Posts by Warrior

    When will you (finally!) nerf the Warlock/Champion for PVP/SW?


    I have been playing this class for years now and not because it is a very fun class to play, but because it hurts your guild if you play many of the other available classes, it is that broken OP. I think that anyone that plays a bit of SW knows this class is not fun to play against. For anyone that does not play SW, just look at the amount of videomakers on Youtube that play WL/CH in SW, i bet its like 90%. It should be nerfed to be much more in line

    with every other class combo there is.


    With the 'upcoming' considerable increase in levels, the WL/CH is projected to even be a bit stronger than it is now.

    The WL/CH is very relient on its uncapped abilities, while most other combo's use a fair bit of capped (max lv 50) skills as well.

    (I dont pve anymore, but i feel like the W/M is in the same boat, but then pve-wise, heavily overdue a nerf.)


    I have a ton of in-dept suggestions, but history teaches us that they will most likely fall on deaf ears, so I will keep this short.


    I feel like the WL/CH power and speed are deeply connected to its unique identity, so its fine not to alter that too much (whether it deserves a damage nerf I leave up to the players that pve). If not touching the damage or mobility too much, that leaves its durability and its targetablity, suggestions:

    1) Heavily decrease the Mind Rune's HP buff to 5-15% or just outright remove the HP portion of the buff.

    2) Make the Champion's Runecraft - Diversion Parry buff a Champion (primary) class-specific buff. As far as I know there is not a single other

    class combo that runs Champion second, much less a combo that will be hurt of the removal of its parry.

    3) Whilst using the Donichuka transform potion, especially in combination with the Little Magic Biscuit's shrinking effect and the WL/CH's high movement speed, it can be very difficult to target this class. You shouldn't have to rely on AddOns or altered model folders for this.

    So at least disable the use of Little Magic Biscuits in SW. I would also consider to not have the Donichuka transform potion effect in SW at all. The Abyssal Shadow gives exactly the same stats and is much easier (and more in line with other transformation potions) to target. Whether the Donichuka and Abyssal Shadow visuals are made the same in the entire game or just in SW makes no difference for me.


    If not these, then other suggestions could be elemental/dark damage reducing accessories or altering the Priest/Rogues Purge skill to where it does not remove certain skills, think of buffs like the Enhanced Magic Barrier.


    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.

    Interesting idea.


    What impact do you think these additional stats (25% hero and realgar) will have on classes and boss defenses?

    Will this bring OP combos and everything else closer together? Or will the gap become bigger?


    I like the idea of mems becoming useful again.

    There is very little worthwhile things to do when there arent so many people online. If mems are useful then non-endgame runs will still help you towards becoming better and they wont just be something to kill time while waiting for your usual raid.


    I really dont get why they restrict everything so much these days.

    Latest inis (ma and nom)? u can only do them once per day, so u better not do them with a bunch of randoms or your usual raid will be disappointed u cant join them later. Stats or gold? Just do Worldbosses for 20mins per week (if you are lucky enough that these timeslots fit u).


    There is a world of content available, just very little of it is worthwhile sadly.

    I'll give this my 2 cents too then ;)


    I think the nom instance is very, very well done, it's the perfect mix between punishing tactics and gearchecks. The war/mage might shine a tiny bit too bright here (considering the amount of buttons they have to press), for my liking atleast, but overall im extremely happy with how it turned out. It's also interesting that has been decided to only allow 1 run per char per day, in combination with not releasing red stats via proof NPC. This will keep the instance relevant for a lot longer, and makes it worthwhile to run.

    Then on the other hand there is the new worldbosses. Of those im a bit less of a fan. I personally think they create a toxic situation where people with expensive PCs (and ppl that are running this specific folder) will run a lot more alts for WB and get more stats/gold that way, than the average player does. All these extra alts will actively help crashing avg PC'ers more frequently. P2w without being p2w if you will. It also incentivizes short bursts of play rather than continued play. In my opinion these new (op) stats would be a perfect reward to revive the mostly forgotten minigames like stomping grounds and/or arcanium arena. I understand this will still reward good PC players more than average PC users, but this seems a lot more balanced to me. This would also result in people being more interested in playing the game for longer, instead of just logging in for their run / WB time. Then add on top of that, that i think these minigames are super fun to, but that's perhaps only me, looking at the state of these minigames.

