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  1. Hi there! I'd like to provide some feedback on the latest content patch and offer some suggestions. I'm sharing these thoughts in the hope that they will be considered with an open mind and heart. I believe that making these changes to our server could benefit everyone and enhance the experience for new, returning, and existing players alike. Starting with the feedback on the most recent patch and the "problems" that I've noticed, I'll also provide suggestions for improvement. Patch v123 Feedback. Dungeons/Bosses: The idea behind the 0/10s | 0/2s content being tailored for beginners is fantastic. It is always amazing to see resources designed and meant to help newcomers. However, I feel the execution could be improved. Currently, most of the content seems to be focused on high HP mobs, which might not be the best for players who are just getting started. For someone starting and questing in Vendetta Gear, the World Bosses, 0/10s, and even 0/2s have incredibly high HP. As a “newcomer” using this gear and the Rifleteer class, it took nearly 9 minutes to clear a 0/2 dungeon run. Even for someone who is well-geared, clearing the 0/10s with reality potions still takes a considerable time—roughly around 4-5 minutes per run, depending on the dungeon and class. A common approach to expedite dungeon clears is to disregard the bosses' weaknesses, as it has been observed that nearly half of these can only be broken through elemental attacks. This, in my view, creates an imbalance—there should be a more equitable distribution between physical and elemental weaknesses. 130 Trials: : In terms of boss strength, I believe these trials are mostly balanced; however, I disagree with the only elemental breaks in general, as previously mentioned. On the other hand, I believe the class drop rate is considerably low and should be increased. To evaluate this, I have farmed the trials with a full party of characters while intentionally avoiding breaking the first boss in the Ruined Bloom Sanctuary trial. I did this on three different characters for more than a week, and only received the drop once. As a result, weapons hardly ever drop without breaking bosses. Reroll System:: I believe the 3:1 ratio for weapon rerolling is too costly and time-consuming. Although the team has indicated that these trials were primarily designed for new players, it takes an average of 60 weapons to achieve just one reroll for a single 120% weapon, which hinders their ability to acquire weapons effectively. This wraps up my feedback on the latest patch. Blood Knight Nerf: : I have some reservations regarding the nerf to the DOT skill in this class, as it seems to unfairly disadvantage new players and low-level camped characters like 120, 110, and 100 level runners. Given that this class lacks key performance (KP) for weapons like the guitar, staff, and hammer, yet still allows their use, players often approach the class in a less strategic (or “lazy”) manner rather than building it effectively. In my opinion, a more appropriate adjustment would have been to remove the ability to utilize these weapons altogether. I will include a screenshot as an example of my perspective while ensuring that players' names are blurred out of respect for their privacy. I will start providing suggestions for older content next. PvE Suggestions: Haven of Oblivion: The Haven of Oblivion has become largely underutilized content, primarily serving only to fulfill achievements, especially with the recent introduction of Accursed Weapons and 130-level weapons. While having a full party might make things easier, not everyone, particularly newcomers, have access to such teams. To enable newcomers to solo for their achievements, I would like to propose adjusting the difficulty of this content to align with that of the 100 trials. Alternatively, I would like to suggest that you increase the trophy drop rate to at least 75%, if not 100%. Currently, even when nine or more of 1/11 bosses spawn, trophies hardly ever drop, creating excessive randomness in the experience. Players face a 1/11 chance of encountering the desired boss, only to rely on further luck for the trophy to drop. 110 Trials: Since the content is outdated and anyone hoping to accomplish achievements will be spending more time trying to do so now, I think these should also be nerfed down, much like 100 trials. Partial Enchant Chest Lv9: : Since it takes more than two months to finish a single 125 set, I believe these enchants should not be locked in the abyss, as this content will remain accessible after the enchantments are gone. Recently, I have invested 6,000 souls and did not receive the specific enchant I desired from the box. I recommend that Lv9 enchantments should be added to 130 trials at a reasonable price, similar to 110 trials. Account Wide Achievements: Allowing players to obtain achievement titles on their alternate characters would encourage more individuals to explore and try out different races they may have always wanted to play but previously felt deterred by the achievement requirements. My suggestion is as follows: Upon completing the 1-65 or 1-90 shield achievements on our first character (“Main”), players would receive an "Achievement Title Voucher." All we need to do is show the voucher and the amount of gold that the achievement would have