Hoshino Posted December 15, 2025 Report Posted December 15, 2025 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. 7 Quote
Krausio Varella Posted December 16, 2025 Report Posted December 16, 2025 PVE Contents Overall PVE QoL – That would improve game, without necessarily overdoing it. I think we could add some stuff to Eden Amethyst, or some more trades to Hanga, such as: - As for trades on Eden Amethyst, I think it would be beneficial for everyone that gathers to have options so we can choose the specific Alpha Tool - Other options would be, dismember the boxes into more specific, since each boxes already contains a lot of mats; The idea would be like: - Box 1 = Item levels 30+45+60 + golden items - Box 2 = Item levels 70+85+95 + golden items - Box 3 = Item levels 100 + 110 + golden items - Box 4 = Fishing Rods Items levels 100 + 110 Those boxes would still carry the green/orange and golden items like the old one + alpha tools, so we can fish for tools of specific category. Running Classes As of the latest nerfs to move speed it increased a significant amount of time to running classes, also there was introduction to new classes (Agent + Awakens and Wyvern Lord as of now). It used to take me, an average of 1 hour per class to go from 100-130, now with the move speed nerf, it takes 15 more minutes, which in total adds somewhere around another 16 hours to cap all the classes, my suggestion is: to revert the move speed nerf on the battle maps that we use to run, such as DD, Dimension of Souls, Dragonside Ridge, Demonic Valley and future ones to come. I also agree with comment above, about the really big amount of hours needed to cap a character, I would love it if it could also get an improvement on that regard, I agree with the suggestions. Celestial Corridor QoL CC1 – Leo & Aqua - the quality of life in question would be a simple one, that would improve the gameplay a lot, which is just that classes that uses pet, that the pet doesn’t get removed with the removal of buffs, for example if you use Celestial Arrow on Aqua, you gotta spam the dragon, because it keeps getting removed. - typical classes that gets pets removed: Trainer (Sukoda/Crolla) - Celestial Arrow’s Dragon - Demon Tamer’s Fire/Dark pets. CC2 – Taurus - In a recent patch the passives that would proc on top of CC immunity got fixed, with that in mind, I think it would be also fair, if Taurus would stun you and give immunity, so you can at least have a 30second stun free, because it’s a bit obnoxious the amount of stuns you get during a fight with Taurus, he stuns you for 6 seconds, and he does it every 10 seconds (if I am not mistaken). It also reprocs, and it procs on multiple people on the party. CC2 – Scorpio - The NPC that we gotta get for the removal of immunity on the mob is just too far away, there were multiple instances where the boss focused the person in charge of NPC and simply resetted, I think it should be inside the quadrant that the boss is, so that wont occur, its really sad to lose all progress. CC2 – Pisces - There is a bug in Pisces where you can heal the bosses back to where both of them is immune to damage, requiring a full reset on the bosses, since both of them already have such a high amount of HP, making it a long fight, its really sad. I hope you can look into a way of fixing it, maybe they don’t get healed while immune, or something along those lines. CC2 – Cancer - Kinda similar to Leo & Aqua, the boss removes the pets from the classes. I also feel like it may be bugged, because the overall damage the boss takes seems a bit low (but that could be me just imagining things) CC – General Trades - It would be lovely to have a trade from CC1 Tokens to CC2 Tokens (Could be something like 3 of old one > to 1 of the new one. I mean the one you trade on quest daily. - Also speaking of the daily, I think it should be included on Thursday, I get that you could do twice if you were to enable bosses, but daily quest for the token, I don’t think that would hurt, probably make it a little easier on getting said tokens. 130T – Bosses and Drop rates - Since it came into the game, I feel like the drop rates of weapons are a bit on the low side, I feel like with class drop it should be something close to every run you get at least 1-2 items from each boss, but currently you can do all 3 and not see one single weapon that you would want. - For the bosses, I would like for you to revise their Damage over time skills, currently with heavy armor classes (which usually has the most HP in the game) we get like 130k (full buffed+poded+couple, etc.) and the DoTs gets as high as 20k+ per second, which gets close to 20% of hp/sec drain. - It could be changed to be more accurate to the current HP or, we could get a HP buff maybe like Abyss has. With all in mind that those dungeons are a way for new/beginner/returning players to gear “faster” than doing AT/DF Weapons. AT/DF – I would like to thank you, because the improvements done to those dungeons were really good, and made it a lot better to people running it. - My suggestion is to Solo AT/DF, I think the mobs/bosses HPs are a bit too high for ungeared people, also I would suggest to lower a bit the trades, or increased the number of coins we can get per run. - Thinking mostly on EXP gear trades and maybe the Jars so we can Awaken the weapons a little faster. Otherwise, the idea is very nice and always welcome. Overall QoL – Status Assistant -With the addition of all of the new stuff, I think its time for a bit more space on the status assistant, maybe an extra row of items that we