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Neon

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Neon last won the day on January 26 2023

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  1. The why: I'm approaching level 60 as a Cleric, and the future looks pretty bleak. Zombie Lupin at [Sleepy Dungeon ll] is looking like the only training spot I can consider for a long time. I've travelled to Coolies, Book Ghost, Skeleton Soldier, Dark Stone Golem, and various other places, but the spawn available at [Sleepy Dungeon ll] just can't be beat. More why/Suggestion: Coolie Zombie: The map layout for all 4 Coolie Zombie maps is just terrible. It used to be one long continuous floor that you could easily gather them all up and Heal them down, but now the spawn is split into 1-3 other floating platforms along with a step included in the middle of these maps which prevents gathering the bottom floor together. Training here, you end up only hitting 5-7 at a time at best, which is very inefficient because near the end of clearing out a pack of 5 you start only hitting 1-3 mobs for a few casts. Cleric needs to be able to gather up 10+mobs here so Heal can hit 5 targets longer, or spend less time gathering up mobs by having the spawn ready to go on each layer/platform. Suggestion: Increase Coolie Zombie spawn on all maps significantly, or bring back the old maps. Book Ghost at [Foggy Forest]: This map is close to decent, but it's ruined by the Reindeer that spawn on the bottom floor. The time it takes to clear those out just can't keep up with Zombie Lupin. Suggestion: Replace all Reindeer spawn with Book Ghost spawn. Maybe increase spawn on the bottom floor slightly, but I'd say not necessary. Dark Stone Golem at [Golem Temple lll]: Really all Golem Temple maps could use a huge spawn buff, but I think this one is the most important. 4 mobs in total exist on this map at one time. That's extremely pitiful. Compare it to the Golem spawn you'll find at the Sleepy Dungeon maps especially where the map is indeed huge, but I would guess easily has 40-60 spawned on it. This is the only map with only Dark Stone Golem on it (except 1 Fairy that spawns periodically). Every other map with Dark Stone Golem is shared with other Golem types. Would be nice to have more options for using Holy Arrow. Suggestion: Increase total Dark Stone Golem mobs on the map [Golem Temple lll] from 4 to at least 10. Skeleton Soldier and Officer Skeleton at [Victoria Road: Camp 1] and [Victoria Road: Camp 2] and other surrounding areas: The maps are just too big with not enough spawn. Similar issues with Coolie Zombie. Suggestion: Increase total Skeleton Soldier and Officer Skeleton spawn on the maps [Victoria Road: Camp 1] and [Victoria Road: Camp 2] by about 1.5-2 times. Soul Teddy and Master Soul Teddy at [Ludibrium: Forgotten Path of Time <1>] Too big of a map and not enough spawn. Suggestion: Increase Soul Teddy and Master Soul Teddy significantly. Consider looking at other Forgotten Path of Time (2-4) maps and increasing spawn there too (I have not visited these maps so pardon me if these maps have already been adjusted). *edited the map names for Skeleton Soldier and Officer Skeleton, had the wrong ones.
  2. To compare (I got this info off internet search, so if this server made changes to these skills then these numbers may be off): I/L's Cold Beam is 24mp cost and 100 Attack, but can freeze. F/P's Fire arrow is 28mp cost and 120 attack. Cleric's Holy Arrow is 24mp cost and 80 attack. Magic Claw, available to all Magicians, is 20mp cost and 2x40 attack. Holy Arrow is as strong as Magic Claw, yet more expensive. Does extra damage to Holy Weak monsters yes, but that's supposed to be the point with these Magician 2nd jobs is that they can be stronger in certain areas. The suggestion: Change Holy Arrow to match F/P Fire Arrow mana cost and damage, which should be 28 mana and 120 attack at 30/30 skill points.
  3. Neon

    Restrictions

    I've heard vaguely of the Ironman challenge, so pardon me if some of this is blatantly against the idea. Is storage lock necessary? I would think storage be allowed, however it'd basically have to be a Ironman account with only 1 character on it. I don't know if you could, theoretically, make a default character and fill the storage, delete that character then unfairly start an Ironman character and pull items from the first character out of storage. It's basically a nitpick, if you do Ironman and don't do the 4 slot limitation the cash shop slot expansion offers plenty of inventory space. Or is storage limitation part of the challenge, and buying slot expansions would be blocked too? How would group bosses work? Does Zakum have a time limit? Or would a Ironman character be able to go into Zakum with other people without being in any parties? The circumstance is ages away, but I'd have a small concern that certain content would be unavailable to an Ironman character (excluding party quests obviously) simply due to game limitations. No solo class can legitimately beat Zakum within the 2-4 hour time limit that used to exist. Also curious about general implementation. Is there a way to prevent a Ironman character from picking up an item that someone else drops? Could a Ironman drop valuables they don't need in exchange for fame or even charity? If dropping items is for some reason entirely blocked, think ahead for Chief Bandits and their meso explosion. Fame is mostly for bragging rights, but it does involve interaction with other players. What's the plan with that? Some equipment does have fame requirements.
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