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Posted

Dear VendettaGN Team,

I would like to submit several suggestions aimed at improving the overall player experience. Currently, many players—myself included—face significant challenges when trying to form parties for endgame content such as AT/DF, Abyss, and CC. This often results in a barrier for both veterans and newcomers alike.

Content & Progression

Firstly, I would like to commend the team for the Colosseum update. My friend and I find it to be some of the most engaging content released so far. To further build on this success, I suggest increasing the daily entry limit for the Colosseum. This would provide newer players with a more viable path to bridge the gap toward the endgame, as many currently struggle with party recruitment and often leave the game due to a lack of progression opportunities.

Skill Scaling and Bug Reports

I have noticed some inconsistencies regarding the scaling of certain Holy Skills:

  • Blood Knight (BK): The scaling currently relies on M-Atk, which seems counterintuitive for the class.

  • Blade Acrobat: The intended buff for this skill is currently not applying correctly.

Class Balancing

Regarding class viability, I believe the following specializations require attention:

  • Time Manipulator: Currently feels underpowered and is rarely seen in active play.

  • Life Worshipper: While the playstyle is very enjoyable, the class feels significantly weaker when compared to the Totem Master or Adjudicator.

Awakening Equipment & Class Identity

Should you plan to introduce new Awakening armor and weapons, I suggest incorporating "class-fantasy" elements. Reintroducing unique, class-specific skills—similar to those found on older Holy weapons—would greatly enhance the identity and utility of each specialization.

Guild Progression

Finally, I recommend increasing the Guild XP gain. Many Guild Towns have recently been lost due to inactivity. Boosting XP gains would allow solo players or smaller, active groups to level their guilds more efficiently and reclaim/maintain a Guild Town.

Thank you for your hard work and for considering this feedback.

Kind regards,

Yaroku

 

  • VGN GM
Posted

The content was designed to take a fair bit of time so I feel like a single entry is sufficient otherwise it would take too much activity time and people are constantly providing feedback that they already have too much to do and not enough time. This was why other contents got reduced run counts in the patch V139.

BK was intentionally this way as the class does not need further damage but a crowd control. It's a similar logic behind the marks having M-ATK scaling too.

I will look into the BA skill and if it is broken it will be fixed asap.

Time Manipulator will be looked at but its not really designed as a PvE class but rather fits better in PvP environments. 

Life Worshipper is strong when combined with the Elegant Dancer but again since this class is mostly designed around PvP and doesn't really have a good place in PvE, Life Worshipper kinda suffers as a side effect to this.

Class skill damage and modifications where a big problem for the games balance previously so I would not be incorporating them any time soon unless in small quantities (such as the demonic gun and mecha's robot grenade). To touch on this further, you gotta remember many people will have an awaken armor set and awaken weapons that covers multiple classes. Such as a staff for example would cover all mages, all warlocks and other things such as druid and equilibrian. If we start making things very specific you've just made someone who would want to utilize 2-3 classes of that list now need 2-3 weapons. It's added hassle that I don't think is worth it.

Guild Progression we will review this as we did recently change it not too long ago (maybe last year) so it would have to make sense to do this. However, I understand the current frustration.

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