Posts by Ryzek

    Hello, I really like in general the idea of your Newcomers rework and your current ideas are very good. :thumbup:


    Maybe I can add some interesting points.


    First:


    How about a Newbie Guild or at least a Newbie-Channel for everyone who is new in the game. Something where new players can exchange "beginner" questions and answers about quests/mechanics or things which are in the tutorials not listed with another players who maybe made the one or other experience before and help each other. If someone is a bit more experienced and ready to leave the Guild/channel it is up to him. Could imagine such thing would be useful and strength the newbies among themselves.


    Second:


    Don't know if you already thought about my next idea in this point:

    • Information about new possibilities while reaching new level.

    Nevertheless it would be surely nice for new players to have something similar to a structured guide until the point they know the most important game mechanics and how they can continue in the following. I am currently not sure when a player reached this point or whether at all it is possible to reach this point for a newcomer without help of experienced players. There are simply to much game mechanics^^. Additionally I think it is important to find a way with a guide which includes help for all "types" of players. I mean, not everyone want or can play 24/7 this game, so therefore it would be cool, no matter if a newbie plays the game for fun, the mid game or end game strives for, all information for everyone shpuld be included. Don't know how your plans are so far with instant levelling to Level 80. But I would delete it with the newcomers rework, because firstly the exp rates are very high and you also can level up with quests or farm high level mobs in the future. And not to forget the experience modificator xD. There are enough possiblities to reach max level or reach it as slow as in Runes of Magic. I'm sure as well that if I hadn't played Runes of Magic for several years before and gotten help from other experienced players as a newbie, I would have stopped playing immediately. So I see help e.g. through a guide as a necessary point for the newcomers rework.


    For example create a To-Do-List as a guide for all players and leaves it to them to decide whether or not to use it. So not only newbies can benefit of this guide but everyone. I mean the game offers thousands of possibilities to improve the own character. Even for endgame players such a list would be really cool.


    Here is a template of what such a to-do-list could look like:


    ⬜Level 1: Discover the tutorial zone and and get to know the first mechanics of the game.

    ⬜.... (if done, green tick in the white square :D)

    ⬜....

    ⬜Level 20: Go to "XYZ" and learn a secondary class. "XYZ" will explain you the unique dual class system.

    ⬜Level 105: Level up your Gun to level 285. You already reached 264/285.


    This is just a simple example which needs more informations and details for beginners but I think players can keep an eye on what they have to do or can continue.



    Next:

    • Tutorial instance that explains combat mechanics.

    I think this is one of the most important things to reconsider. For me this point also includes skill book, skills, item set skills, title skills, cooldowns, explanations about skills with global cooldown or not and what I all forgot to mention. In my opinion the most players here play the game because of pve and perhaps pvp. I am also aware that with the new housing system and in the future crafting a new part of role play gets implemented and such players must not be disregarded. But almost all here works to use the combat mechanics for a reward and the pve system just makes a lot of fun. So you can add hints to skills for newbies how to use them and if they discovered the dual class system + item set skills maybe it is then possible to develop guides for classes to give the players a brief insight into how to play this class and so on. However, this is only possible within the framework of class balancing and class changes.

    Since I play here I don't know anyone who started playing as a tank, because playing tank correctly is very hard. And this is also valid for endgame players so what should new players tell you. Just check death rates in IDK or Dark Core. Not all deaths are on the tank of course, but it is within the large realm of possibility that the tank will save the group from dying. And it is certainly not in the interest of a newbie if he has chosen as a class "tank", then he certainly does not want to be accused by the group all the time of killing the raid, if doing anything wrong. That is why instructions and practicing at a place for classes could be useful for newcomers as well imo.


    Gameplay experience:


    I think almost all who play here, are using addons. And yes in the launcher some of them are provided for everyone, but as a newbie the first dedication is not just any helpful addons that are important for gameplay, but play on the game. Perhaps the DEV team can consult which addons are important for newcomers and provide them as utilities for everyone. This definitely benefits the gaming experience. In the past, TooltipIDs, WoWmap and (Yacit <-- card addon) have already been implemented, which brings advantages for all players.

