Posts by Tactikill

    I disagree entirely.


    This is the way it was on Retail.


    How much money do you expect people to pay on the limited number of visual items on the game? What happens when you have all the dogis you want? The game becomes unsustainable.


    Without people cashing, this server will not exist.


    If people chose to support or pay in a game, then they should have an advantage over F2P. This is the same as most free to play models around the world.


    The economy is unbalanced because people are buying cash shop items and selling them for zenie, this includes the "visual items" that you support.


    Ironically, the cashing is actually helping the thing you are complaining about. A lot of people are saturated with zenie because of the cash shop, People having more zenie leads to an increase in costs for Upgrade stones for an example. So your actually gaining more from farming by having a cash shop.

    The Level 41 legendary stuff you saw is most likely TMQ3 gear. These are obtained in Time machine quests.


    There is another set of level 41 (I think its 41 anyway, certainly around this level) items that can be obtained, however the defense is not even comparable.


    Rare is the highest quality item you can craft. and after 40 the levels are 50,55,60,65 and 70.

    These updates are making the game less enjoyable. Doesn’t even want to play anymore. The moderations and game needs a lot of fixes. But instead of that all we’re getting are more flaws that kills thr game experience for people that used to enoy the game.

    I will agree that a lot of the changes on this server have addressed things that just didn't need addressing.

    DW's are ok, but they are very much outclassed by SK. SK is Very strong in all caps in PVP, and essential in PVE.


    Just covering the other bases, even though you never asked for it:


    Dende's are broken all the way up to 60 cap pvp wise, so this is a good option. They are essential in high end PVE.


    Pokos are very sought after in 70 cap for speed buff in PVE, There was always a lack of available poko's in TW, so good ones where popular.

    Few points:


    Main point this is level 45 cap. Who cares about balance at the moment.


    If you want to balance lvl 70 cap, they you have to completely redesign the game:


    PVE: You can nerf bosses or do whatever you want, but the simple fact of the matter is that people will run attack speed because it is the easiest way to clear end game content. In addition, SK, Dende and Buffer are mandaroty, so this only leaves 2 spots. This is already majorly unbalanced. (If you re allow us to buff outside of dungeons again,


    If you want to change this, you wither have to nerf attack speed, which isnt fair as it messes fighters up in PVP, or remove poko and karma speed buffs from the game, or prevent them from stacking. (They don't stack with blitz fist, so I feel it was unintended that poko and karma's attack speed can stack)


    Even if you do get rid of attack speed, next step people take is to use aoe energy classes, turtle being a prime example. Melee classes have a hard time in cc for example, and so will never be taken over a ranged DPS.


    Some classes excel in PVE, some in PVP, unfairly SK and karma excel in both.


    PVP: If you want to "balance" things in lvl 70 cap, this is what you need to do.


    Am I right in thinking Fighter damage has already been reduced? How about giving us our bleed back on SHSN?


    Female Turtle: Nerf the RP skill book they have, do something with success or resistance rate, success is too over powered.


    SK: Reduce anti crit buff, nerf bleed damage on bold strike.


    SK's have far too much going for them:


    Physical and Energy attacks, meaning you can not optimise your armor against them.

    Very High Anti Crit: 25% skill, 10% Gloves in addition to CC150 title and Anti Crit Jacket. I critted well geared SK's extremely rarely with extremely high crit rate and exceptional gear.

    Stupid amounts of LP and defense, this with auto pot and senzu makes a crit mandatory with a fighter. (They get lvl 70 gear with 1k melee defence at +0)

    A lot of Success Based Attacks bypassing dodge and hitting the underwhelming resistance stat. (Allows them to wear anti crit gloves vs fighter instead of focus, usually offset by a success rate necklace)

    Way too much bleed damage on bold strike, which is already a strong enough attack in its own right without the bleed.


    Karmas: When played well have an almost unlimited combo, success rate is far too overpowered compared to resistance. Success either needs nerfing or resistance buffing. (If I have 133 resistance neck which was max stat, 2 34 dex earrings, Dex rings from Kraken, and full dex max stat armour as I did in Taiwan, Dex gives resistence for the record, then I shouldn't be getting hit by every single success based attack by a female turtle or a karma, even if they are full focus) The RP skill they have allows them to easily use RP extends on their skills, if you dont wan't to play with success and resistance rates, then remove this skill.


    Fighter, before you complain about fighters crit damage, crit was the only way to beat a good SK in Taiwan, None of them are stupid enough to stand around for thunder once your kidney shot stun wears off, and without a crit your doing 3k damage on your most powerful attack SHSN (+13 Bacterian Pole) against something with 65 - 70k LP (with Auto Pot + Senzu) Plenty of time for them to land a bold strike on you.


    Fighter already had dodge pot nerfed in 70 cap, which has continued onto Global.


    Against a good Female Turtle and Karma, you rarely have an opportunity, so you needed the damage to make your opportunities count when you did.


    Only IF you do all of the above, then reduce fighter crit damage, and you will have a far more balanced game, and other classes should be able to compete with the main classes, or at least be a lot closer to them. Oh and you will need to reduce turtle hermits crit damage at the same time.

    Thanks for commenting in a constructive manner.


    I take your points on board but have a few issues.


