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hiersen

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Everything posted by hiersen

  1. That would actually be welcome! Well, I don't really know, but I'm pretty sure I used to get more legendaries I understand that because vivi made mistakes (we love you vivi it's okay) the old system might not be convenient it'll not come back, I just wanted to mention it. That being said, thank you for the answers, and I'll probably throw some qol ideas on the forum again when I think about them :')
  2. While I'm not saying that we should get everything fast, the main issue with this, is that assuming you are unlucky, you will not get your enchant, even after all your farm. It was the same with lvl 8, some specific enchants were awfully rare because of their high demand (gale *cough*) and they were much more "available" than lvl 9 enchants. If at least abyss system (even if price gets higher) could get us to have a guaranteed enchant formula (like let's say, idk, 150? 200?) it'd make us have a clear objective for what we are actually farming for. I don't know about other players, but I'd rather be like "okay, I need 200 more abyssal souls, and i can get my enchant for my set" than "ok, if I get 100 abyssal souls, if the moon stars and stun aligns, maybe i'll eventually get the enchant I need, and not *insert enchant name you always get* AGAIN". I totally understand the concern for Abyss content longevity, but at the same time, assuming you're unlucky & get only like me, 26~ abyssal souls a say, you need minimum 4 day of farm (not bad, but you know), and there is a chance you'll get screwed over by the system. While I do agree with the first part, and I probably wouldn't have complained if it were the 4 best sellers, If i got what i wanted, i'd have rolled something else (which isn't the crux of the matter tbh). However, getting 4 times the same out of 4 legendaries feels painful tbh, and that's why I suggested the exchange system. While not perfect, it'd allow us to strive for what we would actually want, even if we get really unlucky My mention of the old system being better is actually very simple. The "pity" system didn't reset. Meaning we'd actually feel like our luck mattered, and we'd overall get more legendaries out of them. If my memories are correct, it was 70 boxes to get a guaranteed pull, but if you, let's say, had a legendary at 20th box and 50th box, you'd still get your guaranteed legendary at 71, while "new" system actually reset "pity" system if you get a legendary, which means that even if you get "lucky" and get a legendary at the 21st box, you'll not get your legendary at 51, because counter reset. Old system allowed us to have more chance getting our desired legendary within the same amount of boxes than new system (in my opinion) I'm always open to expend my thoughts more if you feel like it's confusing, or you just don't understand on your point of view. Have a nice day
  3. Greetings, I'm not gonna beat around the bush, here are the suggestions : First one is to add lvl 9 enchants to 130 trials, as lvl 8 are on 110 Trials, that would actually give more use / longevity to the trial 130, and will motivate people to actually farm them. Second one is more specific, after opening quite a lot of boxes last week, i ended up with 4 of the same legendary one (which i didn't want) and none of the one I wanted, to which I know you're gonna say "yeah it's the gamble of mystery box". And while I'd usually agree, the market for box costumes is... low, let's be honest. I still have them & even lowering the price, nobody want to buy them, which is why I'd like to suggest that we be able to trade (either with ticket or so) 2-3 of a box legendary for the another box legendary (same box or not, you decide). That'd maybe motivate people opening more boxes, though another way would be to go back to ancient box system, which, for players, was way better rentability wise, and while I don't remember why it was changed, i'm pretty sure nobody wouldn't want previous system to come back, at least on the player side. Thank you for reading, and have a nice day
  4. Hello. After the recent buffs of the healing classes, and their newfound uses, my attention went to the lack of change/use of paladin & gk in contents, due to their lack of competitivity against other classes in "party efficiency". Before you give me the usual "yes but they can be used", I KNOW, however, is there a reason to? Adjudicator increases dmg taken by enemy, shred resistances, have a self cleanse on toggle, dmg reduction with insight, good healing skills, and a zone cleanse on command. Overall, Adjudicator is a multitool healer, which only gets replaced by Totem Master, in the case you'd want the time totem effect for ads, or maybe the rejuvenation for more fragile parties. Even in this case, totem master has a wide array of useful tool that put it over the rest of the healing classes, especially since rework (which I'm not criticizing, It's just an observation). While totems are the core and identity of the class, their variety of buffs makes them crucial to the decision of class selection for efficiency. On a sidenote, Life Worshipper and Holy Sage gets niche use if their immunity skill are needed (like LW being needed for anti sleep in pisces celestial corridor, or holy sage on first boss of demonic fortress for