Originally Posted by
Gadwin83
If they REALLY wanted too...one of the best things they could do short of a skill balance would be to make it so melee/magic/ranged/crit scrolls don't stack. Pick one. Part of the problem with our version is too much stat inflation...why multiply the problem with scroll stacking...isn't an alm scroll and one damage type scroll enough?
That would require korea cmon you are not a first time poster if it involves changing the game engine they need korea.
Or better yet...they've already proven they can add in behind the scene stat caps, why not put one on pure melee. Just set it to like 5k and the only ones that would notice would be templars...double dipping +attack and having waaaaay to much int to work properly with the current blunt mastery formula wouldn't be as much of an issue anymore if they did that. Two birds with one stone with that one.
That stat cap was done by korea.
The event server really kind of sucks for testing stuff, because its so far off what any of the servers are like. Compare it to Isen...nobody gets +18 gear there its all capped at 12. Compare it to Jin...only ones using craft weapons are templars and since the +attack stones changed some of them are switching to glacials, and I think +6-15 gear is way more common then +18. Compare it to Ran and people have way more dd on Ran. Plus, unless they've changed something since the last time I did something on event server...there isn't any scrolls on test server, and we all know scrolls favor templars in the most ridiculous way because you can stack melee and magic ones. Whatever they do on the event server isn't going to really apply to any server.
Event server is the best place to test because you can wipe all chars and change the items given in event bag. And there are scrolls but it varies for each race.
All that needs to be done to keep farming relevant is to stop buffing craft crap/spirit stones so stuff you can make via forging isn't all second rate. Well, and stop raping Jin with impossible rates. I'd love to make some more combine armor, and I'd be farming my nuts off right now for some of the new onyx armors if the forge/refine rates won't so awful. I'm not gonna spend money on pres/option stones just to not get anything but fails out of it, if they wanna fix the rates I'll gladly be forging up so gear though. If the gm's are competent at all they'll fix this quickly if they want any of the ph transfers to stick around for any length of time.
The players already have the gear which is superior to forged weapons its kind of too late (depends on your class). The rates on jin I wont comment on because I dont play there. Anyways farming weaps/armour is so volatile which is why I would rather farm quest items and build them into a web-like structure. The value can be boosted even more by making the rewards char bound. (lets say its a ferkhan-esque weapon for example). By doing this it means there is more commitment (of money or time) to your char which makes a player value his char and the game more. Forged gear and boss drops would still be a thing (as tradable but second rate gear) for those who are not completely commited to their char meanwhile an entire server full of chars know the best helmet will be from quest X that requires you to farm dungeon Y or you can buy the items from gadwin83. The other thing I think the game needs is less of a chokehold on the IM and ecash. Playwith has done this with the isen scroll shop and the updated badge exchange on isen. My RNG box idea (which I wont explain in this post) aims to fix that problem in a unique way tailored to a few different scenarios.
Wtf? You accuse people of being hellbent on 1vs1 right after you claim two classes that are more useful in group fights then 1v1 are useless? I accuse people of being hellbent on 1v1s and before that I explain that there are only 2 classes (scouts and sages) that are trash at pvp.
But besides that...no thanks on the options. One of the big reasons they were adding them was to make people more survivable. If your gonna start tossing around attack speed, crit, and wa on them that kind of defeats the purpose of making them. The intent of them was to make classes more resilient, not balance them with templars, because quite frankly 800ish armor isn't going to be noticeable on the 20k+ regs temps can dish out, and 300-350 to your damage stat really isn't going to close the gap much when class x hits for 2k and temps are hitting for 20k+.