Author | Content | Date |
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NAGATO |
Dear Isylver and Finito,
I was wondering if we can have a cap increase since it's being over a year since the last cap raise. I know some players will say we need to have end game content or fix other features within the game etc. But it won't hurt if we have a cap increase, plus the levelling speed has increased to x2. So it's not longer difficult to hit level 120 anymore. Please keep the thread clean.
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[quote="NAGATO"]Dear Isylver and Finito,
I was wondering if we can have a cap increase since it's being over a year since the last cap raise.
I know some players will say we need to have end game content or fix other features within the game etc. But it won't hurt if we have a cap increase, plus the levelling speed has increased to x2. So it's not longer difficult to hit level 120 anymore.
Please keep the thread clean.[/quote]
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#1 2019/11/27 09:02:43 |
LUPISCUS |
+1
Gotta give credit to gm's for the new mobs and stuff put in yesterday though..Can't expect everything at once ;p wd gms :D |
#2 2019/11/27 09:51:54 |
NAGATO |
"LUPISCUS"Gotta give credit to gm's for the new mobs and stuff put in yesterday though..Can't expect everything at once ;p +1 |
#3 2019/11/27 10:14:30 |
FRINGE |
if the cap does go up the rates should be back down to 1x with no rested available for the first 3-6 months
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#4 2019/11/27 11:16:28 |
KAZOKU |
Persnoly think it's to early for a cap rise, tho that's probly cos I'm still leveling :D
Dsoma easy enough, we had new armor now to last us a little, ppl havnt got the new weaps fully yet, dont think anyones near capping the new mobs So all depends of what kind of content they wish to add in with a lvl cap Persnoly would like to see a new set of dungeons to farm in, where your needing to survive a couple floors , more lvls you get more reward
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[quote="KAZOKU"]Persnoly think it's to early for a cap rise, tho that's probly cos I'm still leveling :D
Dsoma easy enough, we had new armor now to last us a little, ppl havnt got the new weaps fully yet, dont think anyones near capping the new mobs
So all depends of what kind of content they wish to add in with a lvl cap
Persnoly would like to see a new set of dungeons to farm in, where your needing to survive a couple floors , more lvls you get more reward [/quote]
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#5 2019/11/27 11:16:59 |
FRINGE |
personally i think another 2x armour sets and 1x weapon set, will increase the defense overall and will make it necessary to go for newer weapons. thus freeing up all the old super fast weps to be sold to lower / new players at a reduced rate as they wont be usable in pvp
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[quote="FRINGE"]personally i think another 2x armour sets and 1x weapon set, will increase the defense overall and will make it necessary to go for newer weapons. thus freeing up all the old super fast weps to be sold to lower / new players at a reduced rate as they wont be usable in pvp[/quote]
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#6 2019/11/27 11:32:41 |
NAGATO |
"FRINGE"if the cap does go up the rates should be back down to 1x with no rested available for the first 3-6 months +1 |
#7 2019/11/27 12:28:54 |
MODESTMOUSE |
-1 just had a load of updates, how about give them a break.
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#8 2019/11/27 13:02:25 |
DEAMOND |
-1 focus end game first please.
I'm confident that people won't bother coming back, including me unless there is something worthwhile to do after you've capped. If there was pk wars on a regular basis and a high UC i would be +1 but sadly that's not the case.
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[quote="DEAMOND"]-1 focus end game first please.
I'm confident that people won't bother coming back, including me unless there is something worthwhile to do after you've capped.
If there was pk wars on a regular basis and a high UC i would be +1 but sadly that's not the case. [/quote]
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#9 2019/11/27 13:39:04 |
SAL3M |
I say -1 to a cap raise until d soma has a drop profile overhaul.
