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Dasan

Member Since 01 Dec 2013
Offline Last Active Dec 21 2021 19:23

#928498 [My compilation] - Making random rolls fun + Sacks + Gems

Posted by Anameisaname on 14 April 2015 - 08:52

What have we learned from the recent 47 weapons? People don't like to work for a possibility of nothing!
 
The new 47 weapons are only better than 45 fabled weapons if all 3 rolls end up being exactly what you want, that compared to the high price results in people being disappointed because they got nothing for their work. 
 
But here's the deal, the most probable reason for the displeasure is this mindset of thinking:
 
"I have to grind for weeks if i can find a group to maybe get enough flakes if i win rolls to craft this weapon to maybe get a proc i want"
 
See the many uncertainties? 
 
1) Maybe can't find party 
2) Maybe won't win rolls
3) Maybe won't get good proc
 
All this in combination with high amount of time/money needed makes people not even want to try, especially because the reward is low. Why is reward low? Because fabled weapons are almost as good as the best possibly lvl 47 ones..
 
 
But do you remember at the start of the game, even up to level 45, you had these awesome items that can drop and proc amazing stats! It was fun playing because you never knew what you're gonna get!
You didn't have to pay for them or grind materials, they just dropped whenever.
 
Look at this magnificent bastard, and it's not even the best tongue.png
 
WYxevUk.png
 
Now i'd like both drops and crafts to be Best In Slot, why? To appeal to grindomaniacs and craftomaniacs! 
 
For example, if we count belt as part of a set, let's say 3 armor types of a set drop in a dungeon and 3 other ones are crafted!
 
Example, crafted and dungeon drop:
 
NOdUpUo.pngRlhCETo.png
 
 
Did i mention a few of the changes i made to these items?
 
 
1) The removal of shit rolls - it will be hard to get a good number for a roll but you never get something you won't use on an item!
 
2) Addition of gem slots - thought health and mana regen gems were useless? Not anymore!
 
3) More variety - spell power on a glove? Heck yeah!
 
 
Now you may want to ask.. Do these hard to get best items make it harder for newbies? 
 
Nope, and here's why. There is always a low proc on an item like this
 
I69qsWS.png
 
 
When you get that you... Put it up on auction house for real cheap, a newbie can buy it and be ready for dungeons. 
 
 
Another thing i'd like is something like this:
 
XtWXOkX.png
 
I'd like new gems to drop from the level 50 dungeons to give incentive for people who currently have best gems to play! 
 
These aren't a replacement for normal gems but go in combination with them, that way your hard work isn't deleted but you still have something to work for! 
 
Maybe even make corrupted gem slots that only hold them and not normal gems? (cows plz)
 
 
Now a small suggestion:
 
MOSYkaI.png
 
Bigger sacks! Make them craftable back and forth using gold for example and some high level rare materials.
 
I have like a lot of sacks but it's hard to regulate them all, and it's not fun spending an hour playing around with my inventory and then having to do it again tomorrow. 
 
 
Another suggestion, legendary amulets!
 
R4oPahi.png
 
Look at all that space! Imagine putting a tongue of the boss you killed there.. Or the heart core of an ancient being.. mm 
 
Anyway, these legendary amulets will drop rarely on any boss lvl 50+, they will improve certain stats and possibly talents!
 
Also half of them will be crafted using rare materials from bosses or daily/weekly rewards.
 
Maybe even teach you a new spell.. Possibly? 
 
These maybe shouldn't have random rolls because they are very rare, maybe only roll a certain number range but that's it.
 
Better Bosses!
 
I'll keep this one short, more bosses like the purple arg stone guy who throws rocks at you and you have to move to not die, less bosses like the kaur arg boss that does nothing.
Treya is good for healer/tank, boring for ranged dps..

 

 

 

Revamped LFG system.

