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rikuzero1

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  1. After trying out the world boss after the server merge, I noticed some drastic changes. The max hp was increased from 42 million to 93 million (~2.21x) which sounds reasonable, but the boss dealt about double damage to me and took less than half damage from me. If I didn't know it was only 2 merged servers, I'd think the world boss was adjusted to handle 6 merged servers. If the boss has 2x the hp, it takes 2x as long to kill, balanced to 1x with 2x the players (2 servers merged). If the boss does 2x the damage, players who normally survive will die around 2x as fast, sort of balanced again to 1x with 2x players. If the boss receives 1/2 the damage, it takes 2x as long to kill, balanced with 2x players.... But when you implement all of these adjustments, that's a total of 2x2x2= 8x the time to kill, with 2x players only reducing it to 4x the time. That's a severe reduction of rewards. Yesterday before merge, I (only damager) received 1.3 million gold from the DMG Prize at the end, dealing around 62% hp in damage after those 2 full hours of fighting. Today after merge, I (couple more low damagers joined in) received about 300k gold from the DMG Prize, dealing around 10.6% hp for the same time. That's less than 1/4, and even if it doubled from another equally powerful player participating, that would still be less than 1/2 as rewarding. I greatly request that the world boss's attack and defense be returned to before the adjustment, leaving the hp to remain with its 2.21x or a bit higher adjustment. The number of participants was already terribly low, and this drastic reduction of rewards would only further reduce that number.
  2. wich set?

    I believe the lvl 55 set is only better when you survive for just 1 or 2 rounds. It's especially useful for guild bosses, letting you deal your most powerful, rage-costly attacks with the additional 30 initial rage. However, they can't be promoted to orange/red and the lvl 60 set gives an extra 10 rage every attack. Another thing to consider is the lvl 60 promotion items cost more insignias to buy than the lvl 50 ones. It costs a lot of gold, though, to enchant orange equips, so you're better off getting the lvl 60 set, fully enchanting their purple forms, then spend gold on astrals and guild while you save up insignias to promote your weapon or chest armor. The lvl 50 orange weapon was wanting over 500k gold at +23 and the max is +37.
  3. Merc Transfer

    It'd be pretty complicated keeping balance with that feature. Different ranks (R, SR, SSR) require different amounts of promote stones and awakening stones to upgrade. Additionally, every mercenary costs different amounts of heroic souls to get 50 of their shards which are also needed for awakening. The conversion would let you indirectly buy heroic souls/shards when you should only be able to get them through summoning scrolls, cross server arena store, event chests, and stamina-fueled dungeons. Transfering daru between soldiers, however, I can agree with, even if you lose a percentage in the transfering process. It's as simple as taking the daru from one and putting it in another. The only problem is it conflicting with the daru alchemy daily limit.
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