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Posts
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Everything posted by Ghost
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+1
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but you didnt post a thread while we had the GM buff if its about new players and pirates having an easy pass and skyrocketing in the rankings, lets just be honest is all. especially with the stupidly easy christmas event pq making it EVEN easier
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tl;dr you could use the anniversary buff fine with your zhelm, but not this hat. there's 3 weeks left of the event.
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no
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tae roon, sage cat, snowman (maybe others) were just added and are camped 24/7.
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Any news on this? Also, if you have Meso Magnet and Item Pouch both equipped, the pet only goes after mesos with Wing Boots. I'm guessing that's the other glitch you mentioned. The pet just doesn't bother going after items. The only time it loots items using Wing Boots is if it goes after mesos and the item(s) just happen to be within the pet's path to the mesos or drops next to mesos.
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Sorry I shoulda been more clear about the ~30-40 atk missing estimate. I meant it's highly unlikely we will ever see a really well-scrolled lvl 100 or dragon weapon, like you see on other servers. People will play it safe instead of trying to land a 10% or 2, then finish with 60%s. Even with the ample scarabs that have been around, it's rare to see a good one. Regardless, I can see my estimate was off and realistically it'd be around ~15-20 atk, at best. Call if a safe ~10-15 atk per player and I think that still makes a huge difference. I think 4 parties (24 people) can enter HT? 5 atkers per party = 20 total, so thats an additional ~200-300 weapon attack missing. Also it's important to note that hermits will likely bring steelies and tobis only, so that's more attack lost (not significant, but still matters for DPM).
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Gotcha, makes sense now. I was wondering why active party was being penalized, but I realize now it's pretty much unavoidable because mules.
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Just to be clear, this means "afk" party members are still considered in party exp distribution, but dont actually receive it. And it also prevents people from abusing the new system by leaving their HS mule in the same map/allowing them to be considered "afk" in party. Basically this just explains the implementation for how leech exp will be removed, right? Or is there more to it?
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I like how much thought you put into this, and I agree with a lot of things you said. Not really a fan of the monster book thing though, that sounds really OP. Also don't really think HT should be nerfed much, if at all. All nerfing does for bosses is lower the time it takes to kill. It becomes "easier" because less time really means less chance of people dying or dcing. HT shouldn't be made easier, but instead players should be made stronger. As of right now, there's a complete lack of scrolls for additional AP for things like earrings, helm, top and bottom, etc. You can argue you just need to level up to get that AP, but when you approach end game and HT specifically that just isn't feasible. Another major problem is that lvl 100 weps aren't being added to zak (not sure if Arnah confirmed that but that seems to be the case). So we have players missing a significant chunk of weapon atk that would be acquired from lvl 100 and eventually 110 weps. Lvl 100 weps aren't unobtainable, but they might as well be (1/500k rate lol). That leads to my next point, which is these weapons will almost always be below avg and 60%ed to play it safe. Basically we're missing out on a good 30-40 wep atk. And that's fine I guess since these weapons are end game and shouldn't be easy to get. But only a few players on the server, if even 1, will ever have a red craven, pinaka, nisrock, etc. Regardless of all that, many of the top players have simply stopped playing. This is the reason why HT likely never will be killed. Even if they kept leveling up and improving gear, it was always a snowball's chance in hell. And we almost definitely won't see a wave of grinders come along to replace them. Even if there was, it would be years before they got high enough level. We don't even know how much longer Phoenix will be open, which is demotivating to grind that hard for most people.
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CPQ is planned to be added. This is a thread to discuss the pros and cons of it, as well as changes deemed necessary to keep it balanced. Please share your thoughts about the PQ and keep it constructive. This is an ongoing thread and I hope it will be taken seriously. Pros: -PVP content, which was the original intent of the PQ -Provides players access to another PQ immediately after finishing KPQ instead of having to suffer the 31-35+ for LPQ -More content and consistent with the server progression -We finally can fill that empty pendant slot with Spiegelman Necklace (likely only pendant in the foreseeable future) Cons: -Lack of player base diminishes the PVP concept, and will lead to mule abuse or trading wins (trading wins is debatable since it was in GMS) -Level requirement conflicts with LPQ, and EXP from CPQ is significantly better than LPQ. Concern is that LPQ, with lack of glasses reward, will become even more dead. -Easily can be abused with mules for free wins (unless Arnah has undisclosed plans to prevent this) -Coin farming for NPCable equips; compare this to rewards from LPQ and meso gain is better from CPQ since most rewards from LPQ are pots and useless scrolls Please provide any thoughts below and feel free to argue against this list. Thanks for your consideration.
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Yeah I never understood why they dropped white pots and unaqis. Would be a good change.
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+1 I agree with OP this is a great addition to the game.
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Good points. I was thinking only in terms of damage (single and multi-target). I didn't consider hermits have alchemist (obviously broken), drain (free HP pots), and FJ for mobility. Not to mention haste for further mobility in 2nd job, and meso up which of course is important on a 1x server. So many hermits opt to max that first because it makes such a large difference on this server. It's true archers are severely lacking in party skills, which is why I think some form of SE being added would be good. I would also be for just increasing archers crit skill. It was determined in Leafre tespia that late game Rangers suffer from single-target DPS overall, and arrow rain is pretty irrelevant then since they will be at Newts. Newts were designed for ranged classes (look at their drops being mostly thief and archer gear). I'm also talking strictly about Rangers and not Snipers, since Snipers have other skills to help them out like freezing mobs. This is why I'm leaning more toward a type of SE skill for 4th job Ranger excluding Snipers. Buffing the crit skill alone will benefit both Ranger and Sniper which defeats the purpose of choosing Ranger.
