ACCESSORIES STATS (ML ONLY)
Until level 50 we had magic accessories (with INT) and phisical accessories (with STR), after AoV update this distinction disappeared and the only reason i can guess is the lazyness of someone!! Until that point swordmens that use battle tactis or Crescentia had to chose to add raw damage with STR or crit damage with INT, you couldn't have both it was a little sort of balance but now this is lost, with 1 acc. these classes can add raw damage and crit damage (swordmen) or boost at the same time pattack and mattack favoring both kind of skills they have.
SOLUTION: simply reintroduce distinction between magic accessories and meele accessories, delete secondary stats on accessories that share INT and STR and make for example ruby focused on STR and sapphire on INT and let players chose between them.
BATTLE TACTIS IS NOT BROKEN
PLEASE DON'T KILL ME FOR THIS STATEMENT AND LET ME EXPLAIN.
Now think at battle tactis if the suggestions about:
1) Accessories stats,
2) Blueseed runes,
are archieved, we would have no more INT from blueseed and no more extra AGI to add critical shances and critical damage, this means more or less 100-400 less INT and (depending on blueseed value) and 5% or more reduction on critical shances. Accessories would give or INT or STR so or raw damage or crit damage no more both. Off course the +50 INT runes are still a problem so i suggested in their section to not allow them on costumes. EDDgar gears have a big nerf on AGI so a sowrdman is forced to re-add AGI runes or his INT ones will be useless.
SOLUTION: Make the value of critical damage depending on the caracter level, so the higher is your level the higher will be the amount of INT to deal the same critical damage and more important give it a cap for example 300% or 400% that would still be high but not so high as now!
CAZAR PURCHASED WITH BLOOD POINTS AND MASTER POINTS
Really what's the reason to realize 3 different dungeons like Assassin's sanctum, Silent corridor and Himmelmez chamber and spend h of design, programming, debug, etc. if soon you will make them useless since the only big reward is buyable? Who cares if you can buy only 2 stars runes? they are not end gears you don't need better honing but just a good one to grind in Forgotten Paion. If the players QQ about the difficulty to get them killing bosses the solution is not make them bosses useless!
SOLUTION: delete the purchase of these gears and increase the drops by bosses, don't add grinding give us back the fun of doing a dungeon and get rewarded. Give us a reason to do them dungeons!!! I would also suggest a little nerf on bosses to allow not runed players to do them since players tend to not rune gears that are not endgears.
CRAFT RECIPES
After ML all the recipes to craft anything are dropped by monsters this seemed a cool thing but developers overdid it a bit too much. I agree that powerfull recipes can't be easy to obtain but this is too much. The fact that Joser, Menace and Osiris recipes and so also the alkemists and sheffs ones are drops, means that you not only have to buy them from job experts but that you can also sell them to other players. Form a zenny consuming to a zenny making thing in only 1 update!!!
SOLUTION: delete recipes scrolls and make them all buyable by job experts, in this way you will reintroduce a little zenny sink, will delete a little zenny making. Osiris gears are really powerfull so ther recipes can remain a drop but i would suggest to make them a buyable recipe too since already to craft osiris you need emblems that are dropped only by bosses in osiris tomb and you need all the bosses to craft all the pieces.
DROP NERF
This one was bad implemented, also if i agree that an overlevelled cara can kill way more mobs so it will be easier to collect dna etc. This doesn't consider that with some monsters no matter how fast you are in killing them since they ar really slow to respawn so the time you need to kill, lets say,10 of them it's more or less the same, this is valid for queen of destruction, willow worker, and so on. Now lets consider the raid pets that are not only rare but to be overlevelled is a must since there is no way to find a party to do them so you are forced to solo it and no matter what you can't deal the damage of 10 l 50 players also if you are an ml35. In this case the drop nerf is only another incentive to skip it.
SOLUTION: Limit the drop nerf only to normal monsters and exstend the "safe zone at 10 levels down.
