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Rykbi

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Rykbi last won the day on January 30 2023

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  1. Rykbi

    households

    Arnah said in discord at some point that he would need to discuss exceptions like this in private messages
  2. I've been playing casually on this latest patch, with the party EXP changes and no multiclient and it feels really bad to play alone as a priest who got used to play with buff mules. ToT area: 999 kill quests for every map, meaning parties complete them way faster Mu Lung Dojo: It is faster to get points in a party vs solo play (30 lvl diff max restricts who you can pt with) Himes: This map got buffed, and should be insane but requires 1-2 others to clear Crow so you can grind there General grinding areas feel worse, without the crutch of 60% hp/mp from hb 24/7 and/or max jump and speed from haste. This is definitely the direction that play should be headed towards, to incentivize partying, but it feels so incredibly bad to play without one with such a low population. Casual players who are playing for short amounts of time, or are afking often to do other things while playing, are much less likely to be looking to join a party since they can't grind for long stretches of time. I see the top players partying up often, but they are friend groups that grind together and these are the players who have created time to play for decent stretches of time. Sometimes I wish I could be one of these people, who can block out these slots to play uninterrupted. Everything I could do last patch is just a little bit less efficient with less buffs, and it doesn't feel great. Maybe it's just burnout, and a good time to take a break. I just needed to get my thoughts out so if anyone else is feeling similarly they can know they are not alone.
  3. I like the concept, my only concern would be that the defense negation would be too strong. If arnah did consider this I think it would require some playtesting to see how much more DPS this would make vs the mob. I definitely think the idea of a recastable doom for X time instead of 1 rock per cast. Keeping the resistances and weaknesses of the snail would definitely help for priest vs holy weak mobs, since making everything snails currently makes them holy weak. I'm all for doom changes, its current state doesn't make me prioritize using it at all. It's far too expensive and unreliable to use as a training tool. At the very least the skill should change to 100% at max instead of 90%.
  4. Same-sex marriage so bros can get married for DPS no homo. I think it would be nice to enable in general now for logistical purposes, even if you don't care about inclusion of LGBTQ+ people. People are not incentivized to get married to a mule due to the high meso cost; it makes more sense to marry an active high level player.
  5. +1 to not forgetting warrior, I/L and F/P
  6. +1 This would help a lot of issues with how grinding feels at end game for priests. Definitely requires a fine touch to make sure it feels good but not busted. The mages (F/P, I/L) seem to get very little benefit from their mp eater in most cases right now so if an iteration of this is implemented it would be good to look at how much F/P vs I/L vs Priest procs the mp steal.
  7. Now that mage luk reqs have been lowered, it would be nice to lower the luk req for weapons also. If you did a matching luk req change for weapons, it would give all end game mages an effective buff of 35-40 magic. This change would also make it viable to use level appropriate weapons and gear for low level mages rather than them losing out on damage as soon as they put points into luk to wear them. It’s no secret that mages going lukless until endgame is the strongest ap distribution, with lvl 30 and 43 lukless weapons pretty easily attainable. This just makes 8-40 gear much less of a noob trap. Magic scaling is already much lower than that of weapon attack, so I don’t think it would be game breaking to give mages this buff. It would be a great QOL change that might make the magician class as a whole more desirable.
  8. +1 good idea especially with multiclient ban
  9. +1
  10. +1 Even as a priest I almost never need to know my party’s hp levels. If they die it’s on them. Almost entirely useless function, it’s extremely niche in its use.
  11. +1 Arnag follow through on this thanks
  12. I think I actually bought an SP reset on one char and was able to trade it to another on same acc via cash shop but this is definitely a nice QOL change.
  13. +1 Archers and warriors are two of the classes that struggle the most with the high damage hits from different end game maps, as the damage that mobs do is extremely relevant. Archers pretty much only train at places with safe spots, and Priests are often not available to pocket heal warriors so it’s not an attainable workaround for them. Warriors taking less physical damage will be a bandaid fix maybe but it would help with their pot cost a little bit.
  14. Any increase to storage or slots would be great especially for new players. It gets overwhelming when they need to make a new character to store things on early, since most of us will say to save different types of ore for future use. Also they tend to be holding 4 different town scrolls to save money on taxis so their potion slots are diminished.
  15. +1 even if it could just hit mobs on adjacent ledges that are half an inch above would be a great QOL. The upper range for SR is the most annoying part of this skill.
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