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Everything posted by opman
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From fun discussions I've had in recent days, we talked about WHAT IFs... and 4th job seemed like the hot topic. Where 4th job opens the cans of worms, fixes and exploits in certain maps leading to disproportional gains. Here are some changes I'd love to see happen with some sense of feasibility in still performing in certain Bossing Content. Some considerations and parameters are listed here if nerf is as intended and before nerfing mages to infinity and turn it displeasing. Ultimates (Genesis / Blizzard / Meteor) 10,000 MP cost max Genesis 3,500 > 7,000 Meteor / Blizzard 3,500 > 5,000 (element amplification x2 usage on max) I would love if the cost on ultimates were a tad bit lower but if a nerf is coming onto it's MP usage, might I suggest 10,000 MP as the cap. By lvl 120 as a magician, this would almost reach the 10,000 MP threshold and it's made easier with existing MP bonuses on items. Skill hits 15 max count of targets, leading to an avg of 667 MP cost per target as per suggested. When grinding, this MP usage would still put mages in the survivable zone after casting w/o HB. By levels 160 in Horntail, roughly 14,000 MP and 22,400 MP w HB, which would be quite reasonable at 10,000 mp ceiling to survive on cast. Ultimates are usually cast at the bottom between legs and abs for 7 hitboxes (post leg and tail) to attain maximum efficiency as well as CC on wyvern on spawn. Only threshold to watch out here is 7,000 Power up magic dmg where it's still survivable after casting. 1 Min Cooldown max Anywhere more than 1min, would cause multiple bossing mechanics to crumble and lead to some irrelevance of the ultimate. In especially Horntail and Pink Bean, ultimates are generally the CC skill used to maintain pragmatic and clearable runs. On main body, we have 3 main summoners (the 3 heads) and each of which summons Wyverns (red > blue > dark) on a cooldown of 1 minute on average. Having 3 mages with ultimates would be most efficient with the 1min cooldown restriction, tho the TMA requirements to 1 hit Dark Wyvern is almost impossible in this server vanilla on Genesis since it's weak to Holy, I still think with 3 mages there'd be some challenge if 2 wave of darks spawn. Going forward with this cooldown but nonetheless it still holds the content as exciting and plausible. Summons (Bahamut / Ifrit / Elquines) Cost 5-10 Summoning Rocks max Since 3rd job, Dragon already costs 1 summoning rock. I don't see why should a stronger summon cost only MP vanilla and since it also hits 3 targets than 1. 5,000 MP cost Vanilla MP cost to summon summons are a joke in all due respect due to how poorly designed it was from the get go. 5,000 MP would make some sense as to not outright Summon right after Ultimate in order to maintain survivability. *side note, I'd love to see Sacrifice changed from random HP reduction based on DMG dealt to a fixed % in HP reduction for more certainty in maintaining berzerk as a DK. Do leave your thoughts! 👾
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Usually, pendants such as the Deputy star (3 slots) has it's slots go unused, unlike those from CPQ1/2 and MPQ. Yes chaos scroll works even on pendants, however It is highly unlikely that we will ever attain this chaos scroll which is only available from Gachapon. Looking to alternatives, we could change one or more properties of the Spiegelmann Marble (60% passing rate gives +30 HP/MP), from "Untradeable" to "Tradeable" and "Only usable on Spiegelmann necklace" to "all Pendants". Yes all pendants, which would most definitely include the Mark Of Naricain (3 slots, from CWKPQ) and Horntail Pendant (3 slots, using 1 slot for egg, from HT). In doing so, this would also benefit Monster Carnival PQers and encourage more content participation as well as runs such as CWKPQ and Big Foot mule completion (i.e. reloots due to failed slots on pendant). Especially when newer items surface such as when Deputy right after CPQ, this could be an opportunity to revitalize CPQ with the constant needs of Marbles. I personally think that this would be a nice custom change that many servers out there disregard and/or left out. Hypothetically, we could even increase the slots on necklaces such as Deputy Star (3 to 5), MON and HTP in the future if this goes thru but this is a discussion for another day. What're your thoughts? Cheers.
