
Dusteh
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Dusteh last won the day on June 9 2023
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The reason I/L gets little benefit is because their skills cost significantly more to cast with AMP. If you go to stormbreakers on an I/L you still get full MP back with every hit, so its all about finding the right ratio. You could also buff the MP Eater % on each mage as necessary. I/L may need an extra 10% proc chance to make it consistently beneficial.
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Rather than having to buff the damage and other numbers on all mages, perhaps a more reasonable solution would be to increase the MP on mobs over level 100 to make MP Eater more efficient. Currently Stormbreakers have 5k MP, which nets 2,000 mp per MP Eater proc. Obviously this number is too high, but some number between 1k and 2k might be feasible to prevent grinding for free, but still alleviating the elixir usage issue. I think the ideal number would allow mages to reduce potion usage by 50%. Grinding wouldn't be completely free, and priests would be able to do more damage since they wouldn't need to weave between shining ray.
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The reduction of luk on mage armors doesn't really do anything if the weapon luk stays the same, I agree. At best you get marginally more luk from OA/Glove/Shoe to help equip your weapon and a tiny bit more int as well. It's like 8 stat gain at best from 28+ luk reduction which doesn't really line up well. I agree that weapons would also need some readjusting as well, or the magic formula needs a rework. As of right now there still no reason to use a high luk weapon.
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With the removal of multi-client boating becomes a huge time sink. You can no longer browse FM, kill mini bosses, or do literally anything else but sit on the boat for however long. I think 500 vote points for 5 teleport rocks and 500k mesos for 1 from Henny/Ludi general store would be a sufficient enough cost to make sure they aren't abused.
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EARRING INT 30%!!!!!!!
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+1. Nice bonus for new players. Just need to monitor it to prevent mule abuse (not that 4-6 hours of 2x will make a huge difference anyway).
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This sounds interesting. I only worry for the difficulty of implementation. Also, like Nixmar said there really isn't a huge issue with mobbing (supportive skill change would still be a nice bonus to encourage party play), but more so bossing. I'm not sure that your current idea would prevent boss leeching if all it takes is one supportive skill to tag a boss.
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Priests are gatekept from farming this map for no reason other than arbitrary decisions by Nexon. Birks is one of the most commonly farmed maps and a decent map for exp at lvl 8x. I can't help anyone farm this map for items or exp, nor can I farm it myself at a reasonable pace. I don't think preventing a player from partying up with friends in a social MMO for arbitrary reasons is healthy for the server; we should be promoting partying! Addtionally, I think we should just do away with all elemental strong mobs, but keep the weak ones.
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Currently exp received from a boss is based on damage to prevent players from leeching bosses, but this has negative effects on players contributing to a boss that just happen to deal low damage (i.e. priest). When killing black crow as a priest with a warrior (replace with any dps I suppose) I have to use over 200 elixirs to get around 750k exp, while the DPS gets ~3mil. This is absurdly unfair as both players are contributing equal amounts of time to the boss. A regular 60/40 split or even 70/30 would be better than it is now. Real players should not be punished for those abusing leech mechanics. I believe the easiest solution is to make a rule disallowing boss leech. Anyone breaking this rule will receive a ban of x duration on first offense and perma on 2nd. This is a low population server and policing the player base should be tremendously easy. If anyone has other suggestions on how to implement a fix rather than just banning players, then feel free to contribute. Perhaps something having to do with player level relative to the boss, as most people aren't going to be leeching a lvl 130+ at anego, a 115+ at Black Crow, or a 110+ at Bigfoot.
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This scroll is absurdly rare compared to other more sought after dex scrolls.
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+1 we cant do pap this sucks.
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Right now, Priest seems to be lacking an identity. I believe that this due to the low population of the server causing infrequent parties, and the availability of HS mules (I am not against HS mules). In my opinion, the main upside of playing priest is its efficiency while grinding. However, with the inconsistency of parties, and other classes having the option to mini boss as a significant source of supplemental exp (and mesos), priest is left in an awkward position where it's not the most efficient grinding class, or necessary for party play. I propose two changes to Holy Symbol which make priests solo play slightly more rewarding and gives parties a benefit to adding them over an HS mule (most parties do this anyway out of kindness, but it isn't always efficient to do so). 1. Give priest more benefit from Holy Symbol while solo. In a high population server this probably wouldn't be necessary, but on Phoenix there aren't consistent parties at all level ranges. I'm not sure if the full 150% would be too OP, but it should at least be 130%. This will make up for priest's lack of flexibility and make doing non heal/holy weak content feel less bad for the player. 2. Make Holy Symbol provide additional exp (165%?) if the priest is active. There are common situations (like trio skelegons) where adding a priest is less efficient for individual members, and having a priest in a party should never make it worse. This will both provide incentive for people to main priest, and for parties to play with them regardless of composition. Not sure how to code this in to avoid abuse, but I'd imagine that just not being flagged as afk will be good enough. Maybe there is a way to make it flag as long as the priest has killed a mob in the last 15-30 seconds? Holy Symbol is the main element in a Priest's toolkit and should be more utilitarian as such. Thoughts?
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Buff/change spawn on these maps (aimed at helping Cleric mostly)
Dusteh replied to Neon's topic in Suggestions
Manfroy made a lot of good points. However, I think priest game design is always going to be shit 3rd job on a low pop server. You will rarely have stable parties until 108 for skeles, and even then there are like 0 active warriors at skeles to pocket heal until you reach solo plat levels. Your solo grinding is free, but really inefficient exp wise until you reach himes. You have 0 flexibility in farming until at least your 140s. Not to be a downer but I just can't see myself recommending someone to play priest. Maybe if HS mules were banned things would change, but then the server would likely just die. -
"You gain an unfair advantage from it..." - Everyone can do it "You are using a 3rd party software to get around a game restriction to gain an advantage." -You could just use 2 PCs like people did in GMS. This does violate any rules. Again, everyone has the opportunity to do this. Just say you don't want multiclient. Don't try to incorrectly use rules to make your point. "If you want HB then you need to party with a spearman, if you need HS you need to party with a priest." - There are not enough players at end game to make this feasible. If this was a server with even 500 players, then there would not be a need for buff mules. Most people using buff mules are supplementing the lack of actual players. I'm sure everyone at end game would rather have actual players to play with rather than using a buff mules. I'd also like to add that most people commenting so far are not deep enough into the game to fully understand the concept of playing without buff mules. The game was balanced around having skills like HB and HS in the game, and the population of GMS made sure that those skills were always available. In addition, there will be impacts on the economy. There will certainly be much less 10% scrolls available due to lack of croggers, and probably 60%s due to people not making mules to LPQ with. LPQ/KPQ will also suffer because you won't have as many people making alts; most PQs have at least 1-2 mules in them. Everyone is arguing that buff mules make the game easier, but I would argue that it makes the game playable. This server simply does not have the population to sustain itself without buff mules.