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sorrowday

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  1. Thanks
    sorrowday got a reaction from hentbank in New equipments slot   
    Yeah... But still many would love to have suicide slot. You wouldn't?
  2. Thanks
    sorrowday got a reaction from hentbank in New equipments slot   
    Must say I don't agree on this one with you. What is with tanks that can be DPS aswell? What is with the suicide slot? I think we all need that one as well? I would say 5 is enough
  3. Thanks
    sorrowday got a reaction from hentbank in Seperate storage for used costumes and equipments   
    Good suggestion!
  4. Wow
    sorrowday got a reaction from Anim in Additional skill/equipment sets   
    EXACTLY Same thing I was saying.

    And make skill set change in battle POSSIBLE.
    Imagine you can strip naked in battle, but can't change skill set. Ridiculous concept
  5. Thanks
    I'm not not sure if you've been playing the game a lot recently, but if you had you'd agree that's s bad idea. There's hundreds and hundreds of event farm bots doing nocturna and rottung. Doing something like this would only encourage similar things for raids. It would have to be limited somehow, for example to the guild that gets the kill or something similar for it to not be horrendously abused. 
     
    Also mm and raids are the only 2 things remaining where competing actually gets you something. Every other gvg style event already makes sure everyone wins no matter the effort put in. Removing every competitive aspect and turning the entire game into a participation trophy farm simulator would kill the game.
  6. Thanks
    sorrowday reacted to hentbank in New equipments slot   
    We have currently have 3 equipment slots, yet the game has normal PvE area, Sea area, Sand area, Catacombs area and PvP Area.
     
    We need a total of 4 or 5 equipment slots since the game is upgrading overtime.
  7. Thanks
    sorrowday reacted to Jollier in Relics and Permanent Skills   
    literally any relic will be useless on hunter, because hunter needs buff. they are too insignificant for the main game content atm.
  8. Thanks
    sorrowday reacted to vavavi in Time to Introduce Exp-Reducing Mechanic   
    It's a nice idea in theory, but it does come with a lot of things to consider.

    For example what happens to higher level gears you've equipped once you delevel? Do they get unequipped and if so do they remain personal or would it be a free way to unbind them? Or do they just disappear as a whole? What about expert skills or non class skill books, what happens to those if you delevel? Then there's things like farming up almahad talents with higher level gears and deleveling after, although that depends on the amount of xp you could remove.

    I agree that it should be an option, but it for sure would be a balancing act between keeping the amount of reduced xp useful, while also avoiding possible abuses of it.
  9. Thanks
    Tournament reward > unity signs, unity potions, guild pockets etc
    Guild merchant cc > signs
    Tickets are cheaper than seeker, plus you want arena wins to give higher gp.
     
    Nice suggestions but it will make Warspears f2w which won't happen
  10. Thanks
    Hello dear developers, moderators, and players..

    As you all know, many things changed during the latest updates, more skills were added, stronger enemies became the mobs in the environment, and many other gears and new stats were introduced. And because of that all, some older stuff became "outdated", in this suggestion of fixes, I will explain what those stuff are and how to restore their lost importance.

    Equipment and Characters Suggestions...

    The general idea of those suggestions is to balance the defense of players in accordance to their attacks and the attacks of the environment.


    1- Fortitude Runes.

    A big amount of players now use Vampirism Runes, because the HP given from Fortitude Runes is so little and insignificant, if we compare it to the damage being received from other players/mobs. We are talking about 62 HPs on lvl22 accessories. Leaving those runes unusable. I suggest increasing the amount of given HP in those runes, enabling players to have more options. Also the damage from other players is big now, so 62 HP as in lvl22 rings is like nothing.

    2- Defense Runes/Runes of Magic Defense.

    In this fix suggestion, I am pointing out the enchants for gears of tankers. I mean, 301 defense on lvl20 armors of ALL TYPES, and here is the problem, in my opinion, Runes should be adjusted according to the types of gears. A +10 heavy helmet of lvl20 for example has a total of 922 defense points if we enchant it with defense rune, and lvl20 light helmet has a total of 768 with the same amp and enchants. 154 defense difference between the two types of helmets of the same level. This difference is so slight, reducing the importance of tanks gear. A character with light armor set can have around 4k defense, give that char a heavy set of the same level and it will have 5k def. So it's better for even tanks to go with light armors with less 1k defense but better stats.

    **A good alternative way is to increase the percentage of defense for the given defense gained. For example instead of 53.2% for 7412, make it something like 60% or so. (You understand what I mean)

    At the moment, having a tanker in the party is not necessary, because even light armor users can tank.

    3- Runes of Healing.

    Same idea of HP runes, the amount of regeneration should be increased.

    4- Shield Runes.

    Block now is limited, and tanks can go 15% max block, giving less importance for the "Shield wielders". Suggesting the addition the ability of using Shielding Runes on rings. So it would be better for people to pick actual tankers to tank hard bosses.

    **Alternatively, devs could add another buff along with the defense buff for shields, and this buff would be a block buff. Adding about 6-8% block.

    Another suggestion regarding block is to add block scrolls in Miracle Shop.(Also Parry scrolls)

    5-Maximum Energy and Energy Regeneration.