exemple), which, even if not often, makes them be used, so it's okay I guess? But what about Paladin and GK? what makes them worth of use for any party, be it people that reached end game or just new players starting to gear? While GK has a zone -dmg taken, Totem Master's is overall better & permanent with kp/glyph, at the cost of a smaller range (which shouldn't matter vs a boss anyway) , and the Leader of ice aura (+10% core stats) doesn't actually help much fill the gap with utility of totem master / adjudicator due to their various advantage, maybe if GK still had the damage boost buff on Ice Blessing that'd help, but even then, I'm not actually sure. Now, paladin : while I do agree paladin has a good dmg reduction aura with Divine Shield, you are forced to recognize that it is overall lacking in "utility" compared to the other classes, especially on "late game" characters, since -dmg taken aura isn't needed anymore compared to dmg taken increase on boss or overall dmg increase. Maybe making the revive ability being usable in combat would help, but then again, I'm not sure that'd actually make the class being more used. Now, It's not criticism, and observation of the game, out of the 6 healing classes we have, 2 are widespread, 2 are niche and situational, and 2 are the forgotten childs. Maybe you did plan changes for those "forgotten childs" and if that's the case, then I've nothing to say until I can see those. But please, make them at least a bit competitive with the other healers, because currently there are just no uses for them (which sucks because I love GK)
  5. Would you please care to elaborate? Here is my "ideas" on the "swapping possibilities" after smoke bomb nerf : 1) kill all the mobs. sadly, people are kinda in a hurry & don't realize that killing mobs & allow class swaps might help going faster. And ignore when you tell them soooo... 2) Die and change class when you revive, on the very split moment you actually aren't in combat. can't recommend it, because kinda tedious, but that's my opinion, maybe people do that. 3) I guess technically humans can go out of combat & change using strategic retreat / adjudicator escape (for other races ONLY if adjudicator though, sadly) , even though it'd require the whole party to not get hit/attack to preserve that "out of combat" state 4) Any invisibility skill, being sage's aura or thieves one? All in all, the smoke bombs were the most convenient way, and even though I can see why it could be frustrating on pvp for the previous smokebombs, they were more than fine pve, and I'd even say useful for situations as stated in the 1). I respect the change, just pointing out that it makes the item less convenient, especially when there is... communication difficulty between party members (for exemple, some player speaks only their language, let's say, spanish, or portuguese, mostly I think, maybe french, though as i'm french i never had that issue). To be clear, i'm not trying to point out "problems" with a part of the community, learning a language can be hard, and not everybody can succeed,for exemple i can't speak either spanish or portuguese. But smoke bombs allowed players to kinda "ignore" those issues and just swap when needed, raising overall party efficiency for clearing dungeons & stuff. That might have sounded slightly confused, and I appologies for that, but i believe you'll get my point.
  6. First, thanks for the answer, however it leads me to the following question : Is it then safe to assume that these armor are gonna be awakening materials in the future? And for the 125 raid, i'll wait to make a better opinion on it Have a nice day
  7. Greetings, Just to be clear before starting, I'm not hating on the content or anything, just saying my honest opinion, and maybe one that is shared with other people, it's an open discussion so please feel free to argument if you feel i'm wrong in anyway (but please be at least intelligent on the answers & don't just send a "you're wrong" and that's it) First : the armor 125. The current state of 125 armor, except for a few (like Dark Charmer set) are completely disappointing, and often worse than their lvl 115 counterpart. While there is the slight possibility they will be able to be awakened in the future, at this specific point of time, they aren't worth at all. Sure, you get a bit of extra stats, but most of the set bonus get reduced % wise . less atk/m-atk, less dmg increase, less dmg mitigation, less wisdom/m-crit dmg (when comparing ancient spirit with liberator for exemple), less double/triple hit chance, for some, stats are completely lost (ex : you lose the 10% movespeed when switching from dark ninja to cursed spirit set, on top of loosing 2% double hit chance). Though I do agree the gems from viridian gorge might slightly help with this, the problem is still the same : The 125 sets aren't worth it if you already optimized your 115 set, because the difference will be negligible at best, and so spending time and gold to make a new set with gems and enchant, and fortifying +14 with perfect bonus is a waste. However, I do agree that they are easier to make than 115 sets (weirdly enough) due to the materials, and so gives the "non geared" player (new ppl/returning players) an easier time to get a decent set, but that's about it. Second, the Viridian Gorge problem. I can understand that you want people to play together, however, it's a struggle