Originally Posted by
shannon11
I read your past posts but I only partly agree with you.
About the lvl cap and increase in lvls:
You can get from lvl 1 to lvl 115+50 in 6-8 months if you want, without having to HK 24/7 and without having to spend tonns of money.
Almost all boxes such as time boxes, Halloween boxes, xmass boxes etc give inter resets on quite a fair ratio, It's possible to farm some of those boxes, then spam inters (which take me 35 minute for 10 stages). The rewards from inter such as IP tickets/petfood/sometimes a WM or ASES and so on can be sold for crone, which then can be used to buy more boxes for more tickets. This creats a self sustaining loop that I have abused. Together with a few past events that made players able to do 5 free inter dungeons a day it really isn't that hard to lvl up. It took me like 2 months to lvl a character from lvl 70 to 115+40 with barerly any AFK HK'ing.
Now since most players here have no brains what-so-ever I don't think they came up with a technique like this so it's harder for them, probably costs them loads of $ because they buy all inter reset tickets from the IM. Also doing a full inter run in 35 minutes requires skill, game knowledge and very good gear. but then again, you might expect the veteran community to have those things after playing for 10 years wouldn't you?
Now with the release of PA XP pouches you can just spam PA daily and get +50 in 3 months, which takes even less time, no gear or money at all, with an entrance lvl of lvl 90 it's accessable to everyone so again, getting 115+50 isn' the issue. Relesing new lvls, new skills, new maps, bosses and so on will give people something to do and since getting +50 isn't that much of a hussle anymore, it's fine for me.
Trinity race:
I totally agree the implementation was done in a horrible way but they are here, just like epic/upg weapons and we have to deal with that. At the current meta you can NOT remove trinitys,for example loop/darkloop from rumirs is mandatory for inters (not to mention pvp dhan crits neglection lol), updates mirror dungeon xping and boss killing. Also rumir heals are way better than priest time, in cooldown, casttime and strength. Also rumirs are able to heal a lot whilst being very tanky (priests are either vit and tanky or psy (to heal a lot) but die 1 hit). So having a second support class is a good thing.
Noirs are still strong but not broken anymore like they used to be. Your other points considering their weapon, not being able to sell them on the EM etc etc. those are all issues that the Dev team could adress (but they don't) this has less to do with the actual class being really bad but more with the devs being sh1t. They should have fixed those issues before implementing trinitys but hey, removing trinitys all together is not the solution, fixing their issues is.
Balance:
Having lived through the entire templar era, I can say that things are more balanced now then they were back then and also more versatile. Yes dhan damage is broken but loop negelects all their damage which is a very easy counter measure. Yes people can deal 1-2 million damage in pvp but those are rare cases which require single or even double darkloop on the target and attacker as well as ranger ulti and other damage multipliers such as antipot from noir or ranger which all combined boost damage output easily by 1000%. In general it's rare to get the combination of all these skills off on one target specially considering there are many ways to prevent half of these debuffs to end up on a target such as rohas blessing(guard), shadow(avenger), or Spirit (rumir) which is an AOE party buff.
The koreans wanted more party based pvp (that's why buffs are now all party based) which is exactly what happened, they wanted more viable classes, they also got that fixed, avenger/predator/noir/ranger are good dps classes, rumir and priest both have strengths in pvp and pvp, support wise, guards are annoying CC BOMBs with good damage output if they can charge their combo (which is how it should be dmg + supporting CC). I do agree that some other classes still require attention such as mages which aren't true supports but neither deal enough dmg to be a damage dealer, althrough their CC and debuffs are still really good for group pvp. but then again I still prefer this meta over the templar meta in which 1 class was superior to every other class in pretty much every way.
Currently the GMs are trying to figgure out how to deal with PVP and PVE defense which is the next big thing since DD is capped. Introducing this layer of defense is very good but one should be careful people can't get too much and become immortal, this is partly fixed by the pet that gives 35% pvp attack, which will basically negate the PVP def from opaniels so you reach a break even point when you have both on 2 people who fight eachother.
The most important question for me and many other remains, how to deal with the weapon system. Almost all items beside ear/eyes and weapons are renewed (in a fair way I'd say althrough I strongly suggest to put 30% PVE defense on onyx sets to balance out the increased PVE damage). Since upgraded weapons are part of the game and currently basically run on a black market circuit which only allows players with connections and a big wallet to buy them is wrong. This can all be changed by implementing onyx upgrades in game via the ways I suggested (through bosses and time boxes and events). This will give, over time an endless supply of weapon parts which will gradually drop the price of the weapons and give new players a chance to obtain them as well without having to sell their kidneys.
The stats of those weapons would remain open for discussion. I would suggest a randomizer on stats such that weapon parts differ in stats just like the ones dropped from monsters this will increase versatility as well. An example of this below:
Katar part 1:
Stats that are Always on every part (randomizer decides the amount) (max 5 or 6 stats on a part, 4 set stats 1 or 2 randomised)
Agility: 50-80
Attackspeed: 8-12%
Critical chance: 6-8%
HP %: 25-30%
Chance to get these stats via a randomizer:
PVP attack: 3-6%
PVP defense: 3-6%
Mobility: 5-15%
Mana:10-15%
Vit: 50-80
Something like this should be done for every weapon and every weapon part. The current upgraded weapon stats should be taken in account as well as the gear and skills that are currently here and that are yet to come. If these things aren't taken in account and the weapon parts aren't very carefully balanced, the whole system will go to sh1t.
GM' shouldn't do the balancing, a team of veteran players should be the advice commitee for the GM's and design the weapons. The issue with this suggestion is that this has been tried before and failed, mainly because the GM team is not open for the discussion with players but they keep all information to themselves while making decicions. GM's do not come close to having the same knowledge about this game compared to some of the veteran players.
Another thing why this failed is because the GM's do not know who to believe and who not, there are too many r3tarded forum trolls, kids, degenerates and what not that just throw useless, dumb argumnts/info around that isn't thought through. It's very hard as a GM to make desicions based on having 80% noise and 20% usefull information.