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Reikan

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Reikan last won the day on June 29 2019

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About Reikan

  • Birthday 09/18/1994

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    Eden Eternal

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  1. Yes, the vast majority of players is wrong, only the select small group of you and your friends is correct. Nobody is allowed to have a different opinion. Grace us with your blessed sight. The game now is just Sisyphus work. You gear up, so you can gear up in the next update. Some people aren't fond of this routine and just moved towards something more dynamic. Hence why the staff is trying to tackle Arenas and other sources of PVP. I agree that the community mentality sucks, but maybe we can agree that the game is very old, rusty and not much can be done about that. It loses steam very quick, specially for those who already know how to progress. At some point, it gets dull, and I can't blame people for leaving. Since the topic is about Viridian Gorge and feedback, sticking to the topic, i'd like to contribute: Sisyphus work again. People aren't avoiding content because it was "bad designed" (because it wasn't), they are just tired enough not to force themselves to this. That's all.
  2. I agree with you in the general idea, but as Nanami pointed out, we used to be able to work around some of the "S Tier classes" which were basically the most CC-heavier ones, using the pots. I'm quite sure we can't have a "Tenacity" status to lower CC durations, but the pots would be an easier (and more comfortable) approach for this community. If pots were still available, then we'd have the general idea of DMG dealt / DMG taken being the priority, and we have multiple classes that work around these status, so I guess maybe we'd have more S-Tier classes to play around with, instead of being defaulted into Conjurer/Reaver because these classes offer that much in skirmishes. Also, +1 to Nanami's idea of 5v5 arenas. ... And I'd like to adress Monster Battle Arenas too, since they were one of my favourites. Maybe just "setting up" the player status (instead of using Penthos) to the exact same amount every time, would help it being decent. Also, it would be cool to see VGN exclusive content in there, such as CC bosses or maybe stuff from AT/DF.
  3. Well, it was a very well-thought answer considering how oblivious I was on structuring out my answer. Thanks for that. I think the Arena goes through many layers of issues. People will need to gear up to hop in. So expect maybe a couple of months to catch up on stuff, maybe 3 months. Before 3 months, you'll be just hopping in to feel bad. Then after the gear layer, you have the issue of some classes being able to do multiple roles in small skirmishes, akin to the issue on Holy Blade being able to self-heal, CC, do burst DMG while still lowering DMG received. Reaver, Conjurer and Annihilator fit this scenario aswell. So maybe people feel too much forced into these classes unless they're supporting, which might narrow down the target audience. And THEN we have the rewards. Well, they aren't really bad, but I wouldn't say they are desirable either. We have a couple of mounts, Mimic costumes and such. We also get warstones, which was the primary reason for ungeared people doing Arenas in the old times. I can't say for sure on what would be a better reward for Arenas, being quite honest. I've put plenty of hours in this subject, and even shared it with guildmates, but we never got to an agreement. Gold would ruin the server economy. Anything in the craft line would be redundant with the other rankings. More warstones could brick the server economy aswell. In a TL;DR way of thinking, maybe we should tackle the first layers before thinking about rewards, while I do agree they should be touched, arenas should be fun in the first place.
  4. I'm just a player providing feedback. Regardless of Arena rewards, it will be there for farming the aforementioned reward instead of actual arena gameplay. Temple Arena has PVP with a big HP pool and DMG reduction, but nobody does it because it's better to just group and farm the PVE resources. In any case, feel free to ignore my feedback. Maybe I'm just a troll that hops into topics to cause disorder. Maybe i'm not trying to help and/or bring more players into the game. Who knows.
  5. Most of endgame PVP requires at least 5 support classes in order to survive the big bursts of damage, which means it's just impossible to hop in 3v3 arenas without being CC-locked to death. I don't think that even changing Arena rewards would help it, people would hop in for the rewards and then leave once they were done with it. It's more of a root issue than the arena itself. It's been the main reason why you don't see smaller guilds on TWs anymore, or people trying to build bigger guilds to join the thing. In short: Too much DMG
