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#839263 How to make professions MAXXING WORTH - UPDATED

Posted by Lagenia on 10 January 2014 - 11:39 in Suggestions

I think my basic idea was clear and most people here read it allready, this is a new updated version i talked with many friends ingame about. This is the new - more detailed version.

 

Q: Whats the point of my suggestion?

A: Leveling a profession should give more except the opportunity to sell items to other player!

 

Q: How do you think you can make this?

A: By ACCOUNT bound items you can craft, once you reached the Level, for the Recipe, in a Profession on any character you own

 

Full Idea:

 

I would really love if all the crafting skills will have special bonuses for every player itself, with ACCOUNT BOUND Items to craft. This would make crafting something you can Achieve and which you really look forward at all levels, everytime

 

Q: What do you think will this look like?

A: This will be a little longer answer with some basic examples for each of the crafting skills:

 

Alchemy:

Alchemy is actually a really easy way to make it very nice for player to level up, as you can make so much things with Potions. Some examples i can think off are for example Potions that doesnt give only 1 stat, but 2 / 3 ... Level 8 Potion gives +5 sorcery, Level 8 selfcrafted Potion gives +5 sorcery +2 vit .... Endgame Crafts could be special Potions which for example make immune to stun for 10 minutes / reduce incoming damage for 10% / give resistance to elementals, which can be useful for certain dungeons probably

 

Cooking:

Tasty tasty food :) what else to say ... its actually the same basic idea like alchemy ... the food can give extra stats, which you dont have on bought food

 

Tailoring / Armorsmithing / Leatherworking:

Here i have in mind to have some kind of special drop from Dungeons / Worldbosses / Heroic Enemies which are very rare (the higher the level ... so less rare for lower level dungeons, more rare for endgame dungeons). For example special crafting stones / crafting materials which are used for creating the Gear.

Best idea i saw from all the input is for the Armor-Crafting Skill, that you can craft a Special DUNGEON BELT. As there are no Belt yet except from random Monster drops i think this would really add something to the game which seems right now is missing. This belt can have either sockets or random stats based on the class that uses it (tailoring any sorcery roles, armorsmithing any melee roles... ) - that way its also given, that you dont have to create 1 item and you have finished the 1 item you can craft and ur crafting skill would be useless after doing it. You can craft multiple items, to always try to improve the value of the crafted belt.

 

Jewelry:

Basic idea the same like tailoring...

Here i gave the thought about a special crafted Charm, which got blowed up by adding a heroic charm to the crafts :) So i think from the point now it is i would suggest a Amulet would be great with 1/2 special roles ... this way its again given that you can craft multiple amulets and need time to get to what you want.

 

Weaponcrafting:

Everyone likes to collect mystic weapons dont you? :) I thought about something that could make it really fun to even do something else than running the last dungeon over and over. As we allready have a Worldboss, this could be the special place for this weapon to take its first steps.

I dont know if there is only 1 Worldboss yet - but if there where 2 or more - each worldboss could drop Weapon-Pieces, which could be crafted together for the Endgame Weapon. And for lower levels i would pretty much prefer the system we allready use for the jewelry and armor parts

 

The End of the Idea

 

Q: Why do you want to make those items ACCOUNT BOUND, rather than just BOUND?

A: Easy way to explain this: Alts ... People that create new Characters for the purpose of other classes only simple dont want to train up their skills again ... and it would in my oppinion have no sense at all

 

 

Well this was my full suggestion i hope you guys like it




#838825 Make group summon more level restricted

Posted by Lagenia on 09 January 2014 - 14:23 in Suggestions

Should leave it for the players to decide if they're willing to take the risk or not. I like lagenia's idea about the warning message/sign but only in some areas. 

 

Well the warnings i only mean for lower leveled players ... so if a lvl 20 player would join a for example 5/6/7 lvl over her own level.

 

And restricting people to party with low level player and summon them would drastically make the trading worse - because now i want something and summon the guy i am trading with




#838818 Make group summon more level restricted

Posted by Lagenia on 09 January 2014 - 14:11 in Suggestions

Well i see ... you dont take feedback anyway - as i allready got told from many players - so i just leave it there and hope this suggestion doesnt make it into the game ever

 

hf




#838814 Make group summon more level restricted

Posted by Lagenia on 09 January 2014 - 14:01 in Suggestions

It makes the difference to me, that i cant go into the good iron areas because im "only" lvl 33 - but i dont like fighting that much and i am more of a skiller ... 

 

now i can ask some friends to just summon me into the cave to get citrine and iron ... else i am forced to farm it extremely slow with the outdoor places which are given for iron and citrine ...

 

 

Well to me it really sounds like - exactly the thing you pointed out - a suggestion to benefit yourself and take advantage of ur "hard" earned level 40 and dont want newcomers to go into this areas ...

 

I know about some areas that are restricted right now ... and this are only areas, which are not dangerous at all, because there are only non aggressive monsters ... like crystal cavern, greenreef lava cavern ...

