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Everything posted by monkeyfoofoo

  1. You can be a hero somewhere else.
  2. It would be nice if players could just immediately go to the guild menu and click an activate button when they are trying to use a guild skill. I know this may defeat the purpose of all skills have to be assigned to be used but these skills are fairly different as they have tremendous cooldowns and their only used for rare occasions. Being able to activate them straight from the interface would just make it easier for players to do guild things without having to remove and replace a skill to add a guild skill then vise versa.
  3. For us crafters, it would be nice if you could show a player's craft experience when they open the crafting interface. Instead of this orange bar. I know you get it after completing a craft job but it wouldn't hurt to have the actual numbers there. Just like leveling experience. It can be added in attributes or alongside the bar i guess. Can help in remembering craft experience, calculating time to level, giving more effort
  4. 1. I dont play rogue, druid mostly 2. There's always never any demands in arena so leaving it on and forgetting about it is something that i and most people would do. 3. The trick is dead, it akways jas been since invulnerability was removed. Two seconds wont kill anyone, just make it fair i guess 4. Like i said, i dont wana make a big deal with this. Regardless of whether is implemented or not, just a small idea i thought of to help fix system problems.
  5. I know the invulnerability after returning from arena was removed due tomisuse or whatever, but, it would be nice for it to returnjust for 1 or two seconds after someone returns from arena. This is because: When a player finishes i arena and gets taken back to where they were, it takes a while before everything from that map is loaded again. Because of this, other enemies who you were killing or running away from are able to see your character first and attack tou before you can see or do anything. Hence, getting teleported into arena while your killing enemies or running from them is
  6. What im saying is add locations/places where people get drops in world chat. Right now it just says the drop the player got not where. Would be nice for new/curious players who are wanting to try and get the same loot. Examples: player "monkey" has gotten lords enchanted baton from the temitary Player "monkey" has gotten sam hain suit from the horror chest
  7. Every weekend along with 50% mkre with mcoin purchases you used to put groups of mcoin items in sale(eg 60% off costumes). What happened to that? Would be nice to have it back for Christmas atleast
  8. Speaks for itself. Can be useful in uncertain situations. It can be situated in the level selection of the dungeon or as an alert when the player clicks on the dungeon.
  9. Never thought about that! Thats a good jdea though, they could even just number the minions maybe
  10. By quest helpers, im talking about the peoplebin ayvondil who trade signs of filth/caccoons for quest trophies. It would be nice if they were shown as. different colour on the map to prevent confusion and mix ups. - Also, an option to just disable their markers would be nice
  11. PARTY Just like how you see your minions health when you summon it, other team members minions should be shown as well. Can help for lab, farming, boss hunting when theres a lot of things to kill and the minions start losing health. EVENTS Batle for territories - anyone in map 2 should be bable to see the status(health) of the alliance's flag as if it were in their party. This can help to encourage players to defend and help in the event. The enemies' flag status could also be shown at the right side for additional information. ----- I know these features may not work for
  12. Problem is that you over load bosses on wayy to much health that it become a pain in the ass to kill them and just seems boring (hydras spirit and new lab bosses). What im suggesting is to decrease health of most bosses in the game and keep it proportial to the ones in map 2. With that make them more challenging - more skills, smarter tactics. Dynamic maps etc. Like make it crazy more intuitive. Keep us on our feet. Health is just stupid and makes the game more boring. I know you also wana make money from us breaking our gears but you could atleast do it in a more interesting way.
  13. This absolutely blows. I had minions and pots activated only to have an unmentioned server maintenance /crash???
  14. I'm not one to complain about new skills but these are definitely the most thought provoking. Deathknight: This skills literally just a glorified version of the old saturation skill. As before its regeneration is stupidly low for any situation and the defence increase is nothing to be blown away about. FIX: either double (again) the regeneration amount the deathknight gets or don't let health regeneration get halfed while in combat. Duration can be slightly increased too for each level. Warlock: Useless. The skill barely increases magical and critical abilities. 4/4 increases ma
  15. Just thought of one... Shaman: Sacrifice Proportional to the shamans health amount, he can use this skill to replenish energy very quickly. The more health the shaman has, the more energy that will be restored. *maybe better for another class* Shaman: Substitute The shaman is able to quickly swap positions with an enemy or an ally nearby. To avoid annoyance, this skill can only be used on allies in your party/guild. Ranger: intensify The ranger begins to to charge up an enormous amount of energy. During this time, the ranger is unable to move or use any skills. After the charge
  16. changed it up a little more, forgot about mages chains skill. please post your ideas too guys, i have almost no idea for some other classes :/
  17. a thread dedicated to making fun of people you hate in the game (will be surprised if this makes it through modiration )
  18. i see you havent made more skills in a long time so why dont we forum members suggest some skills for classes to give them inspiration? ill start.... Rogue: Clone The rogue summons multiple identical clones of himself that walk right beside or in front of him. clones do nothing (except pretends to hit in combat). each clown disappears when hit or takes a certain amount of damage. Barbarian: Revolve the barbarian swings around at a rapid speed for a few seconds. anyone near the barb gets continous damage. the barb's resistance towards attacks is also increased. Necro: Resurrect
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