 

The easiest way i can think to do this would be like this: You select which dungeons you want to do, click apply, you are now listed as available to invite for those dungeons and anyone can invite you to their group. Same thing if you need members, open the LFG window and check who's available, inpect and check out their gear, invite.

 

Hell i just got an idea, you can use the friend system interface for a new lfg system even.

 

Au4f0WD.png

 

 

Daily quest Crafting Tab

 

Explains itself, daily quest items will be in a specific tab, to make it easier to do them. No more double checking the quest guy or keeping a list.

 

IFR7Wzm.png

 

 

DPS test dummies

 

Put a few dummies of different levels and give the lvl 47 one stats from treya for example, make them respawn fast and have quite a lot of hp, at least 200k.

Why? To easily test out dps! See if different builds work, what's difference in autoattack vs spell use etc.

 

 

Triple talents

 

Ever wanted to switch between being a mage, healer and a prophmage only by swapping your weapons? Multiple talents should allow LFG proccess to be quite a bit more enjoyable because now there will be no shortage of healers or tanks and everyone can pvp with the build they want!

 

Anyway that's about it, if someone is against random rolls please say how would you fix the problem of no content after getting the best stuff, which already happened. People can currently get best armor in less than a day, then the only thing they gotta grind are gems, but tanks for example don't need best gems because of a really low cap.
 
Addition of random rolls and making dungeon drops and crafts BIS means people can play and always have the thrill of the hunt, a piece of gear with amazing rolls can always drop! 
 
Crafting will be more important than ever and resources will be getting used.
 
 
 
So.. how do you like my suggestions? Please note if i made any mistakes and feel free to rate my amazing paint skills biggrin.png
 
I tried to make my suggestions very easy for cows to code by the way!




#901973 Should HCS add more Story Modes ?

Posted by Neceini on 18 November 2014 - 21:41

I voted yes.  I am very much a solo player.  I enjoy being able to trade, chat with friends, help lower level players thru dungeons when i can and generally interact with other players in the game.  I very rarely get a large block of uninterrupted time where I can commit myself fully to a group dungeon.  I feel that shouldn't hold me back from being able to get at least some of the decent gear in the game.  I am fine with Story Mode giving less loot and less relics.  That makes total sense to me as a solo vs. group dungeon.  I understand I will have to run the dungeon solo many more times to gain the relics, but that is a choice I make going solo.  

 

I also disagree with taking away the weekly quest choice in the story mode.  Again, as a solo player I believe I should still have the ability to get things like flakes so I can eventually get my gear together.  Maybe a suggestion is to make the weekly's limited to once a week per account, instead of per character (so each player can only do the weekly once, instead of once on each character)?  Just a thought!  :) 




#900347 Trappers Atoll - REVAMP!

Posted by Mongo on 13 November 2014 - 14:08

I would also like to see all valor rewards removed from anything that is not pvp. Valor was meant to be a reward for pvp, not picking freaking berries or mining a rock 50 times.

 

Foragers get valor for non pvp, if you wanna do this... give pvp players artisan rewards per kill too. It would be just as silly. :P




#895180 [STEAM] related suggestion.

Posted by xpwaste on 18 October 2014 - 08:50

Do not launch just now, there are many things that are yet to be implemented to able to make eldevin a time spending worthy game.

Though you might launch now, i am afraid that withing few weeks, or just a single month the steam community with discard the game as "un-finshed, un-balanced, no end game.".

 

Suggestions:

  • For PVE

1. Guilds

2. Auction House

3. Class balance

4. End game

5. Open world grind-able content

6. End game progression content with variety.

that for pve.

 

  • As for PVP.

1. Need progression for pvp.[ i.e. something you can gain by spending so many hours on it and not just vanity.]

2. Need more CC and counter-CC

3. Need more challenging/interesting class playstyles.

 

  • In general

1. Even though i hate p2w models, im fine with it as your providing everything to anyone who hasn't spent a dime. This may bite you in the a$$ so i suggest you take a look again at your cash shop. Specially at the gold chest, that for some would the ONLY reason not even bothering with playing the game.

