Posts by Yukki

    Hi,


    According to my observations ( personal feeling )

    Gold has become harder to gain over the last months while I was inactive.

    What I mainly think is the source of this is that now it's basically close to impossible to farm Vale of Rites for gold.

    I understand the changes to drop rates since drop system was heavily outdated for endgame players but even as a endgame player it now is hard to gain gold from Rites ( close to impossible ).

    That currently only leaves players with one way of gaining gold through fishing which is a deal breaker for many people that don't want to just stay at the river waiting for anything + it takes a lot of time to reach lvl 100 on fishing in the first place.

    Also those changes made it insanely hard for newbies to gain gold and sell it to make some starting dias to set foot into the game.


    It's also got nearly impossible to gain the needed amount of gold for weapons, cards and even guild buffs with that drop rate change since it's nearly impossible to gain enough if we can only run vales of rites with full drop buff's. This also is a issue because we also need the drop buff's for grove in order to gain echos....


    I therefore would like to suggest that Vale of the rites gets excluded from the new drop rate system or rates get adjusted so that players can gain gold like before (3,5-5m) per run.


    Greetings

    In addition to Pistanos post: my solution idea: The Setskill from grave of the seven heroes that got changed to additionaly decrease consumption by 15% either increase to 25% or make it so we can use unlimited arrows ( equipped ) once the buff 3h is running but limit the usage of the setskill to 2x per day. Ofc if limited buff needs to stay if the player dies ( currently not the case)


    also please remove the green materials from the crafting recipe of grove ammunitions.

    This sounds very promissing, ty for the update ^^ I shall eagerly await the arrivel of kawak then :D

    I also agree with your opinion.

    Its a issue since years and got worse overtime.

    The biggest problem overall is that all classes that use gun,arrows or blades are heavily at a disadvantage compared to Healers, Tanks and most magical classes. Since we need to spend a hell amount of arcadia coins and gold in order to craft those ammunitions. Especically Scouts are heavily impacted by this because our ISS Hurricain Downpour eats ~ 40-50 arrows everytime we use it -> every 5 seconds in a aoe rotation and also cdr / meta weapons make this even worse, every round of grove for example is close to one stack (10000) arrows.

    And while everything else also got more expensive and manors to decrease the amount of arcadia coins where made in the past, the prices for crafting arrows get higher and higher with every new core instance update..... Which is not udnerstandable in any matter since the balancing also seems to be expecting of us to use the new arrows in order to have the same damage than a equally geared magical class. Speaking for my personal experience i cant build even orkham arrows anymore and grove arrows seem to be a dream i will never ever be able to achive at all since i wouldnt be able to safe any AC/materials from grove (green) for new gear otherwise, which as i said already is a huge disatvantage compared to other classes that are not influenced and therefore by default in a better position.Had to go back to rofl arrows which is a huge downgrade compared to the new arrows....


    TLDR: Most Mages, Tanks and Healers have a huge advantage since they dont need to spend insane amounts of


    Gold

    Arcadia Coins

    (Grove Materials)


    while classes that use ammunitions ( especically scouts ) are on a disadvantage of those resourcess and get handicapped in terms of damage if they refuse to craft them, which is a unfair punishment for playing classes that use ammunitions.

    Hi, not sure if this was already mentioned somewhere therefore sorry if this already got answered but might it be possible to update players about future plans of artifakt exp gains? With kawak how high can players expect to get with their Artefakt? Will the curve be smoother / faster so people can catch up that now returned after some months break? Currently it seems impossible to catch up since Origin isn't runned frequently ( just for unlocks as players predicted at release).

    Also a new Artifact from the dwarfs ( lower focus cost over time was added which is way better than the old one from kalin most players crafted and got exp on it. Can we expect a item to be added which will let us transfer exp from one to another Artefakt or are we seriously expected to do another 300 runs into instances to lvl it up again + spend diamonds on amulets?

    Like IDC if the transfer item costs 10-20 PNC or the equivalent of diamonds but I think it would be a fair solution.

    Also it is planned that housemaid will sell house energy in future for more currencies. Also house energy might appear in various rewards around game activities plus inside house itself with further furniture/building changes planned near end of year. It is welcome to share your ideas on other places where house energy could be obtained to make it wider available without high spending cost or to allow you to increase amount of furnitures in your house with low effort.

    Since this was over a year ago I would like to know if there was made any additions to this, since last time I checked ( increase in price caused by housespace slot curve ) there wasn't any change towards house energy sources and prices as far as I could tell, but maybe I miss something.