  6. I'll just ignore Lexs commentary since he seems angry at this topic or at us, not sure why. Gravity Manipulator Air Dance only grants +350% DMG for the next Feather of Lightness/Darkness. The times where it buffs more Feathers is a bug, that only happens when you kill the target with it (The game fails to remove the Air Dance buff). I used to farm gold on Gravity, and I could get 3 buffed Feathers with it. Although, on a PVP scenario, you often won't hitkill your target with it, and even if you do score the kill, you would need to change targets really fast before your character reaches the ground in order to benefit from the "two Feathers Air Dance". It's not something you can count as a class mechanic. And yeah, you can shoot 3 Feathers in a single Air Dance, but you'll only get the 350% amp in the first one. Hence why the +200% bonus on Destructive Leap is better in the long run.
  7. I don't think LW/ED needs nerfs. Just that their contribution to -DMG Taken on PVP shouldn't exist, and instead the PVP maps should have a fixed amount of DMG Reduction. It should solve the 8:2 support:dps problem. You haven't seen me once in PvP because it is no longer possible for a leader like me to keep players interested into the PVP goal of the game, exactly because I'd have them forced into 8:2 supports for us to be able to even step into a PVP map. I used to PVP back when we had L120 / L100 Weaps-sets and before Dragonridge Sanctuary existed. We had Celestial and MoneyTeam in the scenario, and BrightShield was often in PVP maps. Not winning, but taking part. Having fun, which is the goal of gaming. The 7:3 or 8:2 ratio for supports:DPS was present but not something needed for a guild to step into a PVP map. It was still possible to walk around as a group without being instantly deleted by a single person. The DMG of the entire game scaled up, while our ability to defend ourselves without stacking 8 supports didn't. That's the issue. I'm not interested in winning PVP. I'm interested into bringing new/returning players back into the game scenario, and at the moment the odds of getting these players to stay are very low. We have too many better options of PVE games out there to play. I can't convince people that a game like this (EE on current state) is fun or balanced.
  8. Nerfing one or other won't ever solve the 8:2 support:DPS issue. It will just bring another class to the top and the trend will continue, unless all the DMG potential gets nerfed into oblivion, rendering the game unplayable for most. DMG Taken in PVP maps should be the target of the changes, not specific classes. If after that, some class is still in the highlights, maybe THEN we could adress a nerf.
  9. Sad to see that the topic derailed into these kinds of arguments, really. Holy Blade hasn't been touched in a while. The game got more base stats, more raw DMG, yet it still multiplies all these bonuses by 200%, which works for 3 skills instead of 1 from Gravity Manipulator. It's only natural that the class scaled up to this point. The -30% DMG taken while on air is only a complaint due to how the class scaled its damage through time, reaching the top charts of DMG dealt. What i'd adress here is: Is nerfing Holy Blade DMG output going to "solve" the PVP ratio of 8:2 support/DMG? People will always slug fight as much as they can because losing a player is a big loss in a fight. Not so much due to smoke bombs, but it's still an advantage. So whatever people can do to lower DMG taken will be an attractive resource that competitive players won't ever give up on using. The thing is: Most of the playerbase doesn't enjoy playing supports. Maybe why our PVP numbers are always low. Maybe we don't have popular PVP mechanics because we're forced into using 8:2 or 7:3 setups in order to barely survive. I'm not talking about Garden, SoulBreaker, Stardust. I'm talking about the rest of the potential community that could be joining PVPs but just doesn't bother because they'll have to sacrifice their fun just to sit and press buttons on an unwanted class (may it be Elegant Dancer, Life Worshipper or any other support). Playing support is a style that isn't for everybody, that's why for PVE you only need one, and that's why PVE is still popular. Adress DMG taken in PVP maps. Nerf the support classes offer of DMG Taken reductions. We need a support overhaul, where each support is there to offer a specific resource that's wanted on a strategy. Maybe the Adjudicator can be the "Jack of all trades" healer, but the rest shouldn't be there just to "add DMG reduction". That way, We wouldn't need 8 players focused on reducing the potential of a single Holy Blade (or Mecha, or whatever you guys tell us it's "meta" since it's not really "meta" but "what worked best on your strategies, players and resources"). That way, we'd have more people playing fun DMG or CC classes. Maybe our PVP would have more people interested into gearing up and joining. Sincerely, a Guild Leader that constantly keeps gearing up people just to see them leave the game because they don't want to play supports.