 

2. Need more vanities, yes more awsome,dark,secret,beautiful,shiny,show off,reputation grinded,world boss kills,end game raids[or dungeons in this case], and random open world content vanities

 

3. Re-model your mounts. This is not a child based MMO and the story quest has no reference to anyone with a flying cape, or a helicopter cycle.

 

4.Make things more fun, it might be tough to achieve but to able to retain players you need to make your content fun and challenging.

 

5. Replability. MMOs are not usually one time buy ,finish story quest and move onto other games.

you need to add replay ability so that the players are kept engaged even after they complete/clear the end game content.

 

The points marked in RED, are imo more important and should be at top of priority than others.

Good luck in your en devours devs. :) 




#894449 Funky views in Nidaros Lab

Posted by Mongo on 14 October 2014 - 20:54

Can not zoom out as normal when using the alch bench in Nidaros. I think it is because I am squashed between the bench and bookcase. :D

 

view1.jpg

view2.jpg




#888238 Downtime

Posted by ZeusIV on 03 September 2014 - 12:29

When the client was new and you tried to get into the game during maintenance it just gave an error about login failed i think. Checking now there is a rotating golden balls thing lX4sENK.png which it pretty but not very helpful. Couldn't the client not poll a server and display something like 

HzNvg6a.png

 




#880021 Hybered Weapon's Revamp - redo

Posted by HuMoR on 20 July 2014 - 11:31

i like the new wepons and new rolls :)

Its great to see ranger with 2h sword with 800 ranged attack power roll on it.
  Take that sword and take 2x rangers knife and do the math, its not so OP + Do ranger have some 2h wep ability in build, NO...
but he can use sin dual wield skills.

Leave it the way it is....

Now lets look at the fact that a person can easily hit perfect ranger crit+ perfect ranged attack power on a rare weapon from 2 rolls..on 1 weapon..these rolls alone are making them better than fabled weapons. This completely devalues real life money and time spent building up gems in this game. 

Even HCS has to agree with me that they are broken and OP.
Nerf heroic cb for having 1% more dps then a crafted essence, and then throw in rare weapons...that 1 alone can give you the stats of an entire fabled set. Legit rare shield lvl 45 same base stats as a star shield...+ 550+ mage attack power,ranged attack power,melee attack power...>_> and its rare and star shield is heroic. This is far from fine...its a smack in the face to those who pump hundreds-thousands of dollars into the game for ep to pump gems up. 

The people who havent spent a dime on ep for gems seem to be fine with this..how could you not be,you just got your perfect gem in 1 day whent the rest of us just spent 7 months to get 1/3 the way there.




#876517 Change accuracy pots

Posted by Mongo on 29 June 2014 - 14:06

not sure if acc pots will make noticeable diff :P

 

Hmm maybe Das. Give me 100% hit chance and I would still miss though... I'm so noob, that if I fell into a barrel of tits, I would climb out sucking my thumb.  :P




#875742 Traps in Trappers Attol

Posted by ernzor on 26 June 2014 - 00:04

Make setting/laying/springing traps in trappers atol a new skill.

 

They would go up in severity as skill in it goes up in level.

 

Lvl 1-7 basic snare traps

8-15 snare with a bit of damage

16-31 snare with slightly more dmg

32-39 etc

40-48 etc

49-50 spike pits (instant death)

 

So as you lvl up the traps they get better.

 

You would get trapping xp from laying traps and from someone falling in them.

 

You make the traps with smuggled resources (wood etc)

 

Low level traps would look like shrubs or things.

 

Higher level ones could look like nodes of resources (would have to use smuggled resources of that node to make it look like it)

 

You can walk over your own traps without triggering them as you know its there, this way lower levels could escape higher lvls by sneakily leading them onto traps..

 

You can only set one trap at a time.

 

Your traps disappear if you leave TA.

 

You get smuggled resources in your pack automatically if someone dies while trapped.