    My experience also tells me that in order to get ahead in this game, you either invest a lot of time or money. Of course, one must not forget that CoA is a free-to-play MMORPG. Nevertheless, I would like it if newbies are rewarded for success. On the one hand, these could be item shop items, gold or diamonds, etc.

    I think that especially newcomers earn diamonds poorly at the beginning and are forced to invest if they want to be accepted into a guild or become better. A solution to this problem would also have to be found.


    So, these are my first ideas and impressions, hopefully some useful ones. More will surely follow.


    Greetings

    My report of the mob and card is not about ice dwarf kingdom but Bloody Gallery.

    Regarding Tank:


    If I remember right, there already was a suggestion to change "Explosion of the holy Might" to a 15 minute buff for the tank because with a duration of 30 seconds and a cooldown of 25 seconds you always have the buff up anyway. So why we always need to reclick it after 25 seconds. And with the current state you always waste a global cooldown. Additionally compared with Knight/Warlock this "Explosion" is modified to a 15 minute buff. So would be nice to see such a change as well for general tank classes.


    Greetings

    Hello,


    https://gyazo.com/9200a162aa75a8e8fc8463bd1b92df93 // screenshot of the debuff/stun


    sometimes it happens that the stun, i think from mob id: 101913 (don't remember the name or id) of the stun, does not run out and you are permanent stunned. 104 ISS for cleaning does not work because it is not visible for the other raid members. Only the one who has the debuff can see it. You lose the buff, if you leave the group and get ported out of the instace. Maybe you can take a look into it and fix.


    Greetings.

    Again regarding boss 4: My pet still died after the recent patch(es). But I noticed that the death of the pet happens at the 4 mini bosses (maybe one of the casts kill the pet) and not at the main boss directly if he is casting "whirlwind chop". Would be nice if you could check it again.


    Regarding Pangkor: Sometimes the debuff which can stack and reduces attack- and castspeed still appear after the boss fight on way to the last boss despite combat end and cleaning the debuff. Is this intented?


    Greetings

    For Boss 3, would it be possible to exclude the pets from the damage of the boss?


    If I noticed it right, while he is casting "whirlwind chop" and the pets are still attacking the boss, they always die. Would be awesome if you could benefit from the beneficial effects of your pet over the whole bossfight.


    Greetings :) :)

    • Added new Pet Daily Limit Reset Scroll – General Buff Pet that resets daily use limit of general buff pets.

    Currently the "old" reset scroll has been renamed to "Pet Daily Limit Reset Scroll - Zodiac & Draco" and resets apparently dracos and zodiacs as intented but is it possible that you forgot to add the new scroll to reset the generell buff pets? Checked the Item shop and did not find anything.


    • Implemented new craftings.

    Are we already able to deal with the new craftings, because we checked some zones for the instructors and IP things according to ingame descriptions etc., but don't know whether there are actually implemented and it is possible to play.


    Any informations regarding both points would be nice.


    Greetings

    I like the planned changes regarding the increase of weapon level experience boost. Since I could very well imagine that people would then buy VIP for e.g. 14 days, including for the golden weapon trainer, it would be great if the pet buff reset scroll for draco pets (id: 1243984) also resets the normal and golden weapon trainer buff. Currently the buff runs 4h once a day and that is long ofc, but it would be nice if you could reset it any number of times a day with the scroll.


    Greetings



    Hello,


    Card: https://gyazo.com/86b54bf6125240b7ffbb8c1ad386a589 is upgradeable after the latest patch, but is the only possible card of type: Unique Card for upgrading.


    For example, the Seawind Maga card is not upgradeable anymore. As far as I know it is not intented to upgrade Unique cards. So maybe you make the card not upgradeable again if it was not intented.


    Also if you want to increase star level you get the following message: https://gyazo.com/02c05c4927b4ef0394e1099452a7debe

    --> I am sure that is not intented.