to get the party of 10 going, and when we do, the rewards are disappointing at best. I've done it twice atm, and got roughly half what's needed for a gem... and that's counting the main quest! Let's say the drop rate stay the same, and i wanna fully gem one set for each "role" of the game (heal, physical heavy, physical light, magical light, and cloth dps) that's 5 set, with at least 8 gems which will be from Viridian Gorge. Assuming you only go for lvl 115 gems, are lucky enough to find a party, and get enough materials to make a gem every 2 days, that's 16 days a set, and almost 3 months for this, without counting heavy healing, and light healing. While it wouldn't be a problem if you could do it solo or with a simple party of 5 (not saying you can't do as 5, but it's gonna take a lot of time), the problem is you have first to find a raid party (8~10 people usually) , then actually have the time to do it. Please note this is my personal take on the update, you might agree or not with it, and feel free to give your own opinion. Have a nice day o/
  8. Disagree, that's one of the reason I don't do pvp anymore, besides the fact that i got insulted for no reasons after sharing my opinion. When a holy sage with awakened dragon of tranquility fully stacked (-20% damage taken) the aura (dmg taken -15%) resistance cap, potions, etc. get two shot by a random AE passing by, are you sure it's really the damage reduction the issue? EVEN if magnus triggered twice & all triple/double hit effect applied, that's way too much Then again. I'm not doing pvp anymore, so I just shoot that while looking on the forum
  9. Though sadly, that's how it is. I guess I could try to capture game screen to prove my point, even though i believe you could test that easily by yourself even if you come in game, i'll gladly go for the dungeon with you & test it with you
  10. Okay uh, i'm just quoting you on this, but except on burning mountain, they don't drop for anybody besides the first person hitting the boss (tested it right now...). Dungeons themselves aren't hard, but i'd rather run them with my cpl than alone
  11. I like those ideas, especially the pouch for elemental gems. it's a pain to have to craft them from lvl 1 to lvl 9, especially since due to 3 stat gems, we need them more than the others (at least for elemental gems) I do agree, but when you have LA for exemple, which even with luminary cert, dragonside ridge potions, lvl 130 potions, AND ultimate mana pot end up being out of mana, there is a problem with the "mana" consumption (also the fact that since before rework charged arrow was a p-atk buff that scaled with lvl, and I did lvled it because of that, might not help, but still) On a complete other note, I kept thinking about my previous suggestion for arcane box formula for angelic/demonic essences, here is the "thought through" version : Angelic Essence formula : Demonic Essence x1; Demonic Parchment x15, Cursed Jar x2 Demonic Essence formula : Angelic Essence x1 ; Angelic Parchment x15 , Blessed Jar x2 Reasoning : First of all, let's be fair, people usually drop the essence they don't need. However, the transformation shouldn't be "free". In this idea, you'd have to : First of all, drop one of the said essences, which is due to rng, and for most players, an actual challenge, since most often than not, dungeon runs end up as dry as the desert for them Secondly, you'd be forced to actually run the other dungeon aswell to get the materials, which would make it so you wouldn't actually have one dungeon farmed & the other one ignored. Thirdly, i selected an amount of material which can only be obtained with a whole day of farm, in order to keep a low amount of essences obtained through this method, and make it so the dungeon wouldn't get abandoned quickly I also thought about actually making them being a formula to craft on guild town with battle token cost as formula price, but oh well, I think arcane box version will be less tedious for players I tried to make the most complete suggestion possible, with my train of thought explained for the actual amount. If you feel the amount is incorrect, change them, but most of us player would like to have a way to actually convert an essence into the other. Have a nice day o/
  12. I disagree. RNG is part of the identity of mmorpg games, especially with loot. And that's why finally getting something done give a sense of accomplishment. Yes, your luck can be bad. It's sad, but that's how it is. Yes, some other people might have better luck OR (like me) use several character a day, in order to grow the amount of essence faster (since weapons can be put on archive, it helps) I'm not saying full rng is good, andthat's why I made a suggestion to have a way to exchange one kind of essence with the other, at the cost of other ressources, so there is still a bit of rng, and a bit of farm involved, to keep that "mmorpg" identity. On a complete other note : Jordan, I have a question about how the blessed/cursed exp leaves are supposed to drop, let me explain why. I did burning mountain dungeon bosses 0/10 with my cpl, and it requires both of us to hit to get a cursed exp leaf each, which we were happy about it. However, going on other dungeons, we noticed we actually didn't get one each, but only the first person hitting the boss would get one. Is it how it was intended and Burning Mountain dungeon is just bugged? I know