    Just a small addition would be great, if players get more maximum energy and energy regen for leveling up, like max HP and HP regen increasing each level up. The reason is that we have now many skills, and the mana stayed as it is when we had 5 basic skills only. So it'd be logical to add more energy as more skills could be obtained.

    6- Runes on 2-handed weapons.

    Talking about Parry and Dodge enchants, to make the percentage of enchanting a 2handed weapon equals enchanting 2 1-handed weapons. Just like in the new runes of Retribution.


    Those suggestions are useless? Nope, how many times devs needed to "nerf" bosses, because players couldn't defeat? With those suggestions, devs can add those strong bosses, and players could defeat them with more practice and struggles. I'm against having weak bosses, or overpowered ones. i just want fun while hunting those bosses.
    And in PvP side, those who have insanely high damage could blow others with few seconds, making PvP less fun as it was before, and making it money=power>skill/gear.


    Other Suggestions...


    1- Arena Guild Points.

    Guild Points, that are being given in Arena is low in comparison with the other GP making possibilities, I don't want it to have the same Gold/Mcoin-to-GP ratio as in dungeons, but just a little bit higher to make the sleeping Arena more active. And this also would help that less people would spam arena with "losing party", and actually fight against actual players, giving Arena more fun as it was in the past.


    2- More items in Guild's Merchants and Tournament related suggestions.
    Crimson Corundums have already lost their value over the past months. Adding more new stuff to the those vendors might actually help in restoring their value. (If devs aren't willing to change them as a whole).

    I'd like also to suggest some items, that could be added...

    -Signs of Imperishability. With receiving parameters.
    -Summon Lightning Spirit. Along with new unique minions. Receiving also.
    -Unique Potions and scrolls: devs can be creative for those ones. Receiving of course.
    -New Gears: (just an idea) http://forum.warspear-online.com/index.php/topic/48134-new-heroic-cc-sets-with-new-bonuses/#entry883793

    And an idea for Tournaments reward...

    -Adding new chests instead of the current rewards chests, those chests are called "Unity chests". Inside, you can find unity signs, unity potions, great unity potions, guilds pocket, reputation potions, and with a rare chance, new costumes and skins, and other loots. Prizes could be 10-8-6 pcs for #1-2-3, respectively.


    That's it for now, I will add more stuff if something comes to mind. And maybe you guys can give some ideas related with this stuff? Let's discuss it.
  11. Like
    The o
    There is one feature related to this topic that many players may not be aware of, but it would be very useful to have.

    I'm referring to a stamina regeneration timer. As far as I know, the game doesn't show how much time is left until you receive your next stamina point.

    There is a way to check the timer when entering a dungeon, but it only shows the countdown for the first stamina point.

    I suggest adding this information to Character → Attributes, next to the current stamina amount. For example:
    Stamina: 1/5 (Next in: 1h 20m)
  12. Thanks
    For a long time, changing equipment through the equipment window has worked well enough. When you want to replace an item, the equipment window only displays 4 items at a time. Pressing the Next button moves the list forward by just one item, so browsing through a large collection requires repeatedly clicking Next. Back when each character only used a few pieces of equipment, this wasn't a big issue.
     
    However, today we use many different equipment sets. Even for weapons alone, many players switch between PvE weapons, Sea weapons, Sand weapons, Arena weapons, tank weapons, and more. As the number of equipment options keeps growing, this system becomes less convenient.
    The problem is even worse for costumes. I personally don't buy many new costumes anymore because my bag is already full, yet I still own around 40 costumes. If I change to costume which I want from the equipment window, I have to press the Next button around 40 times.



    My suggestion
    In a recent update, we received a very useful bag filtering system that lets us browse items by category.
     
    I'd like to suggest using a similar interface when changing equipment from the equipment window.
     
    When we double-click an equipment slot to replace an item, instead of cycling through 4 items at a time, the game could open a filtered list showing every compatible item we own.
     
    - Clicking an item once would display its detailed stats (or a costume preview for costumes).
    - Pressing Use would equip the selected item.



    "Why not just equip items from the bag?"
     
    That's a fair question.
     
    The problem is that equipment currently assigned to Equipment Presets 1–3 does not appear in the bag, so changing equipment from the bag isn't always possible. The equipment window is the only place where every available item can be managed, but its current interface doesn't scale well now that players own many more equipment sets than before.
     
    I think this would be a great quality-of-life improvement, especially for players who regularly switch between multiple builds or own many costumes.
     
    I'd love to hear what everyone else thinks. Thanks for reading!
     
  13. Thanks
    sorrowday got a reaction from Jollier in WD "Shocking Blow" skill REWORK   
    Yeah, anything would be better than the current setup.
  14. Like
    sorrowday got a reaction from Jollier in Make more GUILD massages   
    I would kindly ask you to create multiple guild messages, as one is not enough.

    In addition to the description, I suggest creating the following messages for guild members:
    1. LEADER MESSAGE
    2. GUILD MESSAGE
    3. EVENT TIMES
    4. PRICES IN WH
     
    Ty GM

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