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Buff PQs EXP rates to match the Party Bonus EXP changes
opman replied to opman's topic in Suggestions
Could you share some? Must appreciated. -
+1 for custom change. Somewhere around 5,000 to 10,000 meso would be more fitting per wrap card and without daily purchase limitation, similar to seed as it's unnecessary to limit purchase, furthermore we want more individuals to gain quicker access to Ludi which can aid in faster LPQ party organizing. Also, considering the fact that the wrap takes the individuals to omega sector instead of ludibrium directly, where the users have to use EOS scrolls twice to get up and use a nearest town scroll. Compare this to Leafre's magical seed wrap, which costs 30k and delivers individuals directly to maps with the ability to instantly use the nearest scroll.
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They're like 3 months each as of currently, so you're saying it passed the expiration date and did not disappear from inventory? If so, then it'd be nice to remove the expiry status as well.
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How about increasing the att bonus on arrows (red, blue, diamond) from +4 to +10 or even +15 with maybe a level requirement of say 100 - 120. Thoughts?
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This is definitely something in need of fixing, pets such as: baby dragon, dragon (evolved), robo, robo (evolved) very frequently go idle (standing still, not moving) while we're while grinding. Which at times makes it unreliable in looting our drops and especially for those with higher pings, reducing some value of having purchased pet loot equips (meso, item, wing). If removing idle is not at all possible, lowering it's frequency in going idle would be a fitting alternative.
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Meso bought AP resets and Charms shouldn't have an expiry date as compared to those bought via the Cash Shop using vote points since meso is harder to attain than voting. This would also aid players whom come back from breaks every now and then, sometimes even a year or so, by not having their meso paid charms/APR expire.
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I, personally do not like having more slots on ludibrium cape. I'd prefer for players to run more times to attain the max preferred stats (i.e. if you're a BOW, 4str, 4dex), possibly incentivising more runs. Where if 7 slots were just given, it'd be just a "get 2 stat and dip/scroll". But nonetheless, it is also fine as an alternative. With possibility of cwkpq around the corner, I feel it's even more so reasonable for the aforementioned changes to happen. Having Ludibrium cape hold its weight as a DPS gear in comparison to Pianus cape (defensive route) would serve as a nice alternative cape and as a stepping stone to the new BFC (+300 HP, +3-5 WA, +4x W/M Def) and Crimsonheart Cloak (+3-5 AS, 4x W/M Def) ,cwkpq capes. In a way, if possible, I'd like to have CWK's mon/capes to also be somewhat of a stepping stone to ease HT survivability. With the potentially 2 new capes that may be added. If left unchanged in their attributes, this would further bring down relevance to Ludibrium cape. Here are some possible changes to them: BFC Req lvl: 90 -> 150 WA: 3-5 (unchanged) HP: 300 -> 1,000 W Def (avg): 35-> 300 M Def (avg): 48 -> 411 Slots: 5 (unchanged) Crimsonheart Cloak Req lvl: 90 -> 150 All stats: 3-5 -> 5-10 W Def (avg): 35-> 300 M Def (avg): 48 -> 411 Slots: 8 (unchanged) Assuming BFC has already lower drop rate % chance than Crim in bonus round, it was meant to be surperior to Crimsonheart cloak in vanilla MS esp since there was Chaos scroll back in the day, as we do not have it here, I felt that it'd be fine for some stats to be unchanged for now. Mark of Narcian (MON) would also have too be nerfed harder from it's 5WA to maybe a 2 while keeping it's HP/MP bonus to also aid in HT survivability, to help keep HTP (+23 AS) relevant as a DPS gear. As for the level requirement, the reason why it's so high of a level is simply cause most DPS roles below 130 would just not be sufficient.
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ok thanks
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Think my sales got bugged? Buyer bought 170 x of charm @ 999,999 each at one at a time. Felt like i received 126m+ than the 169m as intended. Would like you to double confirm this thanks. ign: oprage (room 2) at the time of occurrence
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Or we could add these 100% scrolls to KPQ, LPQ, OPQ instead with rates from very low to low, respectively. Which drives more players towards PQing as an alternative.