    CC 21-25 at this moment in time cant be solod by me. As a fighter, it is difficult for me to get in a group for CC21-25, (my buffer is currently only lvl 22) despite the fact that it is comically easy and my fighter is extremely well geared. A 10% chance of one dropping is pathetic (Bearing in mind also that it can either fail to apply to the clothing, or give you a dreadful or very low stat) And in addition to this, is it a 10% chance per character or per group? Cause if it is per group it is a 2% chance.


    Brown boxes at level 70 have a 1 in literally several thousand chance of giving you the stat and the quantity of stat you want. Making them garbage in anything but high numbers.


    Lets say 850k - 1kk per brown box as they currently are. An average person will take several hundered boxes to get 33/34 dex on a legendary lvl 70 earring for example. Lets remember that as the level goes up the chances get worse, due to higher quantity of stats being available.


    I once spent over 1200 boxes getting 34 Con on a cc110 pair of pants in Taiwan. (Legitimately not exaggerated)


    The only way to get that kind of money is to buy cash shop items, and sell them. This is breaking the economy.


    These items where available for purchase from the shop in retail, and where binded, meaning they couldn't be sold at inflated prices.


    This helps the economy. (People being able to buy cheap zenie from newgameway on retail was what broke the economy)

    I would personally like to see brown boxes brought back into the cash shop like they where in retail, same as excellent dogi balls.


    I believe it is highly unfair that some people strike it lucky in the wagu machine, where as others buy stacks of wagus only to get the same low value dogis, and energy pots.


    Gambling on upgrades is one thing, but the wagu was designed to reward rare items, not core items such as brown boxes and excellent dogi balls.


    A rare item would constitute a rare dogi ball, a silver box, rare dogi as examples.


    I personally haven't received a single stack of Brown Boxes.


    Its then allowing the people that do strike it lucky to demand outrageous prices for things which is very quickly unbalancing the economy.


    1kk per brown box is a complete joke. Wait until legendary lvl 70 earrings from cell and kraken become available, that price will sky rocket.


    I would imaging that brown boxes in the cash shop would be a popular item.


    Before people start commenting about cash to win. The game always was cash to win in retail, Global is and always will be cash to win as long as there is a cash shop in the game. The way it is now, you just cash, sell the cash shop items then buy what you want at an over inflated price, which ironically is inflating the economy making it even harder for free to play players.


    I would even be happy if cash shop brown boxes where binded.


    In my opinion, we should be able to cash for the core things that we need, and that made retail what it was, rather than gambling on % chances on wagu exclusive items.

    Good post in a lot of ways, some bits I don't agree with.


    Its true, you cant balance everything.


    Now with you not being able to buff outside, end game PVE is always going to come down to requiring a buffer on top of the mandatory dende and SK (Was always the case in CC150 anyway) That leaves 2 spots, which are usually filled with the poko and karma for attack speed spam.


    Now you could nerf the bosses to make them easier, but people will always take the easiest route, and if attack speed is still viable they will spam that. Change the system and they will favour AOE range such as a turtle. Fighters/Swordsman/Chef/Crane etc just aint ever going to get into high end PVE no matter how much you try and balance things.


    Similary PVP has classes that are superior to others, that's just the way of things. Fighters where designed to dodge, resist and crit high, SK's where designed to be bulky, Karma's where designed to require careful skill management in order to lock your opponent into an almost unending combo.


    I seem to be under the opinion that fighters crit damage has been reduced.


    Take away a fighters crit damage, and you have a squishy garbage class, nerf that and you have to nerf SK's defence and lp, similary success rate would require nerfing, or resistance rate buffing.


    In addition, even after removing scouter chips, SK's could still get very VERY respectable anti crit. They are very viable in PVE making it straightforward for them to get an anti crit cc150 title, on top of there is 10% anti crit gloves they can get, along with there 25% anti crit class buff, and anti crit jacket. Even without the CC150 title, I use to crit good, well geared SK's extremely rarely (Leined is a perfect example), and I had extremely high crit rate from maxed out gear, 13 crit rate gloves and additional crit rate from a cc150 title.


    You get very few opportunities against a good karma, and so you need the damage to make it count when you do get one. Similary without a crit, you hit an SK for something like 3k off a Super High Speed Needle (+13 bacterian pole) A SK has over 20k HP, and insane defense. That with auto pot and senzu in tourny makes a crit essential against any good SK.


    In addition SK's are able to hit both melee and energy defence, meaning you cant optimise your gear against them like they can against you. Have a lot of success based attacks bypassing your dodge rate and hitting your seemingly underwhelming resistance, and a nasty bleed. Any SK that crits a fighter with bold (Easy as fighters use 0 anti crit) wins automatically.


    A fighter doesnt have a way to control a fight like a SK or karma, not counting RP knockdowns, you have 2 stuns, one with a long cooldown timer, and then your down to pure damage output, while relying on resistances and dodges, which are largely luck based regardless of investment in said stat.

    Brown Boxes should be brought back into the cash shop like they where in retail, same as excellent dogi balls.


    Completely unfair that some people strike it lucky in the wagu machine, where as others buy stacks of wagus only to get the same garbage dogis, and energy pots.


    Its then allowing the people that do strike it lucky to demand outrageous prices for things which is very quickly unbalancing the economy.


    Before people start commenting about cash to win. The game always was cash to win in retail, Global is and always will be cash to win as long as there is a cash shop in the game.


    We should be able to cash for the things that we like, rather than gambling on % on wagu exclusive items.

    Level 70 Legendary is 34


    Crit % is 33 max on 70, but you can get 34 Dex, Con etc.


    Also Lvl 55 MAX IS 21