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Everything posted by Kradia
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You completely missed the point of this thread and it has nothing to do with the zhelm, so I added my own tl;dr in this thread.
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I decided to open this thread to hear the general consensus on items such as this: My personal opinion on the matter is that such items can exist because they are temporary items. We've recently been notified that the event is going to be available for a full month, which I definitely find a bit too much. What I am worried about is, when this event is over and the item is no longer available, players will feel very weak in comparison. Therefore, players will lose motivation and not want to play as much. It has been a trend recently, and in my opinion a worrying one, to buff players through the roof through events. Last few months, we had the GM Anniversary buff which was equivalent to this hat. Now we have the hat for a whole month. I am very curious what the player base is going to feel once we enter a period without these game changing, temporary items and buffs. What I personally think is, that this hat should've been nerfed down to 10 weapon attack and that it should've only been obtainable for 2 weeks. The GM anniversary buff shouldn't have been an hourly buff, but maybe every 6 hours. It's supposed to be a temporary buff and not develop into a new standard of player damage, which I think it does to a lot of players. I am hoping for a change in this for future content, but if you disagree, feel free to do so and share your own opinion. tl;dr in spoiler: As my fellow players, what are your thoughts on the matter? Is it acceptable how it is? How do you think you will feel when you have none of these temporary buffs available to you?
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I agree that both capes need tweaking. What I would suggest is for capes (and earrings) to get the same treatment gloves and shoes had. More slots the higher tier the item is. The Red Musketeer Cape is level 95. It could have 6 slots because it belongs to the 80/90 tier set. The Ludibrium Cape is level 100. It could have 7 slots because it belongs to the level 100+ tier set. Because the Musk Cape is so good, the stats on the Ludi Cape could also be increased to a maximum 3 stat value instead of 2. I don't think the difference in effectiveness of these capes is as big as the majority makes it out to be. Ideally, we would alternate on using the capes depending on what we are doing. Are we trying to survive a boss? Are we trying to maximize DPS? That's the point of a defensive item and an offensive item. The Musk Cape is just very effective at "lower levels", especially for grinding until you reach very high levels, before the Ludi Cape is worth using. But eventually, it is worth swapping to for most classes. I'm surprised so many people want weapon/magic attack on items like capes and other equips. This is purely my opinion but those stats do not belong on armor. Those stats should only be for weapons, projectile items and gloves. If we are looking to get more weapon/magic attack, I would prefer having higher level weapons added to the game instead. Level 120, 130, 140, 150 item sets and up. All those item sets could be custom adjusted to follow Nexon's item design pattern pre big bang. That's very easy to do and it would feel as natural way of item progression.
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Apply changes individually per map and not for certain ID ranges because there is no need to list the ones that already look great and you don't want to unintentionally change those. Maple Island More soon
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umm??????? This was planned (confirmed on old discord) but never done. 🥶
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Transmog was declined which is a bummer. Any chance we get this instead so we can use regular items as cosmetics over our Z-helms?
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Would still like to hear thoughts on this subject. Note that the point of this suggestion was to reward players of immensively higher level compared to the mob, with more spawn in the map and further make: 1) Party play better 2) Hunting for items better Lastly, the idea came about because of the lack of bonus party EXP. All we got was a placebo buff of 1.5% per additional party member in a party of 4 or more.
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BUMP!!!!!!!!!!!!!111111111 Please for the love of zodd make this happen.
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Would be very nice to get a response to this thread. I think this concept is very interesting and could make priest gameplay a lot more fun, but also encourage party play.
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BUMP
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yes please fix the black boxes rather see this fixed than anything added to the game
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This is a solid suggestion imo. But it's really hard to get right because the Zakum Helmet gives 30 free stats, whereas the level 100/110 caps only give 8-10 stats. This means the stats would have to get scaled up from a certain level and probably already starting from level 50 caps, so each new tier upgrade gets an additional +3/+3 stats (main and secondary). I guess it would look a little something like this. I'll use average thief gear as an example because that's the gear I'm most familiar with Level 50 cap: From 3 total stats to 9 total stats Level 60 cap: From 4 total stats to 13 total stats Level 70 cap: From 4 total stats to 13 total stats Level 80 cap: From 5 total stats to 14 total stats Level 90 cap: From 5 total stats to 14 total stats Level 100 cap: From 6 total stats to 15 total stats But I personally think this is too many free stats. If you put less stats on it, it's still not going to compare to the 30 stats you get from Z-helm. It doesn't feel right. If only the stats from the Z-helm were transferrable to another cap this whole issue would've been somewhat solved. At least the regular caps would be put into use.
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Fair point, but maybe a level adjustment should be done on Zakum then. Because realistically, only 10% of the players you speak of actually make a difference at Zakum currently. I thought of 120/140 because it's so many stats. A level 80/90/100/110 cap does not give you nearly as many stats. Because you have declined the transmog suggestion, it just sucks to see all those level 80-110 items completely unused. If regular items could've been worn as cosmetics, it would've at least had some purpose 😏
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With Pirates right around the corner, I think it's the right time to increase the level requirement for the Zakum Helmet. Reason being, everybody who can afford one will have the option to buy a 30+ stat helmet, making all other caps entirely obsolete. I want to suggest a level requirement of 140, exactly the same level Zakum is. This is also the level a player can actually make a difference in Zakum runs. A requirement of level 120 also works, but I think it would make sense if the item shares the same level the boss is. Ideally, this design should apply for all other boss items but one step at a time is fine. Currently existing helmets would of course keep their old level requirement so players suddenly aren't stuck without their regular stats. Many of the current helmets will eventually be replaced anyway, since the meta has shifted into a scrolled helmet.
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Lowering the level requirement for BWG/YSS to level 100 is probably fine, even though they have the benefit of being useful for multiple classes. Puzzle makes a good point, and I would hope to see all future lower level gear be adjusted so they fit the rest of the item design by removing the extra random stats like the extra slots on green bandana and similar items to avoid them becoming BiS until a certain point. Low level gear being BiS until endgame gear is stupid
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Remove or Further lower Steely rate from Leprechauns
Kradia replied to RedBlueBlur's topic in Declined
Agree with the suggestion that it should be nerfed further. I also think the mesos could be nerfed by 15-20%. For Steely, the drop rate it could be 1/100k (0.00001) just like it supposedly drops at that drop rate from Nightghost. I think it's important to keep the map relevant in a way that farming mesos should still be somewhat decent, but for Steely, I think it's better if we promote other maps to farm them instead of getting everything from one single map. -
When joining a guild that has an existing guild alliance, it seems that the alliance isn't being registered instantly. I tried relogging and changing channels and it didn't do anything.
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Agree with this. This is also exactly what I said in the previous CPQ discussion thread: Quote: I don't know what the EXP is like in comparison to grinding, but I think most would agree that a PQ should be some sort of "supplement". Actual effort and grinding should be better than party quests.
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Blocking multiclienting won't solve the issue I was presenting. Bonus party EXP is really bad and only works if there is enough spawn. The kishin thing sort of solved that issue but in a very artificial, and not very organic way. This what the whole point with the thread: This would also help players of really high level farm more difficult drops. Having an additional 2 mobs (assuming you're 40+ levels higher than the mob) in the map for being higher level would feel really rewarding.
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Please, for the love of Zodd make this happen for v62
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With v64 being right around the corner, unfortunately the stats UI is changed to this god awful UI: Please don't let this happen and make the client changes necessary to keep the old stats UI. also fix chat 2px gap after which ever version ruins it And remove family button and convert character UI card to classic one please
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This will give you some insight: It's safe. You just gotta add it to exceptions of your Defender.
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