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Hello everyone, I would like to respectfully share a set of suggestions and observations regarding several PvE, PvP, and quality-of-life aspects of the game. These points are based on personal experience and ongoing discussions within the community, with the goal of improving overall gameplay balance, accessibility, and long-term enjoyment for players of varying playstyles and time availability. PvE-related Suggestions: Running feels like a part-time job: At present, leveling all awaken and normal classes of a Lv130 character from Lv100 to Lv130 (including Mimic, using a Lv120 runner, a 115% CP pet, charm 1–3, a 20% event booster, a 15% marriage buff, and a 10% pod buff) takes an average of approximately 65 hours. This effectively requires running around 4–5 hours per day to maintain steady progress and avoid “wasting” blockade jewels, which are limited to AP usage. This level of commitment can be quite exhausting, especially for players with jobs and other real-life responsibilities. With this in mind, I would like to respectfully propose a few possible adjustments to make this process less demanding and more accessible. Allow the Basic Class Level Stone to raise both awaken and normal classes up to Lv120. This could serve as a temporary measure if the level cap is increased in the future, at which point the stone’s cap could be adjusted accordingly. Halve the CP cost per level for all awaken and normal classes. Increase the CP gained from monsters in Demonic Valley. Allowing the Basic Class Level Stone to reach Lv120 alone would reduce roughly one-third of the current time required to level all classes from scratch. A combination of suggestions (2) and (3) could further reduce the total time investment to around 20 hours. HoO is largely inactive at present: This content has been effectively inactive since the introduction of Lv125 awakened weapons, and even more so following the addition of accursed variants that are relatively easy to obtain. I would like to suggest reworking these dungeons to a difficulty comparable to Lv100 trials, along with an increase in trophy drop rates. If necessary, reducing the daily entry limit from 4 runs to 2 could be a reasonable compromise. Currently, the trophy drop rate is highly RNG-dependent, in addition to requiring specific bosses. Increasing the drop rate would be especially helpful for players pursuing legendary achievements. At the moment, these dungeons are primarily used for achievements, and parties are typically pre-made groups consisting of players who are either finished or nearly finished, and assisting guildmates. Adjusting the difficulty and rewards would allow less-geared players to complete achievements together, while enabling geared players to solo or duo their runs. Alternatively, a solo version of this content (like solo Abyss), could be considered. Lv92 starter characters and Meteors: Lv92 characters are generally created to bypass questing; however, because they do not start with Meteors, players are still required to complete quests. Providing Meteors upon creation for Lv92 characters would be a welcome quality-of-life improvement. Wyvern glyph consistency: With the introduction of the Wyvern Lord class, four out of five glyphs were made available. All normal classes in the game except Wyvern Lord have five glyphs (including Agent, which was released prior to Wyvern), so adding a fifth glyph would help maintain consistency. Additionally, while Wyvern’s class expertise grants HP, there is currently no glyph that does so. A fifth HP-focused glyph could also improve synergy within the Ursun racial. Lv120 Expedition performance and usability: There was a previous patch intended to address issues with this content, but the improvements seem to not be enough, and in some cases the instance feels more laggy. Revisiting skills such as Cure or mechanics like Totem placement may help, as these seem to be among the main contributors to the issue (for some reason, Totem Master using the skill “Totem Surge” adds an exponential amount of lag”). In addition, allowing reality potions to be used inside the Lv120 Expedition would be helpful. This dungeon is very time-consuming, and reality potions cannot be used in other PvE endgame content. Coordinating enough players to complete the expedition, especially filling all 25 slots with players and/or alts, already requires a significant amount of time. Trial Medal adjustments: Lv65 trials allow up to 10 runs per day per trial, enabling players to obtain up to 400 trial medals for artisan blueprints. Other trials, however, are limited to three runs. I would like to propose increasing the medal rewards for Lv50, 55, 60, 70, 70-S, and 75 trials from 10 to 30 per quest. Cosmetics & Pets: Some time ago, it was mentioned that alpha costumes and pets would no longer be up in altars. With that in mind, I would like to suggest removing all alpha costumes and pets, and potentially reusing their ID slots to create space for future legendary costumes. Recycling the slots used by the white/alpha costumes and pets could also be good addition, as long as useful and available options like Starter Pets, Arena Pets, Lost City Costumes, CCM, etc, are left intact. Additionally, introducing prime variants of certain legendary costumes could add more variety to altars. Examples could include prime versions of Blazeblight Cestus, Glowsticks, Sparklers, Lifesabers, Aurora Lances, and Angel Rapiers. PvP-related Suggestions: One possible adjustment would be to have both 1st- and 2nd-place rewards include GGBs (with the current quantities remaining unchanged) and Lv95 expedition statues. At present, 1st place receives a Lv65 statue, which offers limited benefit in the current state of the game. Class balance considerations: With the introduction of a 100% movement speed cap in PvP environments, certain classes have been significantly impacted. In addition, the current behavior of Smoke Bombs allows all classes to remain permanently invisible, which minimizes Assassin’s core strength. Some possible alternatives include: Paladin currently suffers an 80% movement speed reduction, which is quite severe given the 100% cap. This reduction could be adjusted accordingly. Assassin skills such as Night Walk, Ethereal, and Camouflage could function similarly to mounts, allowing them to bypass the movement speed cap. If this approach is considered too controversial, an alternative could be to enhance another aspect of the kit, such as increasing ATK, physical damage dealt, or resistances. These are only a couple of examples, but a broader re-evaluation of all classes in light of the movement speed changes could be beneficial.
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