cost (including 129 eternal coin/stardust prices, which I believe is reasonable). Players could then either open it to receive the titles on their alts or trade it for titles at an NPC. Using an NPC would be beneficial, as it allows for the consolidation of multiple titles in one location. People will be able to find new motivation on Vendetta as a result, and new players will be able to quickly create alts for all the content grinding they will need to do. However, no one will be able to gain achievement points or rank leech by doing this, and the "gold sink" element of doing achievements stays in the game. Events: : I propose holding more frequent events on the website and in-game. Such holiday-related items were previously available under the "Events" tab, and I believe it would be cool to occasionally reinstate them in between in-game activities. And I'm not referring to the GS-hosted variety; rather, I'm referring to real NPCs, quests, and other activities that provide players with enjoyable activities and minor incentives. Potential rewards for these holiday events could include a complimentary Prime DA pet (NT version, if necessary), five event points, one free name change, or even free VGN. It would be fun to switch between these at random and during the holidays. Despite being "low effort," these are still a means to thank players for their devotion to the server and express gratitude to those who still support Vendetta. Necessary Bug Fixes: I would like to highlight two bugs that I believe should be prioritized due to their significant impact on gameplay. Firstly, there is a Lv92+ character certificate bug, which causes players to lose their certificates after a patch. Second, there is the bag bug, in which the inventory renders completely inaccessible, preventing players from seeing, using, or clicking on any items. These two issues severely hinder both PvE and PvP experiences. Koss Update: I propose removing the CP/EXP Buff from BG and make Koss work for Lv130+. I believe it would be great if the buff lasted at least 6 hours each day and could be claimed once daily so that everyone could get it, unlike BG buff that's only for 1 guild. Viridian Gorge: : It is sometimes very difficult to get 10 people on this server, especially during specific times of the day. I recommend introducing a five-man mode for this content. We went from being able to make one or two gems in a day (ST, DL, 4T, DF) to spending four to five days attempting to obtain enough crystals to make one gem. I would also like to discuss either buffing the viridian crystals we acquire or nerfing the amount that blueprints cost. Celestial Corridor 2 - Pisces: Similar to Gemini, this dungeon has two bosses, however the average party's runs are between 9 and 12m. I would like to request that the HP of both bosses be slightly decreased. The dungeon takes a very long time to finish because the bosses have a 12s sleep, a 5s stun (I believe 5s), a purification skill that destroys OUR positive buffs, and her own immunity skill that requires us to proc a trophy to remove it. Quests: As things stand, some maps are far too dense with mobs, and sharing drops for those mobs takes too long for group questing. I propose that quest drops be adjusted to have individual drops so that alts or questing together can be possible. PvP Changes: TW/GvG/GA: At the very least, I think it would be worthwhile to test this suggestion. Limiting guilds to 10–12 members at maximum within PvP maps, in my opinion, will encourage more PvP guilds and solve one of the main issues with this server. BG/NCTW: In light of the demise of classic vendetta, I propose reintroducing NCTW at 65 cap, to prevent too many broken items within loot pool. That being said, since our community is far too small, Battleground has not been fully tested and has never been enjoyed by anyone. As a result, it will be removed to make room for NCTW. Elysian Island: I believe that having this available every weekday at the same time, or even a bit later, can still be advantageous to everyone in need of the soul. I'd still like to propose another solution to address the elysian soul rate problems: consider allowing us to combine either 2 or 4 white items into an alpha, and 2 alphas into a prime. Additionally, it would be helpful to have the option to buy the prime version with PvP tokens from the NPC in Aven. This would help alleviate the issue since not everyone can consistently make the current time slot, and the drop rate is still too harsh. Though I think it's the best server (even better than Aeria), a lot of people think it's "too grindy." In my opinion, it's just that everything takes way too long, time that the vast majority of players no longer have. We all grew up playing this game, and since we started loving it fifteen years ago, we haven't been able to let go of it. As someone who sees the view of those who don't have a lot of time, kindly try to view it from the perspective of the community and widen your heart and mind to once again be more open and friendly to the player base, like during 100 cap days. We appreciate your efforts in maintaining the server for such a long time. Instead of the server feeling like a chore, as it does now, it would be really cool to see the staff taking care of it again. I hope this server continues to grow and that you have the best life has to offer, thank you.
