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please do something about this wee issue ^^^^^

<3 <3

Statistics: Posted by Stormy — Mon Oct 16, 2017 10:10 pm

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Dw's ARE the melee speed class.. thats why they had received the 29 agil fast swing buff while every other class required 39...[/quote]

Dear Neptune..

wasn't it also RANGERS that got fast swing buff at 29agility? AND why is their so much talking about speed classes while theirs no mention of how fast rangers are with rapiers,swords,shortswords,blades

Statistics: Posted by Stormy — Mon Oct 16, 2017 10:07 pm

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Paladins inner strength needs to be similar to fierce warrior, as warriors remain superior in every way.

Statistics: Posted by Loki — Mon Oct 16, 2017 9:06 pm

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Just my opinion on it, keep up the good work though.

Statistics: Posted by Kev — Mon Oct 16, 2017 8:00 pm

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Raids -

Buffing or healing would turning a more full time job since buffs and healing would be on a timer. Players would have to spend a little time basically before they could rebuff a tank. So timing buffs or buffing more often to ensure tanks are getting buffed in time. Also would make healing a little different. You couldn't just SPAM heal a tank. Your would have a cast timer and would make tanks have to med if not being healed in time or not enough healing done. May have to have 2 healers alternating in order to get enough heals out. It just would be an easy spam heal on autotarget as fast as you can to keep a tank up or if a monster starts beaming someone else instant spam heals won't get past that. Healers would have to be on there A game to get a heal off in time.

PvP -

Make all spells only usable off as. With buffing others that are in PvP you go i to pvp at the start of cast. And since those spells would have cast time and instant PvP mode someone could attack them making them trans, move away, or heal (canceling buff cast) this wpuld eliminate everyone complaining about spam buffs on buddies during a PvP fight.

Some times I see fit (cast speed ans velo reduces more)

Mederi - 2 sec

Sanatio - 4 se

Str - 4 sec

Velo - 4 sec

Pally buff - 4 sec instant on self

Invis - 2 sec

Statistics: Posted by The Crimson King — Mon Oct 16, 2017 4:11 pm

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Agreed. I Would take an I don't like it from him but I would hope for a little explanation as to what it is he don't like and or may like. I tho k alot of people truly like this idea and with just a little feedback from him we can modify the idea!

I also agree. I want to see this game GROW everyone talks about how certain things hurt the game and hold it to that. If we just all work together on coming up with ideas that don't affect anything that we have already achieve and add to the whole of can and give incentives such as BKPs that are ndnt and won't affect Anyone but that char. Do thus and there wouldn't be a loss in players and would also bring new people in.

Statistics: Posted by The Crimson King — Mon Oct 16, 2017 3:37 pm

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Set base % lucky chest pull to 10% or 1/10 chests pulled has a rare item. (Or set percentages of chest containing items based on chest wooden 1/2, iron 1/3, mystic 1/5, spirit 1/10) you guys let me know what sounds better. Below are what the chest % of ilvls they can drop (all chests can drop all items!).

Wooden Chest:

80% chance for random ilvl 30-69

18% chance for random ilvl 70-79

1.4% chance for random ilvl 80-89

.45% chance for random ilvl 90-95

.045% chance for random ilvl 96-100

.0045% chance for random ilvl 101-108

.00045% chance for random ilvl 109-120

.000049% chance for random ilvl 121-129

.000001% chance for random ilvl 130-140 (which is ilvl 130 Vis Gladius, Sun Staff, Moon Staff and ilvl 140 Black Cloth)

Iron Chest:

65% chance for random ilvl 30-69

30% chance for random ilvl 70-79

3% chance for random ilvl 80-89

1.8% chance for random ilvl 90-95

.18% chance for random ilvl 96-100

.018% chance for random ilvl 101-108

.0018% chance for random ilvl 109-120

.00018% chance for random ilvl 121-129

.000018% chance for random ilvl 130-140 (which is ilvl 130 Vis Gladius, Sun Staff, Moon Staff and ilvl 140 Black Cloth)

Mystic Chest:

50% chance for random ilvl 30-69

40% chance for random ilvl 70-79

6% chance for random ilvl 80-89

3.5% chance for random ilvl 90-95

.45% chance for random ilvl 96-100

.045% chance for random ilvl 101-108

.0045% chance for random ilvl 109-120

.00045% chance for random ilvl 121-129

.000045% chance for random ilvl 130-140 (which is ilvl 130 Vis Gladius, Sun Staff, Moon Staff and ilvl 140 Black Cloth)

Spirit Chest:

75% chance for random ilvl 70-79

15% chance for random ilvl 80-89

8% chance for random ilvl 90-95

1.8% chance for random ilvl 96-100

.18% chance for random ilvl 101-108

.018% chance for random ilvl 109-120

.0018% chance for random ilvl 121-129

.00018% chance for random ilvl 130-140 (which is ilvl 130 Vis Gladius, Sun Staff, Moon Staff and ilvl 140 Black Cloth)

70 Spirit Chest:

50% chance for random ilvl 70-79

30% chance for random ilvl 80-89

15% chance for random ilvl 90-95

4.5% chance for random ilvl 96-100

.45% chance for random ilvl 101-108

.045% chance for random ilvl 109-120

.0045% chance for random ilvl 121-129

.00045% chance for random ilvl 130-140 (which is ilvl 130 Vis Gladius, Sun Staff, Moon Staff and ilvl 140 Black Cloth)

If we make all chests drop all items. You could link this event to the Exp Event which if using my added idea in the Exp Event where new accounts get 100% exp this new players can benefit from exp and the possibility of getting decent items which will make them probly want to play longer through the event and stay after it's over. (Events aren't just to benefit people playing we need to get more people and new people online all at once for better player base).

Now the first thing I can see is people saying well with high percentages in spirit chests people will be camping them. To solve that problem make 100% redo chance Full PvP and maybe a timer after so long in the area your popped out and can't get through Mystic bars (where you have to say animus to drop them) for 5 mins if Redo chance or time out popped. Make the spirit chest area where you trans into this way and then make the second floor of 70 spirit chest this way.

Let me know what you guys think!!!

Statistics: Posted by The Crimson King — Mon Oct 16, 2017 3:28 pm

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I mean if you don't like the idea then i'll rather see him say that then to avoid it by not even commenting on the post. Literally saw him insult someone a day ago about portals at t1......

*sigh* sometimes things in this game doesn't ever truly change at all regardless of how good you want to see it grow.

Statistics: Posted by Skender — Mon Oct 16, 2017 3:20 pm

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Also like the idea of double monster inventory drops! Just wondering though if the mobs drop double, that's just double the normal drops though, because I thought it was a % rate that a monster spawns with a rare drop? So is double inventory really gona increase this? Can't we just have him up the % a monster spawns with a rare drop? If we double the drops cons is going to be FLOODED with rings, propping items, reds, max ams. I say just increase rare item spawn rate.

It's just going to be annoying to farm in areas. Like stated above so instead of increase drop rate or rare item spawn, what if he just took the rarity of items that are in place now and the low rare item spawn rate on monsters, set that to ALL chests and increased the percentages a little bit. And increase the % a little for each chest level.

For instance,

Let's say monsters have a .1% or 1/1000 rare item spawn rate. Instead of increasing that rate to .2% or 1/500 you just set base % lucky chest pull to 10% or 1/10 chests pulled has a rare item. I will start a new topic for chest event.

Statistics: Posted by The Crimson King — Mon Oct 16, 2017 2:50 pm

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