 

Just a bit more fun for ppl in TA :)




#875387 PVP lvl cap

Posted by xpwaste on 25 June 2014 - 05:53

Just to be clear. 

 

PVP is for end game usually.

 

 

Haters gonna hate anyways.

you all can come and see me getting slaughtered in rift pvp atm. but I Don't whine because i know that i need to practice and learn the game more to be able to kill someone who has spent more time than me perfecting his/her builds.

 

Edit: I ain't highest level there so if someone, even if he/she is 1 level higher than me , kills me with ease. I know I have to level up so i can be as good as him/her.




#872411 Giant concerns and suggestions

Posted by HuMoR on 09 June 2014 - 14:48

This thread is not for attacking HCS so do not band wagon with individuals and attack them,this is about suggestions for possible directions the game could head in.

Ok so I would like to start off by saying I am not attacking HCS in anyway and that it is their game so they can choose what they do to do with it. 

But I have concerns for the current state of the game and its limitations regarding templars,mages,even prophets yes and fabled weapon sets and world bosses/pvp.
 

TL:DR classes need to be rebalanced fixed,fabled weapon sets need buffs to be desirable,world bosses,pvp and toc need to be redone,reworked and better rewards.


Templars-regardless of the lvl aggro/threat is a very big problem for most from what I can see,statements have been made on things that can be done adding threat to implale(by  a dev) fixing inciting cry(player base) or even adding extra threat productions onto already existent skills. Why not just do them all? it can't cause any harm unless over done to make it op and not a challenge,do all in moderation to create a larger variety in build possibilities. change or difference isn't wrong I advise it as no one wants everyone to be exactly the same, we need variety.

Mages- what once use to be a great class is now a dead class,has been shadowed for a while but this class is in all honesty dead,the least populated class in the entire game and for a good reason,it stinks now not good at single target dps and not even comparable to other AOe classes,and even has dungeons that decrease its damage making them even more so less effective then other classes. (decent at pvp but as pvp isn't a truly populated area you can see where the problem exists not being good enough for pve and pvp not being fun for it to be used.). slight buffs to its dps or even a decrease to its cd's could be a easy fix just try to balance it out so people actually play it again.

Prophets-great class truly dominant in pvp,but also very limited on what you can actually use. you are forced between 2 choices in all honesty for this class and they are basically identical builds a haste build speced for  healing,or a pure heal build with slow rotations based off pure healing,due to moves not being able to crit for this class(some moves) a crit build isn't a viable option for most. need more variety throughout the classes. 

Sapphires- this again a big problem for the current state of the game is the healing class is detoured to specing into a different styled class as mage stinks so they are forced to spec a different style and regain armor from scratch some leave the game in the process it needs a fix. Sapphires need a nice buff to become even considerably effective,as its current ratio to haste in beneficial scenarios is what, 99-1%? it needs a buff.

new possible gem- as discussed in world chat for a hour today and in private with individuals, this gem should be a haste gem and should be postponed till classes are moderately balanced and fixed nicely. a new haste gem can only help all classes as it gives more variety and possibilities.

Fabled sets- This is a big end game killer at the moment. The set bonuses aren't beneficial enough if at all for classes to go for them at this point in time. few reasons for this are rolls vs gems. I'm not saying to nerf the rolls at all so don't do that lol would kill a economy of its own. But for all the classes there are current builds where fabled set are a downgrade and that's a problem. These sets should be focused on benefiting the class style they represent by what it is not a individual build. These sets are all based off the current offensive status of every class except for templars.

Prophet= 2% extra healing,3 sockets that with perfect gems can be 8% total extra healing and that is at perfect. so losing 18% haste cap for this is very...bad and makes it undesirable.
Mages- this focuses off its only real damage sorcery dmg,and doesn't help on low dmg high haste built classes as they need higher haste or even pure crit builds that focus on crit speeds.
Templars- 2% extra def is kind of backwards as you will lose out on a high block rolled shield and be forced to now buy gems and such for a upgrade to stats that are less then the upgrade to a gem.
List could be continued surely with rangers,warriors and sins but I'm stopping here.