    Maybe you can check it.


    Greetings

    A thought to a quality of life change:


    Since a lot of people farm Lost Abbey and other spots for blue and purple mats etc. I noticed that disenchanting cards can be annoying a bit and last a few minutes if your bag is full with 360 cards and the maximum of disenchanting are 20 cards.


    Maybe you can think about an option where you can decide to disenchant either:


    all cards in your bagpack

    all cards with 1 attribute

    all cards with 2 attributes or

    all cards with 3 attributes ...


    Maybe in the design of an Addon like the transmutor idk.


    Such a feature in the future would be really cool, avoid a lot of annoying clicking and could make mats farming a bit faster and more enjoyable.


    Greetings

    The prices are high, yes...but if they change the costs now, a lot of ppl who spend a huge amount of diamonds already (me included) would get very upset. Imo green and purple cards with 600 diamonds and 800 diamonds are really justified. Since you get more attributes overall from card system than from lv 13 runes (upgrade lv 12-->lv 13) with a lower price, the system is really profitable. And as already mentioned you dont need any time to farm, just max with diamonds if you want xD, at least for green and blue cards. For purple and orange cards, I also would farm them and dont max with dias because the prices of them are really high imo as well.

    Greetings

    Hi,


    Gyazo
    gyazo.com


    normally the card has +10 all attributes and you are able to upgrade this card with additional attributes. But if you maximize it with 600 diamonds, you just lose the 10 attributes.


    I guess that is a bug. Would be nice if you can restore the card + materials or lock the +10 all attributes or whatever xD. It needs a fix.


    Greetings

    Hello,


    one question regarding the current artefact: Are there any changes planned to be allowed to build in "normal" runes or are there "special" runes planned for the artefact.


    I just ask, because the interface for the runes is the same like at all items but we have no drillers for it xD.


    Maybe a short feedback here :).


    Thanks in advance and Greetings.

    Hey,


    I have a similar suggestion for Champion.


    The current level 104 ISS is nice to have, but there's always the level 95 variant, which doesn't make "much" difference. Critical hit rate is enough anyway, attackspeed and castspeed always to have are really good, but still for a level 104 setkill not a huge difference to the level 95 setkill imo.


    I would suggest, in order to make the skill more attractive, to add that it should have all forge stacks at the maximum number. Especially before boss fights or before big trashpulls you would then have your stacks right away.


    Greetings

    I think as rewards they should include some item shop things like a puri, a extractor, a world badge fame... these kind of things. Items we will always need, no matter what stage of the game we are.

    Hey :)


    I already obtained such items like badge of worlwide fame or highly effective lucky potion in goblin mine from the npc at the end^^. Dont know, whether it is also possbile in Malatina or somewhere else, but I only saw it in goblin mine. But actually you are right, because the rarity to get such IS things is high and thus you lose the desire to play the minigames.


    Greetings

    If you have ever played this class, you know that your Main dmg is leakage and not blasting cyclone currently. So the 15% more damage is of course a buff. It is only in bigger trash pulls a little nerf i assume. But in off burst you are even more stronger and in big trash groups a bit weaker.


    Greetings

    Regarding Warrior/Bard:


    As Laisha already mentioned, this class is really strong and has at the moment always ~2.7KK physical attack in trash with dmg food through fed by the malice. But indeed, the change from patk to dmg is a buff, because physical attack does not matter anymore since your values can be buffed to the infinity. Maybe change it so, if the target dies with a poison stack, you get 15% dmg for 20 seconds and then it cannot be activated for 15 seconds.


    • Reduced Blasting Cyclone damage amount to 2 times from 3.

    If you plan to change this skill in that way, then please consider to also reduce the cooldown a bit. You only have this skill, whirlwind and moon crescent cleave if you play with 1h and scale. My view was that in big aoe groups there are stronger classes and the sustain is too strong due to leakage.


    So maybe reduce the damage of leakage to x%.


    Greetings