Posts by Zetsu99

    These two statements are about two entirely different specific things, so making an inference from them doesn't make sense.

    Greetings.

    I mean in the end this doesn't change that the want to reward aktivly playing over afk.

    I also like the idea that if rates are lower for afk, players getting more motivated to run instances ( random as well ).

    Ofc for tanks this can be a problem but as i said earlier you can still lvl up weapon pretty far even with afk, house Methode etc. And after some point where you are in 3 digits you will need to actively run ini. I like it ^^

    I also want to play rogue in the future and not only scout and since I never was main rogue player few days ago my weapon was at 140, now it's already 180+ with just some afk in house do idk why you still complain about afk, afk is not broken instead the only thing that changed was moving the weapon leveling a bit away from standing afk at itnal ^~^

    I mean I also made a lot of lvls while playing s/k recently for gun without afk so well can't complain

    Unfortunately, nothing you're saying reflects the truth. You're just comforting yourself and getting nowhere. Yes, you can improve your level by reading books at home for months.

    Let me emphasize this once again previously, with weapon skill XP and the prestige pet, it was possible to almost any weapon to level 200 within an hour (no one can deny this). This directly contradicts your argument because the required AFK time was much lower before(basically required AFK time has increased more). If we compare it to the XP you earn from dungeons in the new system, the dungeon XP is just nothing. I don’t want to drag this out any further, and I suggest you avoiding from commenting on topics you’re not fully informed about.

    Have you ever tried to level up any weapons with full buff back once? I assume you didnt, because you would know it was a piece of a cake, and the paradox begins right here. Many of these players are prefer to level up their weapons when they do not able to play it actively, so that means nobody wishing and looking forward to stay afk just because of levelling weapons. You guys claiming that the people need to play more actively, but tbh people will stay afk no matter what and stay afk more(they need to).

    I suggest you think more deeply and base your comments on realistic grounds before making them.

    Greetings

    I’ve noticed that your explanation of the weapon progression system overlooks some key facts. The reality is, over 95% of the current player base has been playing this game for years and is already very familiar with how weapon leveling works. Like everyone else, most of us are focused on clearing high-end dungeons.


    You argued that weapon leveling should be done through skill usage rather than basic attacks but in fact, we all know thats just not practical. In many cases, even with a basic starter set, mobs die with one hit. That leaves no room for extended combat or skill usage. Ironically, your argument pushes players into more repetitive grinding, not less. In fact, when I don’t have time to play actively, leveling weapons AFK has proven to be far more efficient and realistic.


    For nearly a year, the corruption system allowed players to max out weapons in just a 1-2 day. Of course, I used this system as well but since I didn’t play every weapon back then, I saved some for later. Now, after your changes, it took me almost 20 hours with a 500% bonus just to go from level 50 to 110. That’s a massive time sink, and honestly, it feels like a punishment for who start to playing the game later than others.


    I don’t want to repeat myself, but the core issue is why were so many players allowed to benefit from a fast and forgiving system, while others like me are now being held back? You introduced a nerf with no warning, no chance for players to adjust and that’s simply unfair.


    To make matters worse, the way the game is designed now, leveling all weapons has basically become a requirement. And that’s a direct result of how you, the developers, chose to structure content and progression.


    Also, I don’t believe your justification holds up. It doesn’t reflect the actual experience of long time players, and it certainly doesn’t offer a fair or consistent path forward. I urge you to reconsider both the design decisions and the communication strategy moving forward.

    The way you nerfed weapon levels is truly disappointing. For so long, people have been comfortably leveling up their weapons, and no one expected such a decision from you. This is completely unfair, and I believe the best decision would be to revert it as soon as possible. Additionally, all these changes make the game unnecessarily difficult and exhausting for new players. Wonder if these adjustments were made just to force people into buying prestige..

    Hey, Me and many people keep their valuable items in a same page of backpack. So i thought, wouldn't it be better if you bring a new feature to allow us lock backpack pages to avoid unwanted results.

    Since i dont want to discuss further with someone that doesnt know anything and doesnt want to share his ingame name i will stop it here :D

    Reactions speak for themselfs and obviously your opinion isnt getting any support, therefore gl and have fun :D

    Also pretty funny how you first said in one of your Messages that rogue sucks and then compair r/w and say sth about 400kk DPS would be interesting to know where that DMG should come from, the only person that could realistically eventually do that on a rogue would be Airforce rn at least if that 400kk is inside Grafu, also you might not understand how rogue burst is stronger than scout because rogue gloves give flat DMG if the grade is high xD So if you reach over def ofc you will do more DMG than scouts bruh

    Also would be nice if you would call names of persons that can reach so high instead of just saying yeah it is like that, show me not just written sth without any prove :D

    The fact that you claim that s/r is stronger than r/wl in target damage is already laughable :D

    Brother have you been with somebody in same party who has x3 single target weapon? I bet you havent, because its not hard to see even r/wl is becomes toilet paper against s/r xD what a pathetic guy you are

    1. General rogue Problems

    First of all, game has evolved to a completely different directon.I assume its pretty clear and not hard to see it.With the integration of the Grafu artefact and the corruption system to the game, it has changed significantly by an every aspects of gameplay.


    • Slow aoe hit.(If your party is full of DPS, many rogues can't even land half of their rotation.)
    • Burst not strong enough.
    • Lots of patk requirement.(means you have to equip patk weapons, especially for grafu that means huge amount of damage lost.)
    • Daggers are useless.(except R/WL)
    • it requires a lot of variables,weapons,macros to perform decent dps(even though its not enough).
    • Affected very badly by gcd changes of titles and robot.