EQUIPMENT DISMANTLING
Who still remember of this game feature? No one? offcourse not since it's bugged since forever!!! Once upon a time to collect mats to craft runehole puncers and some other goodies you had to dismantle the useless gears you had in your inventory, off course they had to be in the level range of the runehole puncer you wanted craft. The failure rate was soo high that players asked for a fix and instead we had them mats added to dapara purchase list. Let's add that ML gears give out only polinium that is useless to craft runehole puncers and that the right mats is ottainable only with lv40-50 gears and there come the recent drop nerf to make things even worst!!! If you think that you needed to buy some dismantling stones to dismantle the gears you will notice how this proces was a little but nice zenny sink that disappear.
SOLUTION: Increase the success shances to obtain mats or delete the possibility to fail in this way this mechanism will be way more appealing. Create a new runehole puncer for higher level (ml30+ for example) that use polinium to craft it since ML gears dismantle give only it! In this way we won't occur in the drop nerf problem, the game will have again a little zenny sink, Blacksmits will have a new runehole puncer to craft and a new recipe to buy by bs expert (another little zenny sink).
EXP EVENTS DURING WEEKEND
Nothing worst can happen that a weekend limited boost for a couple simple reasons:
1) no all the players play and sleep at the same time so no matter what some players won't be able to use it in the same way.
2) not all the players play in the weekends someone not even have internet on weekends
3) why would I grind in week days and use my scrolls when i gain way more exps in the weekend?
SOLUTION: don't make weekend exp boost if you need to do these exp boosts at last make them equal for all the week days.
EXP NEEDED
I said it countless time after ML20 to double the EXP needed to level up was a really bad idea, also if i could understand that the use of this trick at an early stage of the release is nice to slowdown hardcore players, once the new content is released it became a game breaking thing, first of all the problem exist or we wouldn't have all these EXP boost that are only a fake fix and bring way more problems. From lv1 to lv50 we have a game based on quests this means that during exps if a few quests you are overlevelled for the map and you will encounter the drop nerf BUT your gears will be the one dropped in that map or in the previous ones. So in the end you are overlevelled in level but not in power where maybe you are underlevelled (lv 50 players whit jobchange lv25 gears) and quite no drops to gain zenny, cards, gears and mats to level up the second job. From ML1 to ML20 it's a nice boost since at this point the game is grindbased but maybe it's way too much boosted this part and most players have no reason to obtain blue gears since they will use them for really a few. When you arrive at ML21 no matter what is the EXP event you will still see a wall since the exp is always doubled and so the time to gain a single level respect to the previous one.
SOLUTION: just revert back the exp needed and you can get rid of these exp events or use them just sometimes. Not to mention that is useless to double the exp needed if you make an exp event when new content is released !!!
KARNIUM
The reappearing of this item made ppl QQ about it's usefullness but i want to support this decision (in the hope it was wanted and not an error). I see it as a token to spent in Prontera by Munil to chose between Blessing, Lucky or infinium.
MOUNTS BUYABLE WITH BP
Good job, this is a really good idea, it's not gamebreaking, don't affect the purchase of the new mounts but give a nice reason to go in colo at last since you are not enough powerfull to collect bloodpoints in the WoE map but you still need victory medals so go in colo is a must!!!
SUGGESTION: Advertise it in game, a good idea would be a short text quest in Prontera that force you to visit the prontera knightage post.
PARTY BONUS
Since another player here explained this problem better than me i will quote Greven79
this is the original discussion http://forums.warppo...els-back/page-2
SOLUTION: delete party bonuses except inside dungeons (Osiris, Himmelmez chanber, Assassin's sanctum and Silent corridor), increase the MP gained by normal mobs and leave the same amount in dungeons where the party bonus still would exist. With this simple move you allow players to chose where to grind using also spots actually not used, players that want still party can do it but will exchange an easier life and more kills whit less exp per monster but still gaining the same exp per h of the solo players. Party will still be a must for dungeons but won't be the only way to play this game. More spots will suddenly become appealing and not useless as now, less problems to find decent spots, channels wars and so on. Players that don't have much time to play or can't stay on without pauses for long will be favoured too. This change would be more casual friends, but won't affect too much hardcore gamers.