these dungeons are fairly easy to solo for any geared player, but I'd rather play with friends and that we all get something out of it Also, i wanted to ask if you ever planned to rework some of the (in my opinion) underwhelming holy skills, that are... let's be fair, not worth a gem slot on most case, such as : Lethal arrow holy skill : Vital point, have a high bonus of physical attack, nice but... that's it. Excepting the fact that "it becomes double hit when the target is under 30% hp" which, when compared to the only similar skill i can think of atm (correct me if there is another), is... well, bad. Execution, the executioner holy skills, not only deals TRIPLE hit (and not double) starting at 50% of the boss remaining hp, but is also put a debuff that increased damage taken by the boss by 10%. It's WAY better. I'll probably make another forum post listing all of them and maybe an idea or two about how they could be better for some (note that i might not have the whole situation in consideration while doing it, due to me forgetting some stuff about game)
  13. Hello, I'm just gonna throw an idea which would be "lore" (mmo wise) accurate, and actually would make it still a farming thing, but at the same time a qol change in my opinion : What about being able to transform an angelic essence into a demonic one via arcane box, with extra materials being demonic parchment, like, x10 (roughly worth 3 bosses) and cursed exp jar x1 or 2 (worth a day or half of farm) (numbers would be at your discretion, i'm just throwing an idea like that), and vice versa, having the possibility to transform a demonic essence into an angelic one via arcane box, by using The "logic" I did follow for that, was "Angelic essence get corrupted via ritual using demonic parchment and a cursed exp item" & "Demonic essence gets purified via ritual using angelic parchment and blessed jar" . I selected the jar for the suggestion, since it's the one we get the least, but we still are assured to have some on the bag at the end of the farm. It'd also require you to actually have one of the other kind of essence, forcing you to farm both dungeon anyway, and not have one completely forgotten for the other (like would the "just one essence for another" do) I don't know if it's doable, or if my suggestion needs improvement, but still, I feel like it's a decent compromise between "quality of life" and "you gotta farm" and would make it so people wouldn't be stuck by "rng" or not getting a specific kind of essence. I tried to make a suggestion with as little drawback as possible "design wise" (like i said, no dungeon forgotten for another) Hope y'all have a great day!
  14. Formulas locations : Angelic temple : Lila (First boss) : Dagger Cestus Katana Celeste (Second Boss) : Sword Bow Guitar Rachel / Sally / Sammy (last boss is chosen at random between those 3) : Mace Greatsword Grimoire Demonic Fortress : Xinos (First boss) : Club Spear Hammer Nimir (Second Boss) : Rapier Artillery Gun Staff Alice / Rhexnos / Syntha (last boss is chosen at random between those 3) : Axe Shield Sickleshot Thanks Amaris for wiki contribution (Click here to access it) of the exact locations (I just added it here because I thought it'd be useful to have the info)
  15. Since some people of my guild had issues understanding how it works, here is a simple guide explaining the steps of the awakening of a lvl 125 weapon : After crafting (or buying) your lvl 125 weapon, you have to choose which version of the weapon you are wanting to use, angelic or demonic. /!\ since the weapons are tradeable and that they retain enchant, gems, etc upon upgrading to angelic/demonic & then awakened versions, you might want to buy CC or so gems before binding / getting them to the first stage. Depending on the version, you'll have to craft either the angelic blessing stone : Or demonic curse stone : Formula cost 20 Battle tokens, which are obtained from the last boss of either Angelic Temple or Demonic Fortress via the mail reward. After using the corresponding stone, the weapon is gonna turn into angelic/demonic version & look as follows : The 1h weapons star exp progression is the following : 0 => 1* = 1500 exp 1* => 2* = 4500 exp 2* => 3* (the maximum) = 7500 exp For a total of 13500 exp The 2h weapons star exp progression is the following : 0 => 1* = 2000 exp 1* => 2* = 6000 exp 2* => 3* (the maximum) = 10000 exp For a total of 18000 exp To get exp on the weapon, you first have to equip it, and then consume one of the following items : Blessed or Cursed EXP Leaf, which you can obtain by killing bosses on 0/10 dungeons (Maps : Enchanted Marsh, Water Falls, Death Mountains) : Blessed or Cursed EXP Shell, which can be obtained by killing a boss on Angelic Temple or Demonic Fortress (except last boss): Blessed or Cursed EXP Jar, which can be obtained when killing the last boss of either Angelic Temple or Demonic Fortress : Please note that the jars are required later on for crafting the awakening stone, so use them with caution to avoid having to wait to awaken your weapon Once you reached 3 stars on your weapons, and it looks like this You'll need to craft an Angelic Awaken Stone or a Demonic Awaken Stone : and use it on your weapon. Formula cost 40 battle tokens Once done, congratulations, you got your brand new awakened weapon! If you have any more questions or suggestion to improve this little guide, just let me know!
