The current season and prestige rewards in general gave us access to a vast amount of different cards of different star level. Sadly even a card of 3 stars doesn't differ from a 0 star card, once you get your hold on a four star card. While in my opinion the difference for 0 to 5 stars are to small for the amount of work and resources it takes to upgrade them, i'd love to see at least an increase for disenchanting already upgraded cards. My suggestion: increase the amount of disenchants of compendium card by the total amount of disenchants of the old card (or increase the amount by star level +1) and increase the amount of essences gained from disenchanting an upgraded card
Posts by DayToEnd
-
-
To max out on the Artifact, many players have maxed out their crafting and gathering jobs, but as of now, there isn't real value in gathering anymore and using the jobs just once or twice, for the artifact seems like alot of work for a single use instead of what could be horizontal content in my opinion.
I suggest 2 new item/stat lines, with the first one being introducable right away or with a future zone:
Implement a rare additional drop to the existing ores, herbs and woods each and a crafting recipe that takes all those and about 10 purple gathering materials to build a single item that yields a stat
Those stats should be on par with legends or dark will stats and should hold the same variety as the stasis stat line.
Since these stats would be farmable outside of instances, it is crucial that the rare drops don't have a to high drop chance. I suggest that power farming gatherables should result in a stat every 30 to 120 min depending on gather bonus and efficiency of the player, making gathering tools more interesting and giving players the opportunity to farm stats while questing in talagan without being forced into raids or endless amounts of minigames.
The second line on the other hand should be part of upcoming raids and mirror the highest stats or even expand on upcoming endgame gear. i'd call them the Magnum Opus line:
By combining a vast amount of ressources from gathering (including the previous mentioned rare drops, maybe material from minigames and maybe even new materials introduced in a new zone) with rare materials that can be optinally gathered in new inis/raids, these items can be crafted. I suggest that the upcoming inis have non combat related optional parts like a jumping minigame, hidden treasures, a randomized puzzle, a quiz... (if you decide on implementing something like this, ill gladly pass additional ideas or expand on this) to give people another kind of challenge and reward them with for example a single ore vein of the highest grad that in turn needs to be farmed for the magnum opus. These minigames should be random and not in every run, making them rare and valuable for those daring enough to take on the challenge. Optionally instead of placing these minigames inside a raid, maybe drop an entry key from the endboss, placing those minigames in a seperate ini
-
As a k/w main, i honestly feel like the knight in general is in a good spot right now. Though this might change with higher raids since i only ran up to rofl and idk as of now. The main issue i face is, while my gear already feels strong on this content and i can tank pretty much comfortably, the percentage dots feel unfair. Even just running into rofl, i randomly take a single dot and die from full hp even with pots if not by chance a healer saves me. Further into the raid either a strong healer needs to constantly heal me during some passages or i need to intentionally delete buffs for a little healer (which otherwise would be completely able to soloheal) to be able to keep me alive. It doesn't feel right that stronger gear actually requires stronger healers, just because the amount of % damage can't be reduced by any of my skills.
my recommendation therefore is to either change the DoTs to a flat value or even better be affected by MDef, which sadly really doesn't play a noticeably role. Another approach would be changing existing ISS that reduce Magic damage (level 58, 100 and 104 ISS) to include DoT damage, though i'm not sure if that will affect % damage done by DoTs
-
As someone who only recently finished his first SoK run and therefore am still on the level of red/gold RofL gear i want to give my opion aswell. I can understand the desire to make the older content more viable and make it easier for people to catch up to the lategame content. Since it doesn't affect me, i won't talk about titles.
Concerning the Buff duration nerf, ill be honest (even if many will hate me for this), i like the idea alot since in my opinion, its a shame that entire raids are easily cleared by just bursting everything down without any need to play mechanics. This will atleast make this a little harder to burst down bosses when damage is tight, but i know the playerbase for long enough that this will mostlikely only lead to further discrimination of weaker players, because people will exclude them from raids in favor of stronger players that are able to burst the bosses in the lowered timeframe.
The AC nerf, might have been with good intention, but i feel it won't lead to the wanted outcome and here's why:
Since i fairly in depts looked at the early game on the server i want to make a distinction for players that want to progress and buildup their char through the content and those that buy up from the auction house. (Those, not interested in lenghty explanations, skip this next section)
The optimal buildup strategy i found would be buying the PS gear and stat them with PS stats and easily obtained arcadia stats. The game gives you a sadly less known way of entereing the mid game in tikal easy, providing you with tikal stats and the first cores. DF awakened proves to be easy aswell even for small groups for the 2nd core and ToS provides you with possible Inferno stats. From here on out, it becomes difficult. Gorge is still extremely challenging and run only rarely while rofl is a huge stepup from inferno (normal mode might be an option but not well known, nor does it drop the much needed core). To progress to DC and further raids, RofL has to be farmed ALOT, but getting on a level, where you can farm RofL consistently seems to require RofL gear already or players that do all the work for you. But in any case it will take atleast 80 runs of each of the 5 Raids for full gold gear. a few more for weapons.
By utilizing the auction house, people might reduce this number or skip it entirely, but by reduction of AC in almost all Raids that are farmed, you even cut the income of players in this progression level, making the way up to the endgame even harder. I understand that the current numbers of AC rewards in raids lead to a to high income in this currency, which is why i won't even suggest reverting this change but i want to make some suggestions that will actually benefit progressing players, while mostly leaving the endgame unaffected in my opinion.
1. To compensate the lowered income for Rofl or below players, i suggest lowering the costs of the AC to memento trade aswell. 2500 or 3000 AC for 5000 mementos would greatly benefit players that can't easily make alot of AC and therefor give them a more accessible diamond income. The daily limit of 1 trade on the other hand will prevent highend players to reap higher benefits.
2. Adjust cores needed, by lowering the value of cores necessary for gold gear. In my opinion 5 cores for a 100% gold upgrade chance would be plenty and prevent people from having to stay on this level for such an enormous long time. But even lowering it to 8, would help people alot already. Add a core drop to RofL normal mode to make it easier for people to progress to RofL hard. Honestly i don't even understand why it's not there. Alternatively to the lower amount of cores needed, you might want to think about droping 1/2/3 cores for RofL normal/hard/awakened respectively.
3. In alignment of the suggested RofL changes, i want to recommend the addition of inferno easy and Gorge easy, aswell as increasing the AC for gorge again. Gorge is highly unpopular as it is now. It's to long and hard for way to low rewards. Both easy variants should drop cores. If you decide against lowering the amount of cores necessary, you should consider doubling up the core drops for the current raids. I would recommend splitting the 2 cores to reward the first after boss 3 in Inferno and after boss 4 in gorge, while leaving the 2nd core after the endboss.
4. Similar to the cores, but way more impactful in the directly seen effects, an increase of one stat droped in each raid from Tikal to RofL or even DC, might be highly beneficial to the current gamestate. By increasing the amount of stats droped, people will be directly encouraged to run those Raids more often, which will make those stats easier to access and make the raids feel more rewarding. The higher amount of stats will drop prices in the aution house, making it easier for new players to buildup their gear, giving them access to further progression.
If your target is for more players to catch up to the current endgame, the old content should be easier to clear and progress through. Currently this is not the case, since newer players will have a hard time finding groups for necessary progression and the AC nerf might make this even more difficult then before. By lowering the amount of cores needed in RofL and the other 4 raids or atleast making them easier to collect by increasing their numbers, people will faster progress to dc and beyond.