PRICE NERF ON ML EQUIPMENT
Once again a flat cut that damaged the game instead of fix it: only ml1-30 equip were affected this means that potentially an ML1 with menace gears can easily farm hard dungeons to collect lv50 gears and resell them to npc becoming rich while a ml10 can't do it thanks to the nerf drop.
In a few words you didn't decrease the money in game you made a poor players level range!
SOLUTION: Revert back the original prices and lower the gear drop.
REFINEMENT
The actual refinement is really unbalanced in different ways:
refined weapons can have up to 3x the min-max damage of a not refined weapon when the upper level weapon can have max 10% more stat of the previous one, it's crazy to try to balance a game where 2 caracters equal in all except their weapon refined have a difference of damage dealed so high!
The problem on refined gears defence is a bit more complicated it is not only hard to balance content to be suitable for full refined players and no refined players but it also breack the balance between classes:
ligh armor classes exchange their defence for a better dps, heavy armor classes sacrifice their dps for a better survivability but this high refine values negate this difference, cloth and leather armor can go near the defence cap equalling a tank class instead a tank class have quite no benefits to refine their gears once they hit the cap BUT they don't increase their damage so we have that all players can deal 3x damage if refined but that only cloth and leather classes gain a real boost whit gear refining. It's true that knight and war will have to spend less infinium but will lose the vantage to wear heavy armors too (please don't say we have BT a bug can't be fixed whit another bug)
SOLUTION: decrease the effectiveness of the refinement sistem a nice old proposal was to limit as a % of the gear base value. Since the max value is +20 why don't just make it a +20 % ? so a weapon that deal 900-1000 damage if full refined will deal 1080-1200 damage and not 2700-3000 as it's now and the same for the defence a 20% more def stat will be still a good thing but won't make the differences from gears disappear!
RUNES
Good job here from ppl QQ that a 3s costume with potentially +30 stat we arrive at a 3s costume with sure +150 stats and no need to ask an artisan to collect them. So in 1 move you add way more inbalance in favour of players that can afford the fusion costs, added imbalance to battle tactis, made the artisan runes useless. I know the old runes are exchangeable for new runes mats but is way easier to complete daylies than craft them. What's the reason to implement +10 and +25 runes knowing no one will use them? Why didn't you implemented also VIT runes? We have problem of 1shotting class and the best idea was boost attack and not defence (hp in this case)?
WARPPORTAL LOST A BIG INCOME OF MONEY, WHO WILL BUY RUNE ENHANCER ELIXIR NOW?
SOLUTION:There is no real solution except delete them, but negate the use on costumes would help a lot. Another little fix would be implement VIT runes, that offcourse will boost meastmaster most but will allow more survivability in pvp for all the other classes. A third solution could be reduce these runes power to +10, +20, +30 and +40 on Eddgar (the old +80) and to allow rune enhancer elixir to add random +1-5 at them and to allow only the use of +10-15 runes on costumes.
SEED RUNES (BLUE AND RED)
We all agree that something needed to be changed but not this.
New runes give flat stats but give all stats also the ones not on equip this instead of balance bought even more unbalance, now knight and warrior have "free INT for their battle tactis, Cres and monk gain a lot of stats and the possibility to summon really powerfull pets (more or less 2 times the other class ones). In a few words this change boosted 4 classes and nerfed the other 8.
The name of the runes don't match the values so we have a blueseed 20 that gives +34 really confusing
Red seeds had a different fate "BLOOD" became useless instead "FLAME" became a must, who will chose dodge and parry instead of hit, vigor and haste? The cooldown on skills now is so low that someone is able to summon up to 2 pets at the same time! Shield boomerang used as a normal AoE instead of grand cross and so on.
SOLUTION: at this point delete them it will be way easier balance the new content or if you want keep selling runeremover make them give flat stats but only the ones that are on the piece of gear runed and not all of them. This second option will be a real nerf for all classes and a big reduction on the battle tactis effective power!!!
SEED RUNES (GREEN)
This is a complex matter since their effects are really various lets try to pich them all once by once:
-power, nothing much to say it add damage the only problem here is that old not nerfed runes still exist in odin.
