Jump to content

wyrm

Members
  • Content Count

    94
  • Joined

  • Last visited

1 Follower

About wyrm

  • Rank
    Brave Squire
  • Birthday 04/19/1916

Profile Information

  • Gender
    Male
  • Location:
    Lurking the Akashic Records
  • Interests
    Coding
    Computer Science student
    Astronomy
    Physics
    Blacksmithing and forge lover
    Countryballs
    RPG
    And warspear aswell

Game server

  • Realm
    EU-Emerald

Recent Profile Visitors

472 profile views
  1. wyrm

    Alliances

    I 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...
  2. wyrm

    How about summon skill for necro

    Up, this idea is just good.
  3. wyrm

    Suggestion to fix the ranger skills

    Not the same, rogue's one gives way more dodge
  4. wyrm

    Suggestion to fix the ranger skills

    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 Here I go again... 1 & 3, trap and scatter shot = Pretty straightforward, they are good skills that got outdated.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 Ranger actually needs a ultimate skill overall, the class is completely out of place, lacking meaning and with "outdated new" skills, they are new but get outclass by other skills pretty easily.
  5. wyrm

    Ideas For Skills 3

    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
  6. wyrm

    Basic Suggestions for WS's good.

    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
  7. wyrm

    ROGUE REFLEX

    ok then but what's your suggestion?
  8. wyrm

    Addition to crafting system

    Agreed, a collecting system would be cool. I have suggested a collecting system within my Alchemy System suggestion, check it out. We already have tons of collectable trash items from quests that are 90% useless that could be used as collectables for crafting.
  9. wyrm

    Increase Boss Drop Rate For All Bosses

    I think it is healthy for the game to have such things, most of games today have it, and the announcement in chat when someone gets one make it even better, the game needs to have those "impossible objectives". The problem is that we don't have much in between, and even its hard to get. And after arena set getting f*cked for pve, casual players are in a even worst situation. But I cant see a good way to solve it, I remember playing guild war's, I got a very good set and cool weapons at lvl80, it was pretty easy to get after some days of farming, but the game has so much more to do, what warspear have? If we take away all the grind and the search for itens, warspear dont have much to offer, a monotonous hardcore arena, kinda cool dungeons but stamina limits casual players a lot, events are cool but rare and have the same problems, quest lines are not that attractive, wars seems to be so damn polarized that half of the players don't even fight, look at emerald situation. Maybe if we add more daily quests like satraps. Or more raid bosses in the entire world, but they need to actually matter, to really motivate players. I remember playing a chinese mobile mmo (I forgot the name) where you had those daily quests that would really give good rewards and players would log to do it every single day cause it was worth. Well, anyway, my point is, the item thing is not only a economic problem, it also helps to give objectives to the game, the lack of cool things to do was compensated with tjhe increased difficulty of getting things.
  10. wyrm

    Increase Boss Drop Rate For All Bosses

    Straight forward increasing the drop rate would or don't fix much or just break the game economy. We need to keep those very rare gear rare as they are now, and increase the number of unique itens. The amount of sets today in game is very small. Buy I don't really think we will get anything from aigrind
  11. wyrm

    Idea about fusing items

    Dont really like the equipment fusion thing, but the runes and crystals are a great idea. Fusing incomplete runes to get better ones, just great. But incomplete runes are kinda easy to obtain, so maybe 10 incomplete runes = 1 complete rune. Or even using a catalyst or something. Great idea anyway
  12. wyrm

    Why walk so much?

    I've not played that many mmos, but I have never seen free quest teleport, actually i've only see the inverse, those games want you to walk alot. But easier teleports, like runescape's or guild wars' ones would be a great addtion, like carriages that you pay gold and will take you to the main cities. But we need to be careful and not mess up with lots of game mechanics, we spent half of our time walking, free quest tps would make players progress too fast, the game's world is not that big if we cut off walking, if we mess up with it aigrind will lose money and "be ANGERY". My suggestion is to connect only the main cities with revive statues, you can tp from one to another you have visited for a small gold fee(200-1000) depending on the distance (like guild war's one, but only city to city). Allow players to mark a location with mcoin(yes) and teleport some previously visited and marked(mark should also cost mcoin) location freely with mcoin. (Just like aoho's system, but the price should change based on distance, inside places (like lab) should cost even more) And implement a auto walk system, to guide's players to the quest location, and about getting agro from the mobs, yes this should happen, you don't really should be able to make your char walk and go to dinner without paying attention to it. All of this (should) give us the tools we want and still dont make the game feel small and make players do not progress that fast, as you will still need to visit the cities first, (But I really doubt aigrind will even think about touching the tp system)
  13. wyrm

    Mounts

    Suggested a million times, 99% chance of not happening
  14. wyrm

    Dear devs, root is not a silence. ;)

    Take a look on my topic, this stat will give players a fast decaying "stun reduction" stat that will make following stuns less effective, caped at a 64% reduction, it will not break stun combos, but will not allow players to be perma stuned for an entire fight. Just check the topic, everything is explained there. And such skills curves like this in the game are not health, "oh he can almost perma stun someone a entire fight, but he learned it and its hard so its fair", dont work that way.
  15. wyrm

    Ranger skills and mechanics

    I remember when I went against a barb, I though "gonna set up traps and atk from distance", then he resisted the trap and jump on me on almost my normal atk range, then stun chain, wyrm is dead. I'm not a good pvp players but damn, he simply brute force against all my strategy. But well, your suggestions are a bit op. Pointing shot, idk, i kinda like this skill, but seems kinda clunky and needs polishing. But idk how. Seems ugly af. For bitterness, the concept is awesome, but well, its too weak, useless if you're alone. I would say to increase speed AND give it more damage in the same enemy, if you hitting a boss, the damage will stack up more against him, not only speed, but if you change target the secondary damage effect would vanish. For ranger's trap, don't really think it needs to change, it already stops dashes and blinks right? It's the only fix it really needed. But IF we follow the unlimited trap suggestion of yours, we would have to make traps dont root chain enemys, one trapp roots, the followings would only give a "tick" in the same enemies, but it would be strange anyway. For explosive trap, a slow would be enough, like 50% for 2 seconds or so, maybe a small damage buff. For scatter, that shit is damn useless right now, unless it 5/5, just a life quality change would be enough, it does nothing right now. It should be like lock's fear but less powerful, just a bit, not that less as it is right now. For hunter's cage, I like this skill. Maybe it should block enemies path being not passable when you set it down. But overall I like it. For bow stun, damn useless, wtf is this?? There's actually nothing in ws that needs to get close to you to deal damage and dont have a dash. Rogue, barb and dk, they WILL get you first always cause their stuns/dash are long distance and they can blast you up before you can stun and run. And even if you can stun, your "runaway" skills are shit anyways and you will barely have to set up traps. Other classes dont need to get close to you to deal damage, rendering the skill useless.
×