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SaltyCoffe

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Everything posted by SaltyCoffe

  1. Sometimes i've also noticed the same on seek that it feels like it's not lasting that much
  2. By staying attached to the latest post about the " Game is dying " regarding the drop % and as we all know these drops are really random as you have this super low % of dropping regarding dungeons, raids, quests, chests ecc... We have all seen especially during these past events , people spamming 24/7 doing 1000 runs weekly with 0 high-value drops while someone else doing 7 runs and dropping a super high-value book or costume ; So I wanted to make this post explaining a possible suggestion i came up with while talking with others : The original suggested idea was to be able to see the drop % of each book,costume ecc... so people can get a grasp of their chance of dropping My new idea would be : why not change from the basics of how the system works and make [ for every type of drop (dungeon,chest,ecc...) ] a starting % of drop-rate, which increases every time you open a chest or do a run , till you get your book or costume drop and resets back to the starting drop % This way it would : Still make people do a lucky drop at the start Give people the "feeling" that sooner or later with many many runs their drop will come From my POV this thing could make people more attached to the game and it won't even "destroy" the economy ecc... as you still have same chance as before but the more you spam the more chance you can get your lovely drop and then re-start again Keep in mind that it's still a low chance increase, it's not like it goes from 0.001% to 10% in 100 run but even after 1000 run the chance is still low ( but not 0 ) and you play having the " feeling " your drop rate is higher Could work for event chests too like Rottung Air and Nocturn , but for raids might be more complicated Of course this is just an idea and I don't know if it could even be possible judging from a programmer-based view Let me know what you think
  3. And it's not only the fact of "reaching level 32 " ; it's what comes after reaching higher stages of the game. Like nerding all day for events,gvgs, dynamics, dungeons, quests, knowledge grind Especially now with new map coming, add that with special events like horror ecc... You will basically join a game where it takes you a lot to reach level 32 and join a good guild and after that you will have to spend 6-8 hours daily on it or you won't even reach high-level gameplay ( not forgetting the part where u need a lot of money to even reach this type of gameplay )
  4. Other than that, the current situation is annoying ; adding a new map with extra quest, dynamics, interactions ecc... ; will make the game impossible to play fully . Right now the game is : either you spend hours on it daily with much money in it or it's better to quit, as you won't enjoy the game fully . Adding another map with other things to do will just make the game a 10h+ daily play or you stay behind . We alreadyy have many events+gvg+raids that ( with spring or snow or horror or birthday ) make you use like 6-8h daily or you will be left behind , imagine adding another gvg+raids+other things
  5. The only way to win wars as Elf is to be 300 vs 100 or have many globes while ours do the job ; globes are the only things that can stop hunters to melt flags in 30 seconds each
  6. This just feels like a " win-lose spam " how does it connect to shattered stone or mage in general , there are even seekers and wardens in top xD
  7. Passing by just to suggest again to revert the chance of " Mute " negative effect on the enemy after Attraction skill works ( so at least if the 0.1% chance procs it will do something ;> )
  8. Maybe should have said it before , I was talking about PVE not pvp , i don't know how it works in pvp Maybe like, " increases damage against monsters " something like that D:
  9. I think the 2nd skill of light mermen set right now is kinda " meh " ; it's just some additional super low damage . Would be cool ( as new level,map,gear, ecc... coming ) if the copies could have more damage or could proc a random skill of the char . What do you think ?
  10. These classes lack some resistance in pvp, was thinking why not add more seconds on the part where it says " after using it you have 3 seconds where you can go invisible even in fight " ; would really help especially when you click the ability and for example get stunned and right as the stun is about to finish 3 seconds have already passed
  11. As the new map approaching which it will involve : dungeons,quests, raid bosses, normal bosses, ecc.... I think it's time that the t1-4 knowledge events get an update especially around the "dungeon runs" needed to active the event. Right now there are many things to do daily ( especially during special events like birthday,spring,ecc... ) so by making it possible to activate it with less runs and for example , create a counter to see when you are about to finish 1st stage ( like the t1 1st stage ) would be cool and more enjoyable. PS: fix the fact that in t4 knowledge event you can't spawn baits without t4 bait quests ; i mean it's kinda strange that it has been this way for so long now
  12. Strange interaction, I thought that the mute was just an automatic thing as soon as the clock started on the weakness debuff
  13. Why be rude on a closed forum discussion that was already solved PS : resist doesn't work against the talent anyway ( don't know if you can actually resist the starting buff @pawned ? )
  14. Would be cool, but really risky to break game , either in arena or gvgs ( depends on the skill ) Maybe adding for pve wouldn't break game and help both sides equally
  15. If they make new skills they should start lowering their prices as it would help a lot, especially new players.
  16. Ah okay so it works with the debuff not just the area, thanks for letting me know . Judging just by the talent it talks about area so thought would be an all players debuff PS: There is no need to be rude i just didn't know that it was based on the players getting the original debuff
  17. I mean it literally says ; "after 7 sec in zone permanent mute to all players until you leave " and that would be a 7 second mute before totem debuff falls off . Ok, maybe it's not broken but still , affecting ALL players seems a bit too much , that's why I said to make it "player-based" debuff as every other skill in game ( at least to my knowledge )
  18. Silence of the Grave When an enemy is within the area of the “Totem of Weakness” skill effect for 7 sec., the negative effect "Mute" is additionally applied to him, until he leaves the area of the skill effect. Time has passed since new update so many unlocked all the juicy talents of every class and ... anyone want to talk about this ? I don't know but to me this skill seems pretty unfair as it affects ALL enemies in a big range. We all know that massive "guild vs guild" ( even on 1v1 ) fights lasts a lot , especially with the "globe vs globe" at the start of it , it is really easy to get these 7 seconds passed and permanent mute everyone, as it is NOT easy to leave the area against : Chieftains area cc, Warlocks area cc, Shaman area cc, bleeding-tick dmgs that slow u down, ecc... I would suggest to make it at least " player-numbered" where it affects only an amount of players and this way having just 1/2 shamans can't solo-help the massive fights
  19. Would be cool , but maybe a bit abusable for taking crown , soul in birthday gvg, ecc... It would need a lot of restrictions D:
  20. You mean " we " as seekers?? Because if grab fails you lose invis u don't remain in stealth D:
  21. And by the way, your topic is useless because as I said in my last post under this section ; Raids are supposed to be elf vs mcs and not kill pt fights to who has more "crit dmg books" ; it lacks the fundaments to start this topic, just because some elf don't want to do elf vs mcs or viceversa, it doesn't mean that crit dmg book needs nerf
  22. Yeah , he did quest+dg in the past 3/4 days but he keeps getting 0 knowledge ( in fact his score in weekly knowledge tournament is 0 )
  23. Actually it is not supposed to be like that ; Raids were created to be big fights between sentinels and legion , so crit dmg won't matter in raid fights. If in the years it evolved into a elf pt dmg fight, it's not dev's fault as it was not intended to be like that
  24. Actually this would be a cool idea for a new bp book or some sort ; raid book is supposed to be op as it's a great fight for it with super low chance to drop
  25. I mean yeah, but it could be faster as you are in-game
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