  16. Hello, I decided to create a google sheet retracing the locations of every enchant for the achievement (including jar/chest ones albeit those are approximative due to the randomness of jar and chest spawn), using a guildmate (Mir93) help, the old french wiki for eden eternal, and Amaris older post. The sheet include a tab you can use to track every enchant you have/have not crafted etc. Here is the link of the said doc : https://docs.google.com/spreadsheets/d/1DNPeKpdMw25UW49LRqQxB0KafqQoqBgCD_sE7dyHL08/edit?usp=sharing If you ever plan to use it to make your own work out of it/compile it on another doc or so, please do mention who worked for it. We don't want another Vendetta Wiki drama now, do we? Sources : Mir93 (Screenshots of jar/chest locations) https://edenfr.wordpress.com edited by Solenzara for the Trials enchant boss drops The 1-90 Guide to Runes by Amaris for the Armor box list Have a nice time on that server, and good luck for enchant drops if you ever want to go for it Linley
  17. Well, the Guild Town got destroyed on a Sunday so... yeah, I did have the 3 character logged after the maint, and even on the saturday, so idk. Not that i want to doubt your words, but like....
  18. Hello, I recently lost the guild town of a guild i was overseeing, even though I did log the day before 3 character of the said guild (which, according to the NPC "Guild Manager Heldin" fit the requirement to keep a guild town) Furthermore, I noticed that unlike main server, you don't get a mail stating that you are about to lose the guildtown. Although the guildtown wasn't important in itself, I did store things on the warehouse that were issued from hours of gathering, and I'd like (as some other people I am sure) a clarification about said conditions to keep a guild town up, and maybe a return of the mail warning about a guild town deletion if you don't take measure against it (?) Thanks in advance for the answers
  19. Hello As I'm sure you already know, unlike other pet related classes, the demon summoner is the only one that have only one skill used to summon either of the 3 class pets (rage kage isn't taken into account because it's a different skill). While it shouldn't be a problem theorically, the way it works makes it feeling off : When using the Demon summon skill, a new skill bar appear , which allows you to select which class pet you want to summon, and once you select it, there is a delay between the skill bar disappearing, which I personnally feel unpleasant. One easy way to fix that would be to separate the summon of each demons on individual skills , for exemple : "Demon Summon : Vin Riddick" , "Demon Summon : Gass Kyle" and "Demon Summon : Howie Jobin" For the rest, as cast time or not, duration and stuff, i don't really mind, I just hope the delay on your skills that is currently in place would disappear I'm open to any constructive opinion about my suggestion Have a nice day everyone o/
  20. Here you go https://youtu.be/hMy26wygDhs
  21. Ok so, i think what i meant wasn't quite understood, If the totem master player stand ouf of a certain range, the other party members would not gain the "totem surge" buff anymore Tested it yesterday & I wouldn't mind test it again with anybody that would like to see by himself (How i did the test : partied with an alt, put a grace totem on him, used totem surge) The test resulted in the following Once me (the TM) walk out of a certain range, the Totem Surge aura became ineffective & wasn't buffing the alt anymore
  22. Hello, So, as the title say, according to the skill description, the totem surge isn't working as intended. For a reminder, here is the skill description : When i read it, my understanding of it, is that, along with the healing or resistance or silence aura provided by the totem, an aura with the same range will grant the bonus atk However, IF the caster is slightly too far & isn't receiving the friendly totem aura (ex, the grace totem healing aura), the totem surge aura will be deactivated and will just stop working. A party member could be hugging the totem that it'll not change anything, since the aura would not be provided anymore. So, my question is : Is my understanding of the skill wrong? Is the text wrong? Or is it the way that i currently works that is wrong? Linley
  23. D10 IGN : Linley
  24. Hello hello. I've been wondering quite some things on the game, some being completely illogical, while some other might just be bug or whatever. Let's start . 1st. The BloodKnight human passive is the only one that had been updated. I looked further onto it & found that on the v61 patchnote of the game (20 february 2020) : I mean, alright, but what about zumi & anuran passive then, that BOTH are related to mace? One being cast speed (utterly trash for a bk) & the other being p-atk & m-atk with mace (not bad, but bk can't use a mace for skills soooo... yeah. useless) 2nd. The rainbow ammo KP effect on annihilator (damage +5%) is effective even if you don't select an ammo. bug? intended? 3rd. Why the fk is there even a cast speed kp on the Holy Blade & Darkness Blade KP tree? for fire bomb (?) 4th, that one is more "balance" related, but... why does the greatsword "Mad Defender" even exist, since axe is 10000% better (& better than all weap in game currently, excep maybe weap that have lifesteal or healing effect in general) Those are just random questions i was wondering while playing the game, but the 1st one is the one i'm actually the most curious about. I'll just reply / update this topic if i ever notice i forgot a question. That being said, have a nice day o/
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