    Best regards

    Hi, as Title shows older core instances are missing cards from the new system.

    I wonder why thats the case since all new Awakend Instances and Core Instances got implemented inside the new system. I also see a chance to motivate players to enter older instances again from time to time through this addition.


    Therefore i would like to suggest adding Inferno, Gorge and Realm of Forgotten Legends towards the new card system.


    Zone IDs: 968,969,970


    Best regards


    Allyria

    ah then i might know what the issue was, i tryed to do a TP point inside a cave to mark a ressource point but then it might be blocked cuz of the jumping puzzle that is at the same location


    also ty for the very quick response :)

    Not sure if this is actually a bug or intended but i cant do more than 15 teleportation points inside millim for some reason.

    Maybe someone can clarify if this is a bug or intended.

    (yes i have more than enough marking ink and places in the Teleport book).


    best regards


    Allyria

    Well I think they most common way to find a guild currently is to writte into the world chat or check out people in atlas city. ( some guilds also post that they recruit people )

    Also checking rankings can help in terms of checking for active guilds / people.

    Definitely a better way then checking the guild board from the NPC.

    Also newbies have access to the newbies guild which is managed by GMs altho idk how many newbies really find that ( idk how the newbie guild system works at all)

    From my personal experience also a thing I can add it's rather hard these days to find a guild as a beginner since the community is rather small and most active guilds are around since years so they don't recruit newbies frequently.

    Altho there is some guilds that recruit frequently and advertisie it in the world chat ( a handful )

    I usually play warrior classes, but I can’t really figure out what I’m supposed to do in these kinds of games. Warriors are typically known for being slow but dealing high damage. However, when I play a warrior with chain gear, I notice that the damage I take is very similar to what I take when playing rogue classes with leather gear.

    Honestly, I don’t even know which class I should be playing. It feels like every class has its own problems.

    Right now, the classes that seem to actually perform decently for me are → W/WD, K/WL, W/R, and DR/W.

    But when I look at my gear, I see that a friend with much lower gear — like 200–300 gear score below mine — does way more damage as a mage. Sure, mages are supposed to hit hard, but it feels ridiculous that someone with much lower gear can deal three times my damage.

    Apparently, everyone on the server thinks the same way — there are only mages and rogues, no one really plays warrior. I’d really appreciate it if someone could explain this to me or help me understand what’s going on.

    yeah welcome to coa class balance, TLDR Magical balancing and tank/healer balance is quite good while physical balancing well.... lets better not talk about this :D

    Would be interesting if you could provide information about which guilds should have been making profit from origin and or are running constantly ^^ From what I know most guild did exactly the amount of runs they needed for the unlocks and after that stopped running in total because of the "great" design of value and the new system :)


    As I said those concerns where mentioned by a lot of players from the endgame guild community but ended up being brushed off so IDK why your trying to sell to us now that all was calculated and well thinked through while the community clearly sees that it's not and all we warned you about at the release was coming true, more and more people from endgame get banned, quit out of frustration or left the server due more and more p2w and all that's being done here is finding smooth words to justify those things, this is why with my deepest condolences about the game and without wanting to be offensive in any way I need to say this is really a sad thing to see, but sometimes some clear words must be spoken instead of a argumentation that is a lot but not honest in my opinion.


    Also great argumentation that value is still there

    From my experience

    Value of necro and origin is close to 0

    So people shortly after release went back to orkham and grafu again after waiting a year for a new instance :)


    While at the same time meanwhile items from IS got more expensive for "inflation" reasons


    But it's kinda interesting that instead of first focusing on lower instances the jump directly to necro was made as well btw. Kind of interesting first necro and now after some months idk/fa requirement reduction, shouldn't it not have been the other way around? ^~^


    Best regards

    Well in many situations "there will be" also comes with "in the future in maybe years" altho players where mentioning the poor system right from the start and everything players said about this system at launch apparently become true x)

    You are totaly correct in this matter, still devs declined this already 3x for some reason

    Best thing they could have done in this regard is even if bridge is completed there is a min contribution or some sort of guards would not let you through ( one time only ). I guess that would have leaded into more people contributing altho i only readed forum and therefore this idea is just based on what i readed here.


    Greetings

    Can the spawn rate of this monster be increased?


    Kinda feels sad that currently it most of the time only spawns after waiting 5-10minutes after the endboss is dead.