can put there, any increase would be welcomed. PVP – Smoke Bombs - With the 100% success rate of smoke bombs it became really obnoxious to “fight” people in Territory wars, or any pvp in general, also it makes super easy for Healers and such to go out of battle and revive players. I am not against invisibility but I think it enabled every class in the game to have an 100% sure invis, which removes the ability from some specific classes, such as Assassin, or Human Healers (where they had to have a good timing into invis + revive). - I know this maybe be a bit controversial, but if anything, we could put this to a vote. PVP – Salary - I feel like the salary is a bit overtune, making too much gold into the game, without people actually “farming” for it, I get that leveling alts is not an easy task (I myself, have many alts, and most of them are 130). But getting 100k+ per week seems a bit too much. - I have a few suggestions to this problem (which in hindsight might be a bit controversial too, because it will lower people’s gold income). - it could be nerfed, into a like, let’s say half of the amount of it currently, and could add some extra stuff to the boxes (or removal of CCM – could be an improvement already if the gold amount is nerfed). - It could also be added Eden Crystal Fragments (like 5-10x, it wouldn’t be that many ECS, and it would also be NT). Finishing Notes: As always, I would like to thank everyone involved into making the game as great as it is. I know that nerfs/buffs and changes overall are always hard for everyone to accept, since it usually changes from what they are used to, but sometimes it is necessary. - Thank you all for reading, hopefully some of it is useful, also if you guys got to the end. Have a great day and I wish you a Merry Christmas and a lovely New Year. 6 Quote
VGN GM Jordan Posted December 17, 2025 VGN GM Report Posted December 17, 2025 On 12/15/2025 at 12:29 AM, Hoshino said: PvE-related Suggestions: Running feels like a part-time job: This has always been the case with this game and was appreciated by many players in the past as it was an easy way to make some money. Especially for players who do not spend money on the game. I also want to point out that it's not necessary to have all your classes maxed out on level unless you play the class. There has been many times throughout the history of the game that the majority of players do not have maxed out classes and function perfectly fine. There is an importance of having your classes close to being maxed but having all your classes level 120 and then just making the classes you play level 130. The majority of stats you gain from Awakened classes is gained simply having them at level 85. Theres a level of prestige and ranking for putting in the time getting your classes maxed that seems to have been lost to the min maxing of the community that feels its absolutely necessary to have everything perfect or the games unplayable. That being said there is a bit of a difference from now to before (mainly having 65 classes instead of the original like 20 then back when we didnt have every awaken added yet). So maybe some adjustments can be made but I just want people to understand you don't have to do everything all at once and things such as this can fall into the category of stuff to do over the foreseeable future. Don't forget theres other ways to level classes too such as using them to play the game and also theres the turn in quests on the maps that can also be done if you don't want to pay / trade runs with people. On 12/15/2025 at 12:29 AM, Hoshino said: PvE-related Suggestions: HoO is largely inactive at present: This content has already been made easier at several points over the last few years. Maybe I can look into optimizing the content next year but as of the moment I have far too much going on with the game (as you will see tommorow and next week) to even think about this content. No more new updates to this content will be made so there is no chance of a solo version. On 12/15/2025 at 12:29 AM, Hoshino said: Lv92 starter characters and Meteors: There is too many complications to this as they are found mid-questlines so this is why this is the way it is. Since the meteors are archivable you can always share them across characters as a temporary messure until you find the time to get them. On 12/15/2025 at 12:29 AM, Hoshino said: Lv120 Expedition performance and usability: We are always looking for improvements to the game not just for this and we are always looking into way to optimize. We have some optimizations made but until they're live I don't know if it will be a plus or minus to the raid till its live since I dont have 25 testers and even if I did it's usually people from the south americas and asian region that suffer the most during this content which my testers are not really from this region (except Instinct). On 12/15/2025 at 12:29 AM, Hoshino said: Wyvern glyph consistency: Not sure why I did this however there is no point in changing this as next year I plan to make Wyvern Lord awakens and probebly create a class similar to the one on the official so the likelyhood is by the time I get around to making the glyph I will be making awaken glyphs so its just not really worth having to fiddle with the racials to add it. On 12/15/2025 at 12:29 AM, Hoshino said: Trial Medal adjustments: I guess could look into this. On 12/15/2025 at 12:29 AM, Hoshino said: Cosmetics & Pets Don't need the ID's currently and theres plenty of wasted spaces that I could steal from first. Making primes is a maybe. Issue is I don't think anyone actually would care if we did or atleast enough people care to make it worth the extra work. On 12/15/2025 at 12:29 AM, Hoshino said: 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. Guild Arena already gives this reward so I don't think its necessary to add to GvG too. On 12/15/2025 at 12:29 AM, Hoshino said: Class balance considerations: Tommorow, I have done some pretty big things. Quote