The drop rate increase, old mag changes* and the new elder mags are appreciated but we need to see invul, omni, serpent shields and medium gems added to the end game mobs (tark knight/dd) so that you can actually acquire the things that you need whilst hunting as opposed to having to choose between leveling or farming for essentials like armour. 10 more levels in d soma will just be 10 more levels of really boring grind for barely any stats unless the levelling mobs drop the things you actually need. I can't comment on h soma but d soma neg weapons need their attack increased and/or the wis requirement removed. Spear is worthwhile, axe also because you don't have to get them to +5 to make them viable due to 4th, but other than that there isn't really any impetus to run neg as the attack on the weapons is so poor compared with t2 weps, especially when you have to sacrifice stats to use them. *Not sure if it is intentional or a change is on the way but Whelps definitely still 1 bomb no matter what your MD is, they just sometimes zombie you now instead (still an improvement). Normal mags also still range 3 stone.
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[quote="SAL3M"]I say -1 to a cap raise until d soma has a drop profile overhaul.
The drop rate increase, old mag changes* and the new elder mags are appreciated but we need to see invul, omni, serpent shields and medium gems added to the end game mobs (tark knight/dd) so that you can actually acquire the things that you need whilst hunting as opposed to having to choose between leveling or farming for essentials like armour.
10 more levels in d soma will just be 10 more levels of really boring grind for barely any stats unless the levelling mobs drop the things you actually need.
I can't comment on h soma but d soma neg weapons need their attack increased and/or the wis requirement removed. Spear is worthwhile, axe also because you don't have to get them to +5 to make them viable due to 4th, but other than that there isn't really any impetus to run neg as the attack on the weapons is so poor compared with t2 weps, especially when you have to sacrifice stats to use them.
*Not sure if it is intentional or a change is on the way but Whelps definitely still 1 bomb no matter what your MD is, they just sometimes zombie you now instead (still an improvement). Normal mags also still range 3 stone.[/quote]
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#10 2019/11/27 16:28:09 |
POISON |
"LUPISCUS"+1 What new mob(s) ? If you're talking about the new mags, I have never hunt them, nor shall I...not enough int for mags...
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[quote="POISON"][quote="LUPISCUS"]+1
Gotta give credit to gm's for the new mobs and stuff put in yesterday though..Can't expect everything at once ;p
wd gms :D[/quote]
What new mob(s) ? If you're talking about the new mags, I have never hunt them, nor shall I...not enough int for mags...
[/quote]
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#11 2019/11/27 17:43:58 |
STINGERHH |
-1 rather they look at anvil first
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#12 2019/11/27 19:18:25 |
DEVASTATION |
-1
No cap increase just gives the same old problem, at the moment it's giving a new lease of life. If anything just make special weapons hard to get that have extra attack or magic on them or something (but even with that they should then be added as a drop from a boss eventually so as to strike the balance).
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[quote="DEVASTATION"]-1
No cap increase just gives the same old problem, at the moment it's giving a new lease of life.
If anything just make special weapons hard to get that have extra attack or magic on them or something (but even with that they should then be added as a drop from a boss eventually so as to strike the balance).[/quote]
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#13 2019/11/28 23:09:32 |
SAL3M |
"DEVASTATION"-1 Don't be too hasty about adding things as boss mob drops only - don't forget that generally, one or two people get all the boss drops which can be quite disparaging for average players. As I've said before I think a repeatable quest with a boss mob 'hit counter' with hard-int roll wep/arm/access or another random reward from the drop profile on completion, as proposed by Somawizard, is a great idea. If this were implemented then fair enough.
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[quote="SAL3M"][quote="DEVASTATION"]-1
No cap increase just gives the same old problem, at the moment it's giving a new lease of life.
If anything just make special weapons hard to get that have extra attack or magic on them or something (but even with that they should then be added as a drop from a boss eventually so as to strike the balance).[/quote]
Don't be too hasty about adding things as boss mob drops only - don't forget that generally, one or two people get all the boss drops which can be quite disparaging for average players.
As I've said before I think a repeatable quest with a boss mob 'hit counter' with hard-int roll wep/arm/access or another random reward from the drop profile on completion, as proposed by Somawizard, is a great idea. If this were implemented then fair enough.
[/quote]
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#14 2019/11/29 11:44:37 |
HOGAN |
-1 to level cap increase. To those people wanting a level cap just roll another character :D
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#15 2019/11/29 12:22:27 |
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