 

So whats ur point of suggesting - dont let people into greenreef cavern / crystal cavern? other than personal use of it

 

 

and btw ... your last sentence - what difference does it make to you anyway really seems like "how do you care - you can go everywhere anyway ... dont care about others if u can allready go into the areas" ... i care about others - because i dont want a game full of high lvl where low level cant make anything or are restricted as hell




#838807 Make group summon more level restricted

Posted by Lagenia on 09 January 2014 - 13:33 in Suggestions

totally not agree ... seems like a post because someone is afraid that someone else can go into good areas - not only you

 

And i dont see a point why only high combat player should be able to mine good ressources ...

 

I better like the idea of not having this restrictions - just warnings that you enter a lvl xx area and if ur sure to enter or not - and then u can enter it on your own risk

 

 

No one likes a nerf but if it's for the better then it should be implemented. 

 

This change wouldnt be for the good at all ... it only provides YOU for being one of the only player that can mine for example the very good iron spots in the cave with unlimited iron supply ... And why should someone that doesnt like to be bothered by combat be forced to not be able to mine proper? The restrictions shouldnt be there at all ... probably just warnings as told before

 

 

Anyway as I stated in the initial post what is the point of level restricted areas if you can simply summon others to that area and all it cost you was a 10 silver fee. None. 

The point of this restrictions is to protect people from accidently moving into areas where they would get blown up ... Restrictions like this should be with warnings - not with impossible to do it



#838659 Complexe Autoloot Options - Solo / Group

Posted by Lagenia on 08 January 2014 - 23:39 in Suggestions

well the class loot could be based on the talents ... so if someone really specced into everything he would have the possibility to roll on everything - but i think this would get him kicked from group soon if people realise he is rolling on everything - so there would just be the "trusty" mechanic kicking in.

 

But i think most people specced their characters in 1 talent group and not between more - as you need 30 points in 1 tree to get the last spell




#838628 Complexe Autoloot Options - Solo / Group

Posted by Lagenia on 08 January 2014 - 21:38 in Suggestions

I would really prefer a autoloot system for Solo as well as Dungeons.

 

For solo its easy to explain - just 1 checkbox "autoloot on / off" so you just click on the sack and loot it

 

 

For Dungeons there are many options that could be made ... some examples which i really like from a other MMO i play are:

 

Class restricted loot on/off - When on, only classes that actually need this item can role for it (like sorcery stat - only mage / prophet)

 

Material roll on/off - When on, everyone just gets a popup with yes / no ... no = pass, yes = roll ... so people can still roll for materials they want to have and the group knows each other and wants him to have this item

 

Autoroll for everything, <heroic, <rare - usually used for autoroll on green (magic) stuff as noone will use it anyway just for sale

 

Option for what kind of items the rules apply, magic (green) and higher, rare and higher or heroic only

 

 

This option for the group would make dungeon runs so much easier - as there wouldnt be the stupid whining about greed/need all the time ...




#838107 Terenul Rosu

Posted by Lagenia on 07 January 2014 - 15:34 in Suggestions

sry to take you all your faith but the gear doesnt degrade when ur in combat ... it degrades with getting damage ... and the way i farm i dont get dmg except for a few hits sometimes ...

 

Qntal that farmed with me - he is tank - had ~50% repair cost of his set, while i had still only lost ~3-5 durbility from 70/70

 

The only thing that broke was my essence, which i didnt care, as i still have life on hit + full dmg - only vit and sorcery was missing some points

 

And also Zook shares this opinion with me ... and he is (i think) 40 allready now ... no repair if you dont get hit




#838071 Terenul Rosu

Posted by Lagenia on 07 January 2014 - 14:03 in Suggestions

then i have something else ... my gear doesnt degrade ... staff still 100% as i didnt use it - so is my normal gear almost as i dont get hits - only my essence degrades, which doesnt matter as i just let it on 0/64 broken as i still have life on hit and same dmg




#838064 Terenul Rosu

Posted by Lagenia on 07 January 2014 - 13:50 in Suggestions

a lvl 40 mage needs nothing to repair ... because the essence doesnt matter if it breaks - you still have high dmg just some vit less 

 

and thats the only thing that breaks for a mage if he goes against melee enemies.

 

i run with lvl 31 now like 4h without even 50% repair cost for everything ... and a profit of 250g /h is easy in as mage if youd ont repair ur essence every 10 minutes




#838059 Terenul Rosu

Posted by Lagenia on 07 January 2014 - 13:32 in Suggestions

well ... the coin drops stay very low thats right ... but i really think you dont need more gold :P as a lvl 40 is filled with gold anyway from every drop infinite gold for sell ... and not really much to do with the gold - than taking all the ep you can get, as long as not much people know how much unworthy the gold actually is if they would just level up the normal lvl a bit ^^




#838020 Crafted Weapons / Armor / Jewelry - Dungeons and Items

Posted by Lagenia on 07 January 2014 - 09:37 in Suggestions

on crafts i dont want to see random stats ... i dont want a diablo 3 crap clone ... it ruined d3 it will suck here too

 

On drops i would like it so they can vary from not good to mega good




#837995 Crafted Weapons / Armor / Jewelry - Dungeons and Items

Posted by Lagenia on 07 January 2014 - 07:23 in Suggestions

I really think there should be end game Dungeons where you can get your endgame-gear as very rare drops and not doing the dungeon xx times and you have everything for sure - same for the lower dungeons ... i would prefer to buy with the relics fusion powder and probably other crafting stuff for gem production ... but not the sets ... 