  2. Firstly, I want to thank you for all your hard work in continuing to update this server for Eden as it has been my favorite and imo the best server of all of the eden servers thus far, so for that I thank you for all your dedication on patches @Jordan. As a long-term player of this server for many consistent years, I'd like to just give my feedback on the latest patch. I am in NO WAY complaining about anything, I merely making some suggestions that I truly hope finally reach unlike any of my other suggestions. Lv125 Armor/Awakened Armor Sets As A Whole: I believe that it would be more beneficial to especially newcomers but older players as well if you would decrease the total amount of Abyssal Essences needed for an entire set. As it stands currently we need 39 of any of the Lv115 dungeon essences just to make the set gold and after that we must collect another 39 to craft tablets for awakening tablets as a material, but to top it off we must collect another 90 to enhance new essences; making the grand total 168. Current total cost needed for 1 set should roughly be: Abyssal Soul x830 Frosty Essence x10 Vicious Essence x10 Shocking Essence x10 Abyss Head Armor Fragment x18 Abyss Body Armor Fragment x18 Abyss Waist Armor Fragment x18 Abyss Hand Armor Fragment x18 Abyss Foot Armor Fragment x18 Abyssal Essence x56 (Needs 168 of any abyss essence) Fragmented Abyssal Souls x1000 This is everything needed to go from an orange Lv123 set to a fully awakened set (material cost). I'd ultimately like to ask that the cost of abyssal essences be reduced per enhanced essence or the cost of essences needed to make abyssal essences be reduced. With the current drop rate of essences and even with farming multiple characters a day, it'll roughly be a month to awaken 1 set from 0 essences to 168. Partial Enchant Box Lv9: My final suggestion is that the cost of these be lowered to 25 souls each and can be obtained on drops from the new deep abyss dungeons. It's kind of (really imo) unfair to people who want to do sets and achievements to have to choose 1 or the other, not to mention on release of Lv8 when they were brand new and a far bigger stat jump than Lv7s they dropped on bosses. Lv8 boxes are also purchasable for 5 tokens per box with a maximum of 40 coins obtained per day in 1 character, unlike souls where we on average gain roughly 30 a day. I'd also like to ask that you yet again take a look at the last two suggestion posts and truly consider some of the QoL suggestions, we're long overdue for anything QoL and quite frankly, I will be honest. People are quitting, people are tired of grindy content, no QoL, just stuff that we HAVE to farm daily and if we miss something we're super set back. It's exhausting to have to be in this loop. Thanks for reading, good luck with all your future endeavors, take care and happy new year.
  3. Hello, it's been a couple of days or so now since this patch has hit us. I've come with a few suggestions after having given it some time with the changes that were made. I believe that the goal with this patch is to make MDPS more prominent in PvE but to be honest that will almost never be the first choice unless bosses are completely immune to melee/ranged DPS. I don't mind if that is the goal and I'm all for it since I know there are players who enjoy MDPS in both PvP and PvE, but I believe that there's a better way to go about it than nerfing every single melee/ranged dps class. Berserker I didn't understand the need for this change as this is already one of the lower DMG dealing physical classes we have in our PvE party setups, so I hope this gets reverted but if not okie I guess times change a lot. Just keep in mind not everyone likes change and sometimes it is bad. Executioner I have similar thoughts on berserker as to why this one was nerfed again, I am glad there is now some malice gains since this class has been our CC/Abyss/DS tank for years. I still believe that executioner with the self buff of +DMG dealt was the best executioner of all though. I will not ask for you to change this one as I don't believe you will and it's not as important as some other classes in this patch to me. Dragon Emperor Overall I think this class just needs to be entirely revamped again or maybe bring back the "best" version of it from 100 cap times and tweak it so it isn't as overpowered, but will still be a decent class to play and give more variety to PvP/PvE again. Annihilator I have thought that this class has been quite strong, too strong for quite sometime now and I'm in agreement with most of it's changes, but after playing it for the last couple of days in PvE and a few instances of PvP I feel that the 5% DMG on Fire Support would be a good thing to return to this class. It feels a little too weak now, it still caps decently fast which is the one thing I hated about how overpowered this class is, but in fights and in pve it is consistently missing a chunk of it's damage now (imo). Rifleteer With the changes made to this class it is almost vital to press sanction as soon as it's off cool down otherwise you lose all of your stacks, god help you if the boss has -acc and lowers your acc. My suggestion for this class is to increase the duration of sanction by 1-2s so it gives us a little bit more time to try to keep all our stacks since not only Celeste has -acc (to around 30-40% from 100%+) but also I believe the 1st boss of Angelic Temple does too or some of the mobs around there. I saw my ACC go from 107% to 73% and I missed every sanction 3 times during this. Arch-Elementalist I believe that removing the triple hit entirely out of lightning bombardment has killed this class entirely for PvP and not many use it in PvE other than a select few and noobs questing. My suggestion is to make the skill deal double hit DMG that way it gets a small nerf but is not overpowered as before. Much like assassin's skills back at 100 cap were triple hit and were reduced to double hit, I think that would be a good fix for AE too. Other things I have to say are, I like the new DT but I know liking something is subject to person, I still find it neat ~ Thanks for the patch and spending time continuing to keep this server updated!
  4. I've been working toward this build (without the hit point passive) and I'd like to hear some thoughts from the more experienced crowd on it. Thank you.
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