    It's fine that good stats take long to get, but its not so much fun if its via crashfests and pc-checks.

    restricting would just further add to the 'play km wlch pr or bad' meta that we find ourselves in. Auto immunes can be quite annoying if set up well, but manual play in most cases can still compete just fine with any autox. Classes just arent balanced very well, thats all there is to it.


    Game would also get rly messy if addons/macros would be allowed in pve but not pvp. If disabled for pve too then gets even worse. Nobody wants to go back to, or further add to, w/m meta which is pure braindead

    They know how many new players try the game every month and how many gear up. They know their turnover rate. They have that data. They know how many have left the game. They can estimate how much they will make and be very conservative.

    Exactly this, spot on.

    They know the data and decided to go the gambling route. Meaning their current strategy is (almost) certainly more profitable than what you are proposing. They know their data, while u pull some numbers out of ur behind.

    if u give everything for pretty much nothing, then where are they going to make their money? I think ifs a fairly bold claim to assume that they would be making more money, my estimation is that they make far, far more from gambling stones/gashas than they ever would from a more customer-friendly approach. Sure u will quit for half a year, but from a pure money aspect i dont see it be any close. Also give everyone an endgame set and ppl are gonna need new content, handicap them massively and there is 'no need' for new content since ppl havent finished current content yet.


    This is exactly why they dont use a subscription model, they would have to justify the fee with new updates, while like this they dont.


    By now its very clear they dont care about players, and just want to screw them over for as much money as possible, and they found they best way to do it.


    P.s. there are plenty of certain 'servers' that offer exactly what you are looking for. Wouldnt recommend them tho since most are corrupt af, and eventually also figure out they can make good money from roms decent core game

    So you willingly limit yourself, yet you are upset when these self-imposed limits dont grant you the same benefits as people without these limits? If its really that big of a deal just buy boosts from players, they are not all that expensive, and ull be on ur merry way after 30mins

    it was never my intention to offend anyone, was only giving few insights people maybe wouldnt think about straight away.


    You are right in saying that it would be a good thing if normal mobs would be providing a way to get it done as well.


    Coins from pantheon however take gear into consideration far more than normal mob farming. If you can solo you are done in 5 min per day, 10 for duo, 15 for trio. This is a considerable amount less than farming a thousand monsters every day. (Perhaps those ants have something to say about that, but there is such a low amount of these).


    As alternative mob farming would be cool, as replacement not so much. It is also kinda shetty the peak orbs are all only available in the first timeslot and then dont come back anymore after, thus not making ppl that have difficulty farming them be able to grind them ahead of time.

    Any somewhat decently geared ch/r should be able to solo pantheon easy as far as i know.


    I probably would focus 1 human, 1 elf and 1 dwarf first, then worry about the other accounts.


    There are also a lot of players that cant quite solo it, but 1, 2 or even 3 alts to help with the little extra push of healing/damage/tanking needed.


    Either way, last time the most limiting factor was instance accessibility. Ever channel had like 50-100 accounts parked outside at the instance portal, during the evenings. I dont see it being much different this time.

    in my server during these events its pretty common for random parties to form. Healers usually cant really solo easy mode, neither can tanks, and squishy dds can also have a hard time getting it done. So for those that cant solo there are still options, even when you dont feel like getting carried by guildies.


    So as long as the account is not totally useless you should be able to at least have the possibility to get it done. It will ofc take a lot longer for those that cant solo, which is not entirely fair.


    I myself have also 'sold' bosses in the past, so that even for accounts that wouldnt typically get accepted in random runs, or just for ppl that dont have the time every day to have coins split between multiple people, there is always that angle too.

    I would really like something like that, preferably on a more permanent basis! Could be a good first step into fixing the crazy inflation rates my (but probably all) server is going through. I know its general practice for games to mostly let the economy run its course, but the ability to buy 20-30 stones at 500k each~ (thats the current rate here) could go a long way. With the only goldsink being ISS extraction i dont feel like that is anywhere near close enough to balance the excessive amounts of gold every single day.