    Would be nice if it would life up to its name and surprise players while they run the instance to "scare" them or make it bit harder, or at least if it did not spawn until the endboss let it spawn while the endboss fight is ongoing, we had this once at it was very very nice :D "Got jumpscared but still managed to kill it and that was a pretty awesome experience" :D


    Greetigs

    TBF


    This means Two Things


    1. As you said by yourself, old system was very confusing and majority of the server made not the correct choices in terms of buying, since if multible stones where bought at the same time before resetting it was for sure cheaper than now.

    2. By collecting that data you decided to go with the more expensive way for players because the majority of the server wasnt doing the correct math / used inefficent ways O.o


    Also in terms of prestige benefit change I think a lot of players would have been more happy if that benefit would have not been changed from dias to gold. A discount on the initial price of the stones in terms of dias would have made up better for it since gold < dias.


    To be specific for prestige users + users that did the math before buying the shop now is more expensive.


    I understand that the majority of the server wasnt aware of this but at the same time I am a bit confused how that can be the justification for higher prices, if this would have been done corrently, they should have been based on the most efficent way that was possible before the changes instead of the unefficent way most players did because the old shop was overcomplex. Its a lose for the players that really got invested with the system and used a lot of time to do micro management.


    In the end i appreciate the change and think the new shop benefits players more because the complexity has dropped but for those 3-5% that used the old shop correctly its a hit in the face.


    But i need to agree with you, for F2P and the majority of the server prices did not increase because of false usage of the old shop :D


    Greetings and kind regards

    Currently those Cards only drop from the easy version of the Endboss, this is kinda unsatisfying.

    Also there isnt possibly any reason anymore to do easy mode and there is also no groups that would do easy mode just for the sake of getting cards since this leads into less loot for them.

    I would expect the hard version to give better loot than easy mode and therefore those cards should be included to HM boss loot.


    Would be very happy if this could be considered ^^


    Greetings and kind regards


    Allyria

    Idk i dont think season rewards could be abused or would be quite impressed if someone is able to do that, could be solved by registering the guilds that "qualify" to be part of that season ranking

    Anyways without improved rewards / pve rewards in some way that feel "worth" for players its most likely not gonna change the current state of pvp


    But I still look forwards to reworked pvp :D


    Greetings.

    will there also be sth to motivate players more to play pvp?

    From my observations most pvp currently is dead on the server because there simply is lake for reward.

    Most games have sth like season rewards that also benefit pve for example if there would be ranking and a season would run for 3 months the top 1 guild would receive 50k dias place 2 25k and so on, could be introduced for other battlefields aswell but proly guild war would be best fitting for this ^^

    IK cards exist but in the current state this doesnt seem to motivate people at all judging from the lake of registrations ( at least feels like that )

    Greetings

    A generell nostalgia rework sounds very interessting, is there already some information that could be shared with the community in terms of in which direction this will go Brontes


    For example questions that come into my mind hearing this are:


    will nostalgia content get a rework in terms of difficulty ( higher mode ) or will there be adjustments to the current difficulty?

    will there be adjustements to the current loot in generell or only sathkur?

    will there be new loot or will it be a adjustement that focuses on the current loot? (if there is sth planned in terms of loot)

    will there be new cards/titles?

    will boss tactics be overhauled?

    will this overhaul have impact on the Thithing system that got introduced with origin?

    Is the overhaul just for specific instances ( you metionded sathkur but is it also for all other nostalgia or only older ?)

    How far is this overhaul already in terms of development ( can it be expected to release in next weeks/months this year? )


    would be nice of some or all of those questions could be aswered if possible ^^


    Overall i look forward to a overhaul and hope it will make me want to run the old instances again w.w


    Greetings and best regards

    Stars in mini pass are deactivated if I remember correctly from patch notes

    Champion

    • Reduced Shock Overload damage to 409% from 465%.
    • Reduced Rune Overload damage to 187.5% from 465%, increased aggro accordingly.
    • Reduced Imprisonment Pulse damage to 219%/246% from 292%/328%, increased amount of damage inflicted to 10 from 5.

    i see general problem about Shock Overload change(~13% cut in dmg from this skill) and seems like you doesnt learned about past buffs/nerfs its totally pointless to nerf or buff a skill in general instead the "overperforming" or "underperforming" classescombos inside of one mainclass. Now we have it again that also not so well performing Championclasscombos got weakened.

    I am not a champ main but the Imprisonment pulse change for me reads like a buff, yes lower % but 10 hits instead 5


    But yeah overall you are right is a nerf to other class combos