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Comparing strictly archers and hermits, archers get crit very early on and arrow rain 3rd job, which is far superior to avenger in terms of mobbing. Archers also get soul arrow 2nd job, and hermits don't get shadow stars at all. Archers are far cheaper to fund. I think the tradeoffs balance out. Archers are superior for mobbing/training, and hermits have better single target DPS. That being said, if some form of 4th job is implemented (as arnah has hinted at in a previous thread), I would be all for some form of SE as a 4th job skill for archer. As a passive skill or party buff, I think it would be a good idea to help late game archers. Please let me know what you think.
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To my understanding, they were removed because they were abused by certain players at 94th floor. This is a poor reason to remove them, especially with the nerfs added (spawn nerf at 94th floor) and that player no longer being active. If there is still a reason to believe they can be abused, then other measures should be used to outweigh this so legit players can use them. Increasing the price is an obvious solution. Or increasing the lvl req to equip them so they can't be purchased/used by mules. This is a great meso sink many would be willing to use.
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Ok thanks. After speaking with others, they are happy with the changes and still see it as a viable training map (archers specifically). After thinking about it, I realize removing sniping might be for the best so the maps can be used by those of appropriate level. Increasing the spawn slightly would be a good change.
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Thanks, read the post again. spawn rate didnt change in GMS. i cant find videos of when leafre initially released, but i can assure respawn rate is and can be adjusted to reflect the videos. all i cant provide is anecdotal but any ancient videos that can be provided is appreciated.
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Here we go again. Please Arnah, keep an open mind my friend. It's undoubtedly horrible. Sniping newts, a dangerous yet rewarding feat for ranged classes, has been defiled. The respawn is trash. Check these videos from GMS for spawn rate vs. what exists in Phoenix. And this can be tested/confirmed by you and others: Take note of how fast the jr. newt here respawns. Only mob killed, yet respawns fast. Waaaaay faster than here. Sniping newts was a HUGE nostalgic experience for Leafre, but it has been ruined here. Newt parties are dead on arrival. Likely due to source code; time to respawn mobs and/or how many mobs are left in map before more should spawn. This map was peak newt party map, and was hopeful for me to be essential for low lvl ranged, priests, dks, you name it. I hope you provide feedback, justification, any future modification and/or acknowledge of this post at all. Thanks in advance. I know how hard you worked on Leafre, so I pray you don't see this post as demeaning on your effort. Rather, an improvement on your work and inspiration to others. And before people point out there's medals, "it's 2010, nexon buffed the map", whatever else you wanna point out; i personally trained there in the current version of phoenix and it was exactly the same. Defensive post I know, and based on anecdote. Regardless, I hope you see my words as true.
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I think this is a bigger issue than it set out to be. I was directed here by Arnah, so I will say my thoughts for what they are worth. I have played a cleric in LPQ and OPQ both before and after the changes. The change is a big deal, and I will redundantly again say why. In all the LPQs I have played in since the change, clerics feel no motivation to heal and, if high enough level, would rather play as attackers. Otherwise they will afk/only do mage portals as they feel essential to even pqing in the first place. For going to 94th floor fares better for them anyway, and they know it. In OPQ, I was one of the few clerics to ever bother with it both before and after the changes. Most of our EXP came from healing during the boss. It is a major pot burner for clerics with few rewards otherwise. Fewer than any other class. Even with HB, clerics need to use MG and burn MP pots during the boss. Most would rather just train. And yet, having a cleric is a quintessential motivator for other players to OPQ. Hence its downfall. Who even bothers with OPQ now? Especially as more and more areas become available. It is a waste of time. What a shame as the highest level PQ available. On to end game content: what players bother maining priests now? Those who set out to have mostly quit, and with good reason. Those with high level priests use it to crog or buff themselves. The class has been deconstructed and left in ruins. As a 3rd job only server, the priest has one role: to support. To heal and buff attackers. EXP from heal undoubtedly adds up over time compared to the now 1 EXP. It's simple math. What incentive is left for someone to main a priest? With Leafre on its way, asking a priest to deal 50% of a mobs HP is absurb. They were meant to stay near players to heal them, buff them, and even with heal or shining ray they can't possibly do that. Even at skelegons or black kents where they have the privilege of holy weakness. Punishment for those who abused deep aqua healing for easy HS mules should have been commuted long ago when it was apparent. But since that wasn't the case, I guess suggestion #3 holds no precedence. Suggestion #1 is absurd as stated above with the release of Leafre, as it seems punishment for those who sacrifice their time making it to such a high level. Suggestion #2 is the only logical solution and can be implemented. I have seen the Odin source code of which every server is based on, and a check shouldn't be impossible to add. I hate myself for writing this massive wall of text.I appreciate those who bothered to read it and look forward to any feedback.
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I agree with the proposal. I personally have leeched myself and others at wraiths and coolies on a priest. The EXP gained was the same or near it, even without max HS. The EXP division favors both parties. That is more along the lines of how party EXP is divided, but this is one fix to that issue.