Posts by aktl

    Most of the 'big' questions have been posted. So I wanted to ask a bit more in-depth about class balancing (as this was proposed in the most recent PM letter).


    Firstly, the below is a good point and should be taken into account.


    Also important (!): If you decide to nerf any classes, then do it at the same time as you introduce the new patch/cap. Preferably not before, but certainly not after. Right after a new cap is when players are starting to make their new gear, so this is the time that you should have had your rebalances and players had the chance to decide in which class combo they want to invest their time and money. Last thing you want to happen is making a new set of equipment for a class that is later altered significally.


    My questions :


    1. Are you going to take into account player feedback before making changes? (the last balancing patch was 'fixed' about 2 weeks after release since M/W became so OP)


    1.1. Will class balance patches be tested in a development environment in relevant conditions (endgame dungeons and pvp) to avoid unexpected consequences?


    2. Is class balance going to be simply a function of skills, or gear/dungeon design?


    - I believe that merely adjusting skill values ('brute force') is a poor way to balance classes as it doesn't fix the fundamental issue for most classes : their elite skills are poorly designed or just way worse than normal skills. Likewise, if you buffed non-elite skills to make a 'weak' class viable (e.g Warrior), a specific combo may become extremely overpowered (w/wd).


    - Would you consider balancing via dungeon design? (e.g some bosses have lower mdef than others, some bosses have lower pdef, some bosses are burn, while some are tactical). This would make a wider range of viable classes without nerfing combos to uselessness.


    - Would you consider balancing via gear? (e.g making unique gear pieces that may only be beneficial for single combos at a time, meaning players would play a greater variety of classes and spend more time/money creating more gear). Dreamland went some way to this, but f.e the weapons there don't have crit chance - which makes those classes super weak in the latest content.


    3. Are triple stats going to continue to be a 'thing', and if so, are they actually going to be obtainable?


    - Triples can make quite a big difference for some combos, yet to get triple stats on all your gear pieces is extremely difficult due to their scarcity. I believe players would pay a significant premium to obtain these, but they are just too rare.

    Ehmm there are at least 3 K/W in our guild who can do the same, but since you are a member of Legends, I do believe a statue should be erected. We should all pitch in with resources to make this happen.

    way too many moving parts to be realistic. You also have to consider that many parts are not transferred on a more simple EU > EU server transfer (e.g wardrobe, houses) and that a 'temporary' server transfer would be rife to exploitation.


    A server merge/transfer would be a better plan, although you then have the issues of sw times as mentioned above. Most US sw players I have known of are joining EU sieges by methods that are not allowed by the TOS, but are regularly performed anyway (sharing accounts / chars).

    Ainz is right, endgamers had no interest in this event pretty much except those looking for triple stats.


    The funny thing is that they actually set up lower inis (which are quite easy even for lower guilds nowadays) to drop event coins, but then only gave 1 per party, which is ridiculous, you'd need to farm 12 hours a day as a guild just to get 1 pull each.


    I think the challenge is not making it too easy so that people can abuse it with alts (because they will) vs not making it too hard which excludes a decent amount of the playerbase. I'm sure the playerbase could give some decent feedback on balancing of events before they are planned, which could prevent lacklustre events.

    Yup, actually the last patch was OP because there are 4x 425 yellows, really easy to get and inexpensive. You certainly don't need reds to be DPS in any of NoM/MA/Pasper, in fact all 3 are tactical inis with quite low dps requirement, for pasper that was even true on release day.

    The biggest problem the game has is that it doesn't hold player attention for long enough. Pasper was a great re-make, I really liked it, but most active players running it were done with their gear inside 3 months. It's now been over a year since it was released, so it's understandable that people would get bored of running the same ini(s) every day.


    Sounds like the next update will have some kind of solution ('seasons' system), so let's see how this works. Ultimately players need incentives to actually play, because as I've said 100s of times by now, it makes no sense that spamming alt dailies and minigames is more rewarding than actually playing game content! (plus it's sad there are loads of well-designed and thought-out lower lvl inis just sitting there completely untouched, since nobody has any reason to go there).

    more useful would be adding magical crit rate to those weps from dreamland, every DPS class has crit on their wep except K/M if i'm not mistaken (1h sword / 2 h hammer).