  10. You literally skipped my entire suggestion. "- Inside Normal and Special Dungeons, Hero Trials and Dream of Destruction, players get +100% MoveSPD bonuses that doesn't add to the cap, making it possible to reach 200% with gears and achievements." About MoveSPD pet: It should be an advantage, considering people invested into it while giving away another positive status that could fill that role (say, -7% DMG Taken). A point that many are skipping: 20% MoveSPD from achievements 5% MoveSPD from Wind Meteor 5% MoveSPD from Gale Enchant 10% MoveSPD from Quick Passing II certificate 10% MoveSPD from Great Ranger's Protection (Path of Destiny) 5% MoveSPD from Purified Crystal 15% MoveSPD from Rhythm of Love (Spouse buff) Total: 70% MoveSPD. On this, i'm not counting: 5% MoveSPD from Vigorous Step (Recommended Event) 20% MoveSPD from Expert Hunter (Pet Pray) 20% MoveSPD from Super Boots (Pet Pray) 5% from Jordan's Blessing (Guild Statue) Any possible extention to MoveSPD gear swapping, such as Ixnas Bland Core (Trophy, +25% MoveSPD with Sniper Enchant) Meaning that today, someone can have 180% MoveSPD by idling, not counting gear procs or gear swaps. "The only way to survive hb oneshots even at 70 resistances is 4/5 healers, leaving smaller room to aoe wiper classes." To me, this is more of a class concern that a PVP issue, since it cleraly points out a finger to a single class, which IMO should be adressed in another fashion.
  11. The amount of non-mounted moveSPD available in the game breaks a lot of core components of a healthy gameplay on PVP. In the other hand, it's exhausting to do content on PVE while being slow. The idea behind this topic is opening up the subject for discussion, while pointing out important viewpoints that directly affects how the game is perceived by everyone. PVE: Running is often done with MoveSPD procs, glyphs, skills and buffs to reach the desired 200% Movement Speed to waltz through the content. - Boss skills that reinforce the concept of moving away from a specific area, are either too easy, or too hard due to a deep MoveSPD debuff, that hurts even more in case someone dies and lose their buffs; - Running is less than half efficient if you're not fully buffed, reinforcing the idea of logging multiple accounts for self-buff. That happens in battle maps, but is specially present in dungeon farming. PVP: Doing PVP without MoveSPD buffs leaves you vulnerable to both offensive and defensive weaknessess; - You can't create an advantage against your enemies, because if they die, in 15~20 seconds they'll reach the place they were before; - Enemy get hit once, instantly swaps to shield and move away in a 150% MoveSPD pace. If you're playing a short range class or something that has to place skills on ground, due to server lag, the person is long gone before you can follow up, even if you have the same speed; - Slow is not a valid PVP strategy or component, due to how much speed is involved. Proposition: These would only make sense if they were added as a whole, separating each suggestion would be a mess since we'd be lacking MoveSPD in certain contents. - Removing MoveSPD from Murky Waters, Poem of Wind and Wind of Impatience. - Lowering the MoveSPD cap to 100%. - Mounted speed doesn't add to the base, overwriting character speed instead. - Inside Normal and Special Dungeons, Hero Trials and Dream of Destruction, players get +100% MoveSPD bonuses that doesn't add to the cap, making it possible to reach 200% with gears and achievements. - Inside Vingot Lab, Devastation Dimension, Battle of Time and Space, Dimension of Souls, Dragonside Ridge and Demonic Valley, players get +100% MoveSPD bonuses that doesn't add to the cap, making it possible to reach 200% with gears and achievements.
  12. This is about to turn 1 year old and we still don't have Newsboy Cap Legendary.
  13. The issue on Arch-Elementalist is that the Lightning Instance was basically a Holy Blade on a 25m AoE. A single Arch-Elementalist could wipe off entire teams depending on which procs happened between its combos. Holy Blade, as powerful as it is, isn't capable of doing the same. Agreed on smoke bombs (and Engineer pots).
  14. If we were to consult only two guilds in order to know if they "accept" the changes or not, we'd be still stuck at old content since Eden players are most entitled to playing what they know and not adapting themselves. Human healers have the option to leave combat on a long cooldown, guilds that feel it's such a big advantage can adapt and build humans, or insert AoE invisible classes (such as Holy Sage that already has that) in their teams. Smoke bomb hurts weaker players A LOT, since they struggle too much more to create a small advantage on PVPs and when they manage to actually play better and find a breach, it's COMPLETELY negated by 3 healers spamming smoke bombs and pressing "revive" until it works. Getting rid of it and Engineer potion will only bring more dynamic gamestyles where people are ACTUALLY punished for having bad decisions/strategies rather than "well I messed up, let's just spam smoke bombs and fix that".
  15. That's the suggestion, should I make another topic?
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