VGN GM Jordan Posted December 17, 2025 VGN GM Report Posted December 17, 2025 On 12/16/2025 at 1:34 AM, Krausio Varella said: Celestial Corridor QoL CC1 – Leo & Aqua - the quality of life in question would be a simple one, that would improve the gameplay a lot, which is just that classes that uses pet, that the pet doesn’t get removed with the removal of buffs, for example if you use Celestial Arrow on Aqua, you gotta spam the dragon, because it keeps getting removed. - typical classes that gets pets removed: Trainer (Sukoda/Crolla) - Celestial Arrow’s Dragon - Demon Tamer’s Fire/Dark pets. CC2 – Taurus - In a recent patch the passives that would proc on top of CC immunity got fixed, with that in mind, I think it would be also fair, if Taurus would stun you and give immunity, so you can at least have a 30second stun free, because it’s a bit obnoxious the amount of stuns you get during a fight with Taurus, he stuns you for 6 seconds, and he does it every 10 seconds (if I am not mistaken). It also reprocs, and it procs on multiple people on the party. CC2 – Scorpio - The NPC that we gotta get for the removal of immunity on the mob is just too far away, there were multiple instances where the boss focused the person in charge of NPC and simply resetted, I think it should be inside the quadrant that the boss is, so that wont occur, its really sad to lose all progress. CC2 – Pisces - There is a bug in Pisces where you can heal the bosses back to where both of them is immune to damage, requiring a full reset on the bosses, since both of them already have such a high amount of HP, making it a long fight, its really sad. I hope you can look into a way of fixing it, maybe they don’t get healed while immune, or something along those lines. CC2 – Cancer - Kinda similar to Leo & Aqua, the boss removes the pets from the classes. I also feel like it may be bugged, because the overall damage the boss takes seems a bit low (but that could be me just imagining things) CC – General Trades - It would be lovely to have a trade from CC1 Tokens to CC2 Tokens (Could be something like 3 of old one > to 1 of the new one. I mean the one you trade on quest daily. - Also speaking of the daily, I think it should be included on Thursday, I get that you could do twice if you were to enable bosses, but daily quest for the token, I don’t think that would hurt, probably make it a little easier on getting said tokens. Leo & Aqua Pets have been updated on the next patch so I'm not sure if this would still be the case. Taurus Bosses are designed with things like this in mind. If you look at the design of the class the range of the stun is smaller than the range of classes who are ranged. So you can easily avoid the stun by playing a different class. Scorpio This is likely an intention design choice in order to keep someone on the NPC or something. It's been a while since I looked at this content so I cannot say exactly why I chose this position but that would be my first guess. Pisces If you can get me some video so I can see whats happening then I can look into it. Unless you know how to trigger it every time. Cancer His passive lowers enemies DMG Dealt who are are within 20 meters and he has Pierce True Resistance so my assumption is that if your playing PDPS classes he has a lot of counters to you. General I dont think I'd be doing trades as the newer content is designed to be a level above this content so getting the gear and such for doing the lower level stuff is kinda not the idea. On 12/16/2025 at 1:34 AM, Krausio Varella said: 130T – Bosses and Drop rates The drop rates where copied from older content and not made intentionally bad by me. They just don't have over excessive class drops making the content take more than a week to collect things. Back when I made trial content in the past people would complete it (get what they need) quicker than it took me to make the content. I feel like the current rates are perfectly fair and have even been adjusted once before to make it more fair. The dots if i remember correctly should be purifyable, again a design choice so that healing classes are somewhat required rather than someone running awaken guitars or something for healing. Smoke bombs Can't really balance this well because we have to offer a lot of different healing classes that are all capable. Taking smoke bombs will basically hurt a lot of players more than help. Remember they have a cooldown in PvP modes and we could maybe increase it a bit more but simply putting them back in combat is a counter to this play style. Salary You'd be surprised. I have looked into this many times in the past and i wanna say based on previous looking into most people actually dont claim their salary. Usually you find that its the same couple of people who log in like 20-30 alts to claim it that takes up 80%+ of the people claiming salary. The biggest influx of gold by far is Palace of Dreams but thats kinda a too late to nerf thing as the outrage would be massive. Like all the dungeons in the last few contents all have good gold income, but they just dont compare to Palace. Quote
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