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About wyrm

  • Birthday 04/19/1916

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    Lurking the Akashic Records
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    Coding, Computer Science student, Astronomy, Astrophotography, Telescope Making, Physics, Blacksmithing, table RPG

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  1. Well, first things first. The amp system is pay to win as hell and will never be fair. There's no way to "colonize hell" in that regard. But I do agree that it's randomness is way too much. A paid player should be able to know how far his money will take him.
  2. wyrm


    I see no harm in that. We could have different wedding bands tiers with different prices, and a small buff for the couple when they are in a party together, maybe a stronger bonus with more expensive wedding bands. The bonus could be something simple like extra damage when together, but could also be something cooler like extra damage when attacking the same enemy, or extra cure/shielding/buffing when buffing each other. It's a good nice idea, as long as players don't get punished for not marrying someone else.
  3. I believe you're talking you talking about the "Flurry of Steel" when you say "Steel Blast". 1- 3: Flurry of steel and Ricochet are already different enough, Flurry of Steal has a chance of stunning, Ricochet has a bit of area damage. That's the difference. If we gave ricochet a chance of push back, like you said in suggestion 3, it would be even MORE similar to Flurry of Steel. A mark with Ricochet wouldn't be that bad actually, but not for damage. 4: The area of effect sleep is just crazy, imagine a rogue being able to isolate his target from an entire team, it wouldn't be a good skill combo, it would be just op, make everyone sleep and then blow up the squishy target, that's not a good skill combo at all. Rogues are lacking in the area of effect department, but that's kinda of their deal. High single target damage. Whenever you think about adding something new you need to see how it can be used to cover the weaknesses of the class. How do you deal with rogues? Stay close to your allies and don't be caught alone, that's how you counter rogues, we don't want to change that. Giving rogue's mass paralysis would kill that, it would kill counter play and would only be fun for the rogue. Now how would you deal with rogues? You wouldn't! Play only tanks? Yes, absolute reflexes is boring, but yeah, most classes have at least one boring passive skill. Not every skill needs to be complex. I do have some ideas about giving rogues a better combos with Ricochet: 1 - Ricochet should be able to be used together with Poisonous Blades. The Rogue would be able to spread the poison from Poisonous Blades to everyone hit by Ricochet. At the down side that if poison was spread to multiple targets, it would deal less damage to each individual target. Here, the Rogue would have to choose between two options: Massive poison damage in one target, or average poison damage in multiple targets. 2 - Ricochet should be able to be used together with Gouge (Gouge would be on hit skill like Poisonous Blades). You would activate Gouge, and your next attack would apply the Paralysis de-buff without revealing just as it is right now. But, the Rogue could instead use Ricochet, be revealed, and apply a slow on all enemies hit (Notice, an slow, not mass paralysis, that would be insanely broken). Here, the Rogue would have to choose between two options: A strong paralysis in a single enemy and be able to stay invisible, or slow in multiple enemies at the cost of being revealed. 3 - About the marks, I like the idea of marks, but not just for damage, maybe reducing the cooldown of Elusive Jump if targeting a marked enemy? Notice how this actually adds combo value, it adds choice and game play, but also does not break the hero.
  4. That's just a great idea. We sell items from the storage to players in our guild, but we need to trust players or have a heir to oversee the transaction, so it's not ideal. A custom guild shop would be perfect to fix that. Maybe not only prices, but limiting the item amount, for instance, a player could take a repair scroll per day for free from the guild storage, or something similar.
  5. That's some pretty good elven art in the walls of the maliat uh?
  6. It's an artificial barrier to increase the game's length. It's not bad design, it's evil design, it will hardly ever change. We don't want you getting bored too fast, right? Keep playing :) I gotta give Aigrind some credit, the game feels easier and gentler compared to a couple years ago, but there are still plenty of barriers like that one.
  7. This is just an extremely good and needed idea. I think your idea is great and borderline perfect, so my following suggestion is a mere addition to your content, not a replacement. What if we had an "infinite" mode within this tower? A survival mode with infinite floors. After each floors we would just get another floor with artificially stronger mobs. Monster slowly, but steadily, getting faster, stronger and harder to kill with each floor. Parties would compete to see whoever was able to reach the highest floor, which would slowly go up as the game and items progresses. Every time a new update with better items was released, players would be able to push further into the tower. Once we establish the "limit" in a given update, every time someone manages to push further would be a massive event worth remembering. You could actually have the lower levels to be pretty easy, giving a chance to every player, even weaker players, to try. The final reward of this survival mode would be calculated based on how many floors the party managed to clear before they died. Players would compete for highest floor reached, with the top party maybe having some bonuses, you could also have categories like "Highest floor under lvl6-12-18-26-32", each player would have a personal highest floor counter but maybe every guild could have one too, some "Highest floor achieved by the guild" that could also grant status.
  8. wyrm


    It would not make sense right now, there's basically no direct interaction between guilds whatsoever, so why alliances? Maybe with the upcoming castle thing, but yet...
  9. Not the same, rogue's one gives way more dodge
  10. Another ranger hate post... Here I go again... 1 & 3, trap and scatter shot = Pretty straightforward, they are good skills that got outdated. Both of them are used to set up strategies to hit-run fight style, but now most chars can brute force through it. Just look a barb resisting everything and jumping at you. 2, blessing = This skill is fine, 1 once 10? 5/5 I would say it is at least 1/3 of time, I played with ranger my whole playtime, like 3 years or so, with some luck you can pull out a completely "doubled" combo. The main problem with the skill is that its luck based, but overall it's a pretty good skill. 4, dodge = Rogue's one is kinda better, but I dont think we should touch this skill, unless we touch all of ranger skills, changing this one would not do much of a difference or would make ranger op. Overall, dont need to be touched. Ranger actually needs a ultimate skill overall, the class is completely out of place, lacking meaning and with "outdated new" skills, they are new but get outclass by other skills pretty easily.
  11. Oh you are getting better doing this dude. But with so many skills and some with such high cd, it should be cool if we had a skill bar similar to wow
  12. Kinda hard to do more customization with such small pixelated character, but would be cool anyway. You mean like runescape's system? Yeah I agree, it would be awesome. Maybe for high lvl chars Must have, 100% agreed
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