The fabled sets need to be more desirable without making them madly op,if this doesn't happen ascended dungeons will continue to not be ran by more then like 10 people. Most players at end game just say the set bonus isn't worth the time spent in doing dungeons and refuse to run them making less runs possible for those who would like to run them. 

This is not a rant,it is just based points off the current game that need to be looked at.
This last part is obviously just a suggestion for world bosses and pvp.

PVP-some rebalancing is very much needed for this to become populated,I won't name off classes or nerfing but there are basically 2 classes that are tanks in this game atm and when it takes a entire team just to attempt a kill and still not succeed it becomes irritating. when it was 5v5 you could actually kill this class i"m speaking of with 4v4 it is almost impossible, not enough dmg being dealt to make up for the regains. 

World bosses-Needs a giant revamp,its dying more so now then ever. a lot wont even bother with this event anymore and refuse to until its changed. The problem is right now there are no world bosses in the game yet(until plasma lord comes in) right now there are only raid bosses and they lack mechanics,incentives,and pleasure. There are tons of things to be done with these current raid bosses to make them fun for all who group up to go against. World bosses we need them,this is the enjoyment that entire servers come together for to slay a giant world boss for all to be rewarded for their efforts.


Make new armor sets for world bosses! make them = to or even better then dungeon sets and make them far more rarer and unique and tiered to the players lvl. so if a lvl 5 gets the rare drop its a wb set lvl 5 heroic set piece or a lvl 20 kills it gets a lvl 20 set piece or such. This gives more variety,more incentive,enjoyment and sense of accomplishment. 

ToC- again a large part of the game,but very inactive due to the same reasons for the 2 above,no incentives,rewards or enjoyment coming from it. this too needs its own sets tiered by lvls. and to be somewhat more rewarding for the time consumed by it,instead of a giant repair bill and lower gems. with that being said i enjoy toC but...it shouldnt be a op gem dropper like it used to be.

people aren't realizing there are tons of end content in the game already they can do,the problem is there is no reason to do them right now other then raid bosses once a week,which is a giant issue.
 




#872394 Aoe skills for assassin and healers and tanks.

Posted by Alteration on 09 June 2014 - 11:44

I don't think giving aoe to all classes is the solution.  Add elite mobs that have 50k-100k ish hp, but have 3-5x the drop rate of sellable gear, and cannot be grouped together.  I still have fun (occasionally) whenever I want to test out/enjoy my godlike single target dps on the vampire cultists in Bochdaen, and I'm sure I'd do them more if 1. the respawn rate was not retardedly fast for things that can slaughter you quickly while preventing your escape 2. they actually dropped fusion powders 3. they actually dropped sellable stuff.  

 

In other words, mob/content diversity, over making every class an aoe class.  




#872397 Aoe skills for assassin and healers and tanks.

Posted by Alteration on 09 June 2014 - 11:50

all depends on build, tank, healer or sin with aoe focused build can farm things easy too, cause i tested it. Sin with maxed spikes and concotion is monster in killing mobs. So all is about build, if u will focus in single target as sin, dont wonder u cant aoe farming. But im not against some buffs/changes in trees for more aoe ability, just saying that buffing some classes can make them stronger in all aspects than other ones :)

Prophet with just 15 into mage is a monster for solo aoe grinding.  All about what you prioritize in your build.  




#870856 Why I'm Upset About Templar Changes

Posted by Susej on 30 May 2014 - 20:44

Agreed in all you said, still hybrid tanks took a huge hit with despair...

 

SO IMO all tanks suffered from this update.

 

So mostly a bad update




#870854 Why I'm Upset About Templar Changes

Posted by Alphamale on 30 May 2014 - 20:26

W/e all reroll dps templar not needed/respected here 






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