    I would say the same thing about scouts as well, except for S/R, but it seems like you killed it with the latest patch.

    In the current period of the game, scout pretty underperforms at large scale mob packs. I would recommend increase the damage of the "Hurricane of Downpour" from %250 to at least %600 and reduce the focus consumption from 40 to 10. Also reduce channel speed from 2 to 1 and reduce the hits in seconds. And finally reduce its cooldown from 10 to 5 seconds.
    Additionally make it uninterruptible.


    Thank you, seeing this and whos are reacting has once again proven that I am right.

    In the current period of the game, scout pretty underperforms at large scale mob packs. I would recommend increase the damage of the "Hurricane of Downpour" from %250 to at least %600 and reduce the focus consumption from 40 to 10. Also reduce channel speed from 2 to 1 and reduce the hits in seconds. And finally reduce its cooldown from 10 to 5 seconds.
    Additionally make it uninterruptible.

    The major poroblem is that ppl not even be able to run these dungeon. You mention that it was difficult to design, but i cant get that point so ppl also have to suffer when they playing this game? This is the one of the most ridiculuous argument i have ever heard. Thats the thing you need to keep going for your life and you always need to work hard, but these maps designed to keep up your business and targeted to make more profit so you wouldnt expect people to suffer , People supposed to get enjoy while playing anygame but i cant get enjoy rather than suffer and i believe thats the main problem about CoA, it's just painful..

    -- I think something wrong with this class for instance releasing time of the ''Power of the Wood Spirit'' is kinda slow if you compared to other classes like Rogue/Priest you can see the difference.

    Damage numbers may appear with different delays depending on skill visual effects. Try to disable aff visual effects to see if this behaviour is being changed.


    Greetings

    Behavior is always the same whether effects are active or not. I also realised, backports usually happening when go as r/wd.

    Rogue/Warden:
    -- I think something wrong with this class for instance releasing time of the ''Power of the Wood Spirit'' is kinda slow if you compared to other classes like Rogue/Priest you can see the difference.
    -- Aoe dmg is kinda low, ''Power of the Wood Spirit'' lands only 6 target , in this context it would be better if it lands 12 target instead of 6 target.
    -- Apm is too low.

    Greetings

    Hello,


    I would like to share my thoughts on the current state of the game.


    Firstly, I believe that the activity in game has decreased over the past few months. I'd like to admit this, old players have consumed all the content. As a result, server is only active from patch to patch, which is causing significant damage to the game's economy. For example, selling DC pulls and gold pulls has become quite difficult. Additionally, the gold prices is in a terrible state, which we can consider these as a example of server activity.


    In this context, we can easily see your player policies need to be changed. I believe realistic steps need to be taken to help new players adapt to the game.


    I have a few suggestions:


    I believe the starter set should be improved.


    I think the Talaghan quests are extremely challenging and nearly impossible to complete without a guide.


    The required number of dungeon entries for nostalgia quests should be reduced.


    Finally, when you introduce a new patch, I recommend making changes to previous patches based on realistic ideas. Otherwise, players who cannot catch up with the latest patch will have to spend too much time in order to have requirements of older patches and they usually give up.


    In an MMORPG, a way to pull new players must be intended and when a new patch is introduced, the requirements of previous patches should be made easier to obtain. This is an unwritten rule.

    Salute

    Hello, I think the current state of the game is unnecessarily challenging for the players that not endgame.


    The requirements for a new player to reach main contents are ridiculously too many , and most of these requirements also needs a significant amount of currency and equipment. If you haven't found a guild or a team to help you with your quests, your job becomes incredibly difficult.


    The main issue I want to discuss today is that artifact quests are designed just for the period when it released. For example, to unlock a defensive rune slot, we need 20 Splinter of Form, but nobody wants to enter the IDK on the server. As a result, players resort to chasing Sathkur, but there's still a problem: we can't guarantee getting Splinter of Form from Sathkur. My request is for Splinter of Form to drop guaranteed from Sathkur or for the required number of items to be reduced.


    Thanks for reading this post.

    I think most of the opinions expressed under this topic are from endgame players who view the situation from a single perspective and ignore the other side of the coin.


    In some countries, the average monthly salaries are not even 500 euros. With a significant number of players playing the game without spending money, I believe this player base should not be disregarded. Realistically speaking, this player base doesn't have many options to sell for diamonds. For example, I am trying to enter arenas all day to farm cards, but most of the time, I can't get into any arena throughout the day. This leaves gold farming or tier farming as the only options. If the server's need for gold is reduced, it will have a significant impact. For instance, with decreased demand for gold, it will take longer for gold to be sold in the auction, gradually affecting gold prices. I believe the example I provided is sufficient, and when the market takes this form, new players will lose their limited ways of earning money, making it difficult for non-paying players to find reasons to play the game effectively.


    I also want to emphasize that I don't want anyone to misunderstand me. Of course, I cannot oppose your complaints. However, as I mentioned, the most effective and simple way for a new player who has just started the game to earn diamonds consistently is to farm gold. If the impact of gold is reduced, the prices of diamonds in players' pockets will increase, leading to higher prices for items auctioned, which can be considered as inflation.


    I believe these reasons could lead to a serious loss of players.


    New players and casual players have always been the cornerstones of MMORPGs. If you are willing to accept a decrease in the server's size and a greater distance between new players and Arcadia, then changes to gold might be a logical path for veteran players.


    Thanks for reading this comment.

    I've been playing almost for a week and decided to post about new map icons. The new icons that has been changed they're unseeable at all also as i see there's no section to set it all. Can't even figure out which one is daily or normal quest. I think it would be great if the configure section to set scale of images been added.