lv9 when we get them, lv8 are already huge compared to lv7 so it's understandable the changes are not huge. Frogs in the same lane. Zumi ones are very nice. •Finally regarding pvp as a player that has attended every pvp of the previous 2 years, I can affirm we have lost many pvp players due to the preparation required for pvps. If you amount the gold it takes the approximate 20 potion types used, twist of fate, and the time for pod + events, it's considerable. Since a pod immobile spot like Classic, or pod dgn as seen in other servers is not possible in VGN Awaken, consider slightly boosting at least Death Mountains mobs. Honestly, Fallmyst was seriously slow compared to the other servers, many players could attend VGN after Angels or Infinity TW but simply didn't because podding takes too long. If you wish to change anything about pvp, please let it be this. Excited to see the pvp changes you mentioned above, GA is VGN exclusive and it's my favourite pvp map so looking forward to them as well as the new bear racials, good work. Thanks.
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J4 xxSuigetsuuxx
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Right eye version of these costumes: Blazing Eye Monocles Mask of the Phantom Eye Patches
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Ghost Horns xSuigetsuux
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Ghost Horns xxSuigetsuuxx