SOLUTION: just reduce the value of the old ones
-curse, no one use it but why? It can make your opponent a squishi child to beat hard whit his stats nerf.
SOLUTION: not needed if you delete them no one will notice
-shock, same problem as power and same solution but in a game plagued by stun lock this is the worst seedrune of the group, it's like a free skill whit no cooldown that make your opponent a punchball. It's not a matter of skilled player against a more skilled one but simply raw luck and how much money you have in real life to buy high % shock runes.
SOLUTION:delete them and allow players that already have them to chose between the other 2 runes to exchange.
-armor, this is the direct opponent of power, it's an help but not a big one so i guess they can stay, refinement is way more gamebreaking at this point, said that obviously deleting them would help in balancing the game.
SOLUTION: *see power*
-cure, the healing value of this rune is really low but still a source of imbalance in pvp there is a reason if not all classes have good healing skills well this rune break this balance "just keep attacking and cross finger and you will get heals", in pve instead is a big help for players and a pain for developers that have to balance content, if you consider it new mobs will be hard for the ones that don't have and a joke for the one that have the old not nerfed one. You will have players qqing to new content hitting too hard and players qqing because new content is too easy at the same time THIS IS VALID FOR ALL THE RUNES.
SOLUTION: The easiest is to delete them, or you can convert it in a bonus on hp gained when you use potions or healing skills at last the effect wonuldn't be independent from the class you are using.
-dispell, in pvp this is the most unfair seedrunes for classes that counts on debuff skills to fight and is a big advantage for classes that don't use debuffs, what can do a noel if his debuffs don't work? What can stop an arcer to run away if dispell a slow debuff? Who will stop a knight, a war or a monk or any other meele class if they dispel a ranger debuff? Who cares if the opponent has a good dispel rune if my cara focus on raw damage and gap closing skills?
SOLUTION: delete this unfair rune that penalize debuffing classes.
-wind, some runes are so op that you can run away from mobs and they won't even load, range classes can run out of range so fast and bug your gap closer skill, hidden assassins can became a formula 1 that don't need mounts, players whit slow pc, connection or anything that can produce a bit of lag will litterally see players teleporting! During grind it's hard to run at the same velocity ending whit the tank starting to run first and arriving last and the healer getting all the aggro.
SOLUTION: DELETE we already have mounts, wind potions, Yimir child what else do we need?
-panic, does anyone use this?
-shield, also if is a nice help for low def classes it has the same problem as cure (balance new content), and is really gamebreaking if you use it on a tank class lets archieve the 100% damage reduction! 75% def archieved whit a bit of refine, shield rune, damage reduction skills (aura armor or steel body for example), the 10% on shield for knights and in pve some cls def runes!!!!
SOLUTION: delete them all
THE GREEN SEED RUNES ERA IS FINISHED DELETE THEM ALL WARPPORTAL WILL STILL SELL RUNEREMOVER FOR NORMAL RUNES THAT NOW ARE UP TO +80.
SILENT CORRIDOR DIFFICULTY
First of all it's a square!!! Second to survive there you need a party of full runed caracters with himmelmez or at last osiris gears, you need a big luck to obtain a single drop, recently the quest is bugged and don't update, no one have reason to do it since cazar is buyable with bp or mp. Now say me who full rune osiris or himmelmez now that they are no more end gears? Just yesterday a player apologized with the party because he feels it was his fault to not be full runed!!! This is something it would never happen!
SOLUTION: downscale the bosses so that a party with not runed himmelmez can kill them with some effort, make every boss a sure drop of at last 1 2*+ gear. You can't pretend that ppl make effort in runing gears that will be usefull only for 10 grinding levels (osiris) or 2 dungens (himmelmez) when they can buy cazar and skipp content. Decrease the difficulty will attract players to complete the quest also if not full runed (it's hard to find a full runed osiris or full runed hmmelmez now and the number will only decrease), make a sure drop will delete the sensation of wasting time.
MORE TO COME
EDIT i added several things I hope you will have the patience to read all
Edited by Shinyusuke, 12 March 2015 - 12:47 AM.