    Knights are intended to be tanks. Damage is not their forte. It would be nice if shields and mainhand weapons generated more aggro. I have been on many ini runs where OP DPS would pull aggro on the boss away from the tank.

    that's a tank issue nowadays. All the OP dps combos currently either have 2x recon slots or minus aggro skills (e.g wl/ch, w/wd, mage ISS), I think an undergeared tank is more likely to lose aggro on mobs rather than bosses.

    Dmg = aggro.


    But I agree actually would be nice to see some variety amongst wep/gear like you used to get aggro increase on some items. Could make people consider whether always wearing the same gear is optimal or swapping gear in certain situations.

    2026 list, just focusing on PS.

    Mostly focused on gear investment vs output (hence K/W and K/P only great, even though they are actually better tanks than a phys k/m).

    Edge cases marked with an asterisk so nobody can flame me.

    I forgot M/D which should be on imba support :S

    you can just run to the boss 2-3s early and cast rune pulse.

    Shock strike should give you enough aggro until you get an RP insta, if not then your dps don't use their aggro reductions and you can be absolved of any responsibility

    - decrease rewards from daily quests (mostly gold-related)


    - increase rewards from doing content (instances mostly). Looks like this could be addressed by the new system replacing peak. It makes little sense that farming games and dailies on alts is more rewarding than the latest hardmode inis! Adding peak fragments per run was a nice addition that rewards all members in run even if they didn't get any loot. It would be nice if older instances were revamped too as currently there exists little reason to run 90% of the content in the game (bar ISS, but most players have these from events).


    - nice that crafting will be useful again


    - peak system removal = 10/10 change, better late than never.

    more useful would be adding magical crit rate to those weps from dreamland, every DPS class has crit on their wep except K/M if i'm not mistaken (1h sword / 2 h hammer).

    The launcher is indeed terrible. 50% of the time gives you connecting to server error, and now I have to exit the client and restart it bc I get that "account or pw error". To close the client i also need to shut all rom clients, so it's pretty terrible if I just want to log an alt in.

    The titles in IS are still mislabelled (1 year on). E.G 'Price of Darkness' states that it gives +100 Magical Damage instead of the actual +100 Magical Attack. Would be nice for players to actually be getting what is advertised, especially given the astronomically low % of getting a title.

    Keep in mind that ch/m rampage used to hit 4x on silence seal (all aoes did) instead of 2x and was fixed in 2018 or 19.

    It's not an unfair decision at all. The instance is completely broken and doesn't work as intended, altho using Warden pets to clear it certainly isn't an exploit and actually requires a lot of organisation. What is more unfair is :


    a. peak level experience is completely nonsensical, needing billions of exp to advance a single level is just .... 🤡


    b. instance is actually already completely broken not taking into account the peak exp issues, almost all of the bosses are tank and spank and the tactics either don't work as intended or they are just ridiculously easy


    c. even being 100(5) isn't enough to hit hm mobs/bosses because they are like lvl 118 or so


    Those are pretty obvious I suppose.

    The worst part is the lack of communication however, 0 announcements for months on this until they closed it. At least sun temple was closed just hours after they realised it was broken (new lows I guess when it makes ST release seem like a success).

    I play a class that uses 2h weapons and have never needed more than recon VII. Anyway for most instances K/P is useful and also offers -25% aggro, buy powder too if you need it. Or get a better tank.

    The Good


    - Different from previous events & jumping puzzles are a nice idea.

    - Sun temple gear/SW Badges/Proofs/Dreamland items are good rewards generally.

    - Solo mode is not too hard, allowing most players to farm it.


    With that said, whoever designed the difficulty gradient didn't do a great job. Why does normal mode, which takes 4x as long as easy mode, give exactly the same rewards? I was looking forward to doing hard mode today with some guildies but since I've seen that it's totally not worth the 5-6 hours it will take I have no reason to.


    Especially when entry to normal/hard modes cost 10/25 dias each, you would expect some sort of nice reward. Nope, 73 dura healer boots which we could have got playing solo mode. Not to mention that if you crash or dc then you have to buy the item from the IS again to enter.


    Also a few issues :


    - The priests that constantly heal other units really make pulls bad, mobs just randomly come whether you aggroed them or not.

    - Hunters have skill "lasso" that resets aggro, not sure that it is intended.

    - Jump puzzles are kinda buggy sometimes.