    Either that, or otherwise i would like to see GF fully commit to the current model and drastically increase the amount of gold a person can hold and trade in a single account. Contrary to irl, i myself am really bad at saving up money in games, usually under the idea that gold doesnt make your account stronger/better. Having said that, i still have to juggle about 4 gold caps at most times. I cant imagine what thats like for people with actual patience to save up for something big! It is super annoying to do, and doesnt bode well for the inevitable inflations that will keep happening every month.

    Hey all,

    i was doing some thinking on how they could make peak levels more interesting.


    Right now peak levels are grindy and boring beyond belief.

    Its impossible to grind them, and if you really were to be one of those hypermotivated endgamers

    that would want to grind, you would still have to wait for xp events as peak is currently structured.

    Then there are the event npcs, but no matter how good the rewards are from them, they wont last forever.

    Once they are gone again ppl will again be stuck without a way to get peak levels.


    Im actually one of those people that enjoyed the initial mountain path quest where you had to

    collect the orbs from bosses in tos, st and ibp.

    Wouldnt it be an idea to make like insta lv 20 peak orbs for which you had to run like every ini in

    the black codex list apart from pantheon?

    Item could be like a certain % drop chance or something and you could swap all final instance hm boss

    orbs for a peak 20 orb.


    I feel like this would get rid of many problems rom has currently.

    Every class could get peak up without being super disadvantaged, old inis will be visited again,

    ppl wont just live from event to event, and ppl wont get burned out by running only the three

    same inis every day or just grinding events (killing mobs) the entire evening.

    Rom is an mmo, what ppl like to do most is run inis together, not compete against eachother for

    mob kills. Imo this is what peak was always meant to be, an additional motivation to keep on doing

    runs and learning 'tactics' from the massive pool of content that is already available, but that just

    isnt being used, because you get nothing from it.

    increasing stack size of most or all consumable items to 999

    +

    double the number of auctions allowed

    +

    double the maximum gold you can sell an item?

    -

    bring back dias in auction house?

    -

    cash shop item exchange

    -

    titanium hammer that adds 10 dura guaranteed

    -

    all purple gear bind on equip

    -

    a poll option where people can login polls others can vote or login new ones.

    +


    PS. Domalash change the layout of your suggestions, dont just wall of text them, also add other ppls suggestions to your initial post.

    probably this would either

    a) kill a lot of their the game's income if the dias are uncapped, or

    b) people will just write macros to insta buyout the stock at reset and there is only a handful tryhards that will profit from it, which would be the direct opposite of why you would implement npc diamonds in the first place.

    People are bound to 'exploit' a diamond npc 100 out of a 100 times.

    Hey there, im a little confused by the things you bring up in several threads.


    As far as i understand it you are very concerned with the players you call 'newbies' as you said:

    >> 'the white gear. i dont want to scare the newbies . used to give em cards like bubsitan and yuri ...'<<

    If you are really so concerned for them, you might want to consider going back on a few of your

    self-imposed solo-player rules, and for example create a guild! Finding a guild with some nice buff towers will

    help new players out tremendously since they give a flat boost!


    Second thing i dont quite understand is that on the one hand you dont want to use bound gear

    (keep in mind bound on pick-up gear needs a 1 time advanced bindlifter, after that only normal bindlifters,

    bound on equip only need a normal bindlifter ever, and these you can buy with daily tokens!)

    because of the limitations it has, and you do have a little bit of a point there, they should just remove

    the need for unbinders on lower level stuff. What i find contradictory however is that a little further

    down the line you say:

    >>'you cant make more toons . you better keep char creation to a minimum .

    the reason for me having 6 or 7 toons is mergers . and new servers . or platforms .'<<

    Why exactly does it bother you as solo player, with the advice to keep minimal alts, that you cannot freely

    transfer your gear?


    For cards the droprate seems the same as before, cards getting more expensive is just a product of the ever

    growing amount of gold in a server that people get from doing high level daily quest farming.