forget dd on weapon, get block rate too
Printable View
forget dd on weapon, get block rate too
I seriousely have my doubts that the guys developing this game have any idea how to even play it other than just adding Armors, Weapons and Accs with all atk, all stats and HP. Maybe giving 2-3 special roles to each job would make the game more diverse. But hey that is just my idea of a better way to see it :l
Yeah but at least keep things like the Onyx Armors with Int/Str/Dex sets different so each class takes the one it needs. Popping out all stats is just plain bad plus they could at least offer Accs not as OP as Boss drops but enough to make players with boss drops work to plus them higher, adding more insane items will piss you end players off and disappoint low geared players like me cause we work to get to somewhere but just when we are almost there they end up releasing harder to obtain stuff that always require more work. The game ends up being stupidly pointless.
Maybe making the Rahkon Dung Boss drops R1-5 combine you know those out dated drops and make something solid with lets say Feather +10 stats with some additional str / dex / int that would differentiate them. Ofc this would be used as a new recipe in the Recycle system just like the Boss drops.
One of the biggest problem I have seen that this game has and all the others I have checked out don't is the difference in power between a High end player and a player that worked his way up plus the time requirement for both is a stupidly big gap.
Some of the armors are gone right (means no more selling) ...??? like the FATE sets (w/ acc).... like the Golden castle Costume also and acc....
fading away 1 and another.
I guess we are just get used to the upgraded items, but time comes sure things in this game will be balance
Why developers get all the blame for this? If someone is in charge of everything about the overall game mechanics, it's the game designer not the developers. The developers only do what the designer dictates them to do. The developers just bring to life what the game designer wants to happen in the game.