Posts by MDNCITAJ

    Hello, i just wanted to collect the unobtainable cards here in this thread.
    And I hope that there will be some Card Packages in the ItemShop-Promo soon,
    since the last time they were in it was in August. Greetings ;)



    771457 Feyna-Riesenbär
    770759 Flügelschlangen-General Lireda
    771604 Harpyien-Assassine
    771556 Häuptling der Walu
    770276 Imitator
    771249 Kabbas-Käfer
    771912 Kürbismonster
    771283 Nestwächtermyrmex
    771023 Ruhelose Pflanze
    771398 Schattenassassine
    771624 Schattenmagier
    771623 Skelettsoldat (+ 3MDef)
    771627 Splitterstromnavigator
    771608 Trockenlaubschluchtkäfer
    771504 Verrückter Papowaka
    771390 Versklavter Schmelzdämon
    771520 Wache der Frankopiraten
    771223 Wütender Keilergeist
    771508 Xabu-Läufer


    Quest or Event-related
    770736 Schwarzschlangen-General Mafrur
    771051 Verzauberter Zombie
    771501 Wilde Klippenechse

    Well the upgrade of these Towers are very very expensive and you have to activate the tower, which already cost guildgold per day.
    Now you have to pay additionaly a huge amount of gold for the Buffs with %.


    I think that is not fair because you already paid a huge amount of gold, mementos and dias to get lvl 7, 8, 9 or 10.
    These Buffs should be free as there were.


    Please find some other possibilites to remove gold from the server, since you already lowered the gold multiplier

    Hello,


    first i want to say, thanks for adding % to the tower Buffs.


    But the Buffs are too expensive now. e.g. VII vs 1,5kk Gold - XIII, IX and X (6kk) are even more expensive.


    Since you changed the Gold Multiplier Gold is kinda rare. The old players kinda have some mills left, but for the new players 1,5kk gold for a 2h Buffs are way too much. Upgrading the Towers is expensive enough, the buff itself should not be so expensive. I am writing this because many ppl told me to.


    Greetings

    Patch 9.4.1.3010.en


    Drop rate in custom instances has been decreased



    I mean decreasing the chance for sigils are fine by me, but as a sideeffect of that no more cards are dropping anymore

    Hello,


    i would suggest to create and sell some new (custom) mounts.


    IMPORTANT: it would be great to increase the Movementspeed by 80,90 or 100%


    I really do not know why we have soooo much mounts with 65%, some with 70% and only 1 with 75% speed

    Patch 9.4.1.3010.en

    General changes:

    • Attack Sigil - Can be used only in PvE zones; cannot be used in custom zones or put onto non-party members
    • Magic Attack Sigil - Can be used only in PvE zones; cannot be used in custom zones or put onto non-party members
    • Defense Sigil - can not be used on non-party players
    • Magic Defense Sigil - can not be used on non-party players
    • Cedric: Character exchange limit/day has been increased
    • Cedric: Character min. Level has been decreased

    What you did not wrote is, that you reduced the dropchance of sigils in hos hm (and tikal) drasticly

    I dont understand your question MDNCITAJ, Runwaker always make weapon for K/m DPS from the early of the game, 1h magical sword and hammer come from Dreamland and shield that give bonus to magic damage at Grafu Castle HM, and after is the 2h magical sword and hammer that rival the best weapon ins can drop that can be bought by mems whenever new zone open. And by those item i was surely the K/m was mean to be a DPS by the Developer since none of those thing bear any stats for tank as well as 2h magical sword and hammer only need for k/m DPS when w/m use wand and talisman and k/m tank need shield that give bonus for tank.


    yep you really do not understand a thing...

    MDNCITAJ, i have told you to talk with GM about the weapon problem since they already have answer for what you ask but ok i will help you understand the hybrid weapon
    -First it is Runewaker that have creat the rule that whenever a new zone open there will be hybrid weapon in the mems shop and Arcadia team only make the first in tikal ,there is no hybrid weapon from HoS ,CL or DN, the hybrid weapon always have the same att spd and number of stats but much better type damage that they aiming for compare to normal version when other type will be lower. So you cant compare a 2h HoS sword to a tikal hybrid weapon since one is a full physical damage type with all stats for it and one is for magic damage type with the stats for it as well, and if you follow the rule set by the main game then the hybrid weapon in tikal will be buff since their att spd is lower than the normal version in tikal as well as the number of stats, they only have 2 stats at max.
    -Second if you compare the weapon in the normal ins with the tikal weapon then you need to do the same with other weapon and if you do so you will see the hybrid weapon in TIkal actually dont have much improve compare to other type of weapon there especially the bow.
    I ask again since i see you guys throw the term "OP" for k/m here , at what activity k/m show that he is OP out side of HoS ? If there is only one ins that you guys have problem with then isnt it reasonable to just fix that ins instead of doing thing that wll affect other ?


    So nice of you :thumbup:
    But as I said: I am fine if k/m won't be touched. BUT if so the Mage has to become stronger


    But for one second, think about it: why does runewaker not created a hybrid hard mode weapon for the knight/mage...

    So i have to say the developers have broken the balancing because of the tikal weapon - it is your mess up

    sorry but thats not rlly true, ofc the weapons buffed them a lot, but k/m was still op before the weapons comes out.
    at the end, they should change a few things on the server to make a better class variety.

    And I think you are wrong ;)
    k/m was a powerfull class in hos before tikal weapons, and became crazy op with the tikal weapons.
    But if you rework the tikal weapon there are so much classes that are stronger in tikal, dn or of.ficial instances than k/m and probabliy in future custom inis.
    i don't see the necessity of reworking skills.

    In my opinion do not change any skills, just rebalance the tikal weapons and future custom weapons.


    So even if you dont change the knight/mage - i am ok with this - the mage has to be buffed.


    I mean, come on, it has a reason why on this server if you play mdps in hos or dn you play knight/mage and not an other class.


    So i have to say the developers have broken the balancing because of the tikal weapon - it is your mess up ;)


    Quote

    [...]
    I mean look what the devs donated to the knight/mage || Hos HM -> Tikal over 10k more mdmg, 1300 int, 10k mat



    Also: A response from a GM/CM would be nice regarding the mage and the knight/mage discussion ;)


    Greetings

    [...] , also should be changed the primary Mage-skills.


    Skills they should be increased: Flame, Elemental catalysis, Fire knowledge, Energy supply

    Increasing Skills in my opinion is equal to increase the values, but i can misunderstood you ;)
    Anyways i much appreciate all kind of ideas and suggestions, and i think we are pretty close about what has to be done to buff the mage.

    But not Flame or other skills that will interfere with mage/x Elite Skills.

    example?


    for example the mage warrior with the casting speed buff.
    or mage warlock with the -30%. i mean m/wl can cast elemental explosion. but we saw it with the scout. where the combo shot elite for s/w didnt work like it should