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currently, u get the exp logged and the animation still goes thru along with player taking both 'visual' and 'actual' damage. Hence, this iframe change is more than necessary asap, since players who're actively grinding before this fix are taking more than necessary pot and exp loss.
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As the post mentions, climbing a rope speed is almost set to if not, 100%, regardless of character's actual speed. Hence, it'd be a nice change or fix that neckson did not account for. This change would be an overall improvement to gameplay, and of course larger map grind (faster regrouping for rebuffs and map coverage) and PQs (clear time). You could say, indirectly this would also assist FOG, Coolies and other nostalgic maps to be slightly more relevant than the newer ones such as WR. Of course, since PQ's rates are currently still being logged and if we were to change PQ's exp reward, maybe this rope speed tweak is a better approach.
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Halloween hat (lv10) + 4 all stats Lord pirate hat (lv60) +18 potentially if maxed Maple hat (lv70) + 3 all stats +hp/mp If at all going to increase the level req, i think lv 90 - 100 would be a good fit since most of these said items above already make class hats somewhat irrelevant, yes they are attained through event but even so, it's available. Either nerf the stats bonus on these aforementioned items or change it's lvl req. i.e. most job hats maxes out at 6 to 7 stats pre lv 100.
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Late welcome mate, hopefully you've joined the server already. Currently: Playing (coming back) IGN: opman Reasons: New scrolls got added few months back and I plan to slowly work towards scrolling them. CWK is out now and I'm looking forward to CWKPQ expansion in the future, which is a good end game PQ content for higher levels. With hopes of a rework for scaling down Archer's stage monster HP and a nerfed 10-15 stat like MON pendant (worse than egged 23 stat HTP) and Gelts/30%. Also pushed my level goal to 160, slow and steady we shall see.
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Not much difference, since top/btm scrolls are out already. However if you're going for pirate/osfa, the drop tables are different for both and u can consider choosing ur gender based on where you'd prefer to farm at or just buy from fm.
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As mentioned in part of the list here. Allowing dispel to work on seduce would be a great alternative to not having holy shield as will the need for skilled priests to be necessary. From what I recall, all cures are able to dispel seduce status on tespia. Using all cures does seem odd, use slot waste and discourages skilled priest plays and seen more of an easy way around the seduce mechanism. Also, since vanilla Hero's Will has cooldown of 10mins, this pairs well with dispel skill working on seduce as hero's will is mainly a last resort type of skill. Here are some future considerations if necessary: - Wheel of Destiny (usable only in HT map via meso purchase, cap @ 1-3 per character) - Hero's will reduced from 10mins to 1min
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As of now, OPQ being the highest form of level to PQ till lvl 70, It'd be nice to give those above lv 71 an option to exchange their Party Exp Rate coupon to either Exp, Drop or Item rate instead as there is no other PQ available. Should CWKPQ come, it'd be a miles length ahead for players lv 140+ to again use this PQ coupon. In doing so, this would keep the coupon relevant for PQ goers such as HPQ, KPQ, LPQ, MPQ, OPQ.
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Snowshoes has somewhat 2 features, anti ice slip and responsive turnings, as mentioned above, ice slips will be exclusively for snowshoes only and as for scrolling for spikes, that'd be nice if it does not take up a slot, otherwise it'll be irrelevant to consume a slot for it.
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I think it'd be nice to have all shoes (common and jobs) to be able to have the responsive turning speed trait from snowshoe, except it's non-gliding ability to preserve snowshoes relevance in preventing gliding on snow. This would help in overall performance in character control during grinds, bossing and it just feels pog. https://drive.google.com/file/d/1Bo2RxUozPvV8kZyi0_J9zfzhS2Uq-9I_/view?usp=sharing
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+1 qol custom
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Both rewards only 13,500 EXP with a 0.0036 ratio of exp per hp, just another poor design by neckson again. Comparing this to Pianus (0.0433), Black Crow (0.0501) and Zakum Arms (0.0407), both Manon and Griffey could use a ratio similar to the aforementioned or slightly lower but reasonable since these two do have a significant drop pool.