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#953353 Hybrid Classes Improvment

Posted by Munnak on 17 November 2015 - 16:20 in Suggestions

I understand your point, but the bigger drop table would be nice since it would require more time spent in dungeons and would improve players trading. By the PvP optic its really annoying to run pve to get the set you need. Thats why PvP arena Currency exist. It should be separated pvp sets from pve sets and at the pvp sets i understand that the enchant thing could work.

Whatever.. you guys got my point and Im glad that the community seems to be supportive about an improved system.

:D




#953337 Hybrid Classes Improvment

Posted by Munnak on 17 November 2015 - 14:14 in Suggestions

I know you(redsmokeboy) are thinking PvPwise. It really needs balance... The overpower of the mage class is really normal in some less complex MMOs (some the mage is pve-leveling/farming-machine OP and some they are pvp OP).

But to balance, in eldevin, we don't need to tottally nerf the mage. What i see here is that the other classes need to be buffed.

And with an introduction of a better itemization its an possible way to buff them and create new playstyles(not new classes).

Probably after the itemization it would appear an 2 or 3 PvP preferable builds, but, if done right, it will not be so hard to every build have a chance against others.

I havnt ever seen an MMO that the PvP is fully balanced. Always it will have an outstanding class (normally mages or rogues).

The most balanced games that i have seen used an PvP exclusive attribute that balance more the damage taken from other players. And the balance was not perfect cause there was 3 or 2 OP builds.

And I was thinking PvEwise when I wrote this topic(cause im not a pvp fan, but i understand the importance of it).

My point here is that the actual items are flowing in a straight simple line and evolving it could be the way to solve a lot of limitations, boringness and unbalance. And I deeply agree that the augment idea to change weap dmg is not good. The augment could be a good one if its to add more customization to weapons attribute, but if done wrong can bring up a lot of problems.

 

The thing is: Create a new kind of itens! We have here the Tiers of dungeons and craft. We could get some kind of Uniques that dont are from an tier set but have unique properties that do exceptional things. And add new tiers that are not dungeon currency, and are boss droppable. This ones could be the Lore Tier sets, since it would be parts of bosses transformed into equips.

And, of course, rearrange the talent tree.




#953286 Hybrid Classes Improvment

Posted by Munnak on 16 November 2015 - 17:15 in Suggestions

Hi.

 

I'm here to bring something that i was thinking about.

While planning my playstyle and trying to figuring out how i wanted to play this time, I got really sad when i saw that the talents are not class limited but still there is no room on creating an efficient and diferent playstyle. The talent tree is free but if i want to play i need to stuck at the path of one class and mix a little nothing of a parented class.

My suggestion to a more viable hybrid class are two. The first is the obvious:

- Rearrange the talents and maybe add some new talents to the early tiers (i think at the 4th tier is where hybrid would stay).

 

- But to get a complete hybrid you will need to give them support through the thing that i think its what we need here: Itemization. Items that have stats req of an hybrid playstyle and max tier weapons that supports all playstyles (xbows,bows,gloves,claws,swords,everything that you can imagine). And at itemization you will bring up a lot of dynamics, cause an item could have an skill cast on hit or have and unique skill imbued at it so you get a new skill while equiped.

 

Alternative playstyles:

-Unarmed: A glove that give you an bonus to unarmed damage and some of the actual skill adapted to be used in unarmed playstyle. Maybe another glove more powerful that gives the bonus% to unarmed and and hadouken stun skill. (this playstyle would be good with an improved melee haste)

 

-The Arcane Archer: An playstyle where the ranger dps is based on spell and ranged. It can be a more Healer and BeastMaster, where it buffs and heal its pet and do its dps through some enchanted arrows. Or an ranger that have a really improved elemental techniques and hunter traps.

 

-The Cleric: An Off Tank Healer/Buffer playstyle. Where its like the templar but with the focus on Buffs and DPS or Off Tanking.

 

-The Ninja: An different assassin focused on throwing shurikens and claws. With shadow teleporting or something like this.

 

-The Druid: An playstyle that can involve some diferent roles. An shapeshift item skill for melee dps. Or a nature magic user, so focus on some elemental damage and over time healings. or some like this... this one would need more work, but the shapeshift thing i know its "easier" to apply.

 

Anyway i think you got it.

If you guys are thinking on making something like this let me know so i can get sometime studying the trees and itens and help you with something that will get more dynamic and good.

 

bye :)




#953281 Disc Animation Bug

Posted by Munnak on 16 November 2015 - 16:21 in Bug Reports

Hi...

it was an specific bug that happened to me right now.

i was doing the quest "Public Enemy" and there is a part where you have to spy on a guard.

I used the quest item "Spy Telescope" while i was still on my disc and when i start to walk the animation got weird. The disk was still under my feet but the char was running. I dunno if it was a common bug or if it is a realy rare ocasional bug. Nothing annoying and crasher but i tought it was worth a feedback.

 

:)





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