 

 

This only makes the Dungeons unworthy and after doing them 5-6 times its done and the dungeon sees you never again ...

 

It would solve so much, if every part (except for 1 like now which can be crafted for example) can drop in the dungeon ONLY ... so for example first boss boots, 2nd boss, gloves, 3rd boss pants, last boss chest ... So more people actually do dungeons ...

 

...

 

Second thing, the crafted weapons / armor shouldnt be the best ingame ... there should be rare drops in endgame dungeons which give you the best items ingame ... not the crafts

 

...

 

and third well .. the Jewelry is a joke right now i really hope you give any thought into this ... a Heroic lvl 22 amulet that is better than the lvl 40 craftable is a joke ... Also every profession got plenty of rare / heroic stuff to make, jewelry got very few rare / 0 heroic ...

The few rares are very nice, but well toooooo less




#837861 Baskets do not hold Pynwood logs

Posted by Lagenia on 06 January 2014 - 20:58 in Archived Bug Reports

perhaps special material log




#837742 lvl 30 jewelry craft needs dense iron ore

Posted by Lagenia on 06 January 2014 - 12:28 in Archived Bug Reports

i just bump it - is it recognized allready?




#837236 Life Steal on Hit doesnt work as supposed?

Posted by Lagenia on 04 January 2014 - 02:45 in Archived Bug Reports

Wow!

 

So I finally got a socketed Lucent Essence and tested it out. You're right, there's something real screwy going on!

 

When I embedded an cracked Almandine gem into it and put it on, it healed for double the health! I then switched gems to a jagged Almandine, and the heal returned to normal value. But when I switched essences to my normal essence and then switched back, it went back to healing for double!

 

Apparently if you swap essences in your ranged slot, when you swap in a health on hit essence, it heals for double somehow. Not sure how it worked, but it worked! Definitely a bug. Good catch!

 thx for proving it too :)




#837021 lvl 30 jewelry craft needs dense iron ore

Posted by Lagenia on 03 January 2014 - 04:55 in Archived Bug Reports

Also the Level 29 Craft needs Iron Ingots - only this 2 recipes are failed ... then it normally starts with 32 to need iron




#836954 lvl 30 jewelry craft needs dense iron ore

Posted by Lagenia on 02 January 2014 - 23:46 in Archived Bug Reports

is it supposed to be that way? it takes the special mat from crystal cutting lvl 16-31 - but the lvl 32+ from prospecting

 

i think there should be a dense bronze ore not an iron ore




#836093 Autostacking is not quite working right

Posted by Lagenia on 30 December 2013 - 18:46 in Archived Bug Reports

i already reported this bug and it is already in work as they told me

 

The problem is, that right now it will put both gathered items into the same bag - so if you dont have room for both gathered items at the same time in any bag it wont be gathered ... 

 

Also if both bags would be full - with 1 single spot in both - it wouldnt gather any of them, because it "has" to place both items into the same stash ...




#836015 serenity doesnt work

Posted by Lagenia on 30 December 2013 - 13:18 in Bug Reports

Allready tried ot on different things - it didnt work to get someone out of stun - it didnt work to get someone out of snare ...

 

 

so what exactly does it work for if not for this reasons?




#835652 Life Steal on Hit doesnt work as supposed?

Posted by Lagenia on 30 December 2013 - 00:23 in Archived Bug Reports

only using 2 different skills - normal ranged attack (as mage) and fireball ... both +30 hp always

 

everything else unequipped for the test its the lvl 25 essence from Garai




#835643 Life Steal on Hit doesnt work as supposed?

Posted by Lagenia on 29 December 2013 - 23:58 in Archived Bug Reports

I have a +15 Health on Hit Essence but i get +30 HP / hit

 

Are there any factors that may push my health steal on hit? usually i have 0 - with the +15 essenc ei have 30




#835642 Radiance Prophet skill

Posted by Lagenia on 29 December 2013 - 23:57 in Archived Bug Reports

Well not sure if bug in Skill - or Bug in description

 

 

it says - Self only - 

 

Stuns 2s 

 

 

I thought it will stun me for 2 seconds and reduce my current threat - as i am used to from other mmos that you can reduce your threat by stunning yourself - but it stuns all enemies around you which is veryyyyy good - but well doesnt seem right

 

 

bug or not?




#835330 High Zoom - Like in SV

Posted by Lagenia on 28 December 2013 - 16:53 in Suggestions

I would really love if you can zoom out like we can on the 2nd Boss in SV all the time ... so much more overview - especially as healer it is a pleasure to see whats going on around the field.

 

 

Will this be possible somehow any time soon?




#834727 Achievment Emote - Dancing Queen

Posted by Lagenia on 25 December 2013 - 21:14 in Suggestions

I would love to see a really nice dancing emote for the Achievment to dance 10.000 times - otherwise i dont see a point in doing it





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