Hello, I come to create this post to express my opinions on the changes they want to make in version 18.4 of the game. On the one hand I will put an emphasis on what would be for the negative community and on the other hand what will be positive separating in each topic and ask a question about what the administrators wanted to do in each thing (for what purpose they wanted to improve everything). I will clarify at the outset that this post will be very long since there are many topics touched:
1st Part:
Changes in the Dragon Alchemy System:
The good thing: The only positive thing here would be if we manage to increase the daily draconis from 3 to 5. I think that even then the amount should be higher per day if it were to incorporate the mythical (10 daily draconis).
The bad: Here I will divide it into many points since it is extensive:
- Realize that dragon stone fragments are not tradable or storable. This is a big mistake and the only thing that will do is to kill the little trade that exists even in each server referred to alchemy. This also makes it difficult for any person of high level to obtain fragments of dragon stone, because when you reach a certain level (110-120), you only have four options with a lower drop than in gautama (Ochao Temple, Enchanted Forest, Razador , Nemere).
It is also counterproductive with the next point of this update.
-The incorporation of a new class called Mythic and what new things it brings: The mythic brings basic elemental power and even better bonuses in each purity than the legendary ones in addition to a new alchemy set bonus.
This makes every player who has invested a lot of money / time, effort and luck to achieve their excellent legendary, you say, you have to try again to build this new set if you want to be better but the difference is that now you need 2 legendary classes to try a mythic with which you will have to do 1 step more than before and you will also fail as when you wanted to create legendary from ancient.
In addition, with the previous point that can not be traded or stored cor draconis this will make this take much longer even than the legendary excellent.
In short, the incorporation of this new kind of alchemy is a serious error because alchemy itself is a system that takes a long time to complete and fails to see, for something is considered a high end content in general, plus it will take double the resources or much more than what it cost to make excellent legendary and finally get them with good bonuses, which is the main point for me that should not be incorporated in the update since the entire community has expressed its repudiation of touching this system and it is better to leave it like this already (with the legendary system).
- The serious error of getting excellent without bonus even with these modifications is still happening: This is the point that players complained about a long time ago, about what should be some way that the player who came to these instances that has one more attempt to power get an excellent but without losing a lot of resources, here had been raised several things such as rotate purities having 2 excellent so that it comes out good (so if you miss you lose 1, if it works rotaria what you have) or had raised the idea of incorporate an item that allows to degrade the purity of an excellent one, thus making it brilliant to try again.
What do I think the administrators wanted to do (these points will always be my opinion and would be good if some administrator orients me or moderates in case I'm wrong):
-To my taste with this introduction to the mythical alchemy, they wanted to make the player began to get % of elemental powers and wanted to convince us that this alchemy in addition to that would have good bonuses with which looking at it theoretically is better than the legendary. It is also as if they wanted to prepare us for something in the future which for the moment is unknown if this would be so.
-One suggestion of mine if you really thought this: The introduction of this new kind of alchemy is not the way, and will be rejected by most players if it is incorporated.
If you want to incorporate elementary forces and some types of extra liabilities to us, it is preferable that you do so with a new system other than alchemy and in this way, I assure you that most people I would be willing to try to learn this new system to be able to improve without losing as many players as now they would be doing with the incorporation of the mythic. In addition to having something else to do, the player will almost always be welcome and it is likely that the system will also invest money.
Changes in the elementary resistances: In this topic I have several doubts about how they have done to modify it but I will state what I have seen as I have been able to prove. I'll go with the first point of this:
Enchanted Forest: Having tried several things I would say that now we have returned to the system where there are 2 or 3 bonuses that come into play when it comes to regulating the damage of a monster. In the case of enchanted forest of a druid in tai, it seems that it is now necessary to have good physical defense, good resistance to magic and also have resistance to wind. It is as if the damage is divided into 3 parts that they do. The difficulty of that map currently using the current wind equipment that I have tested (50%) plus my HP absorption equipment and etc that I would say would be a map that now requires besides wind, resistance to magic and also blocking in the case of the warriors in tai.
This can be a big difference compared to the normal server since in the normal server it seems that all the damage is composed of only Wind and partly physical defense.
The good: The map will now demand a lot more equipment than before, with which the autohunting and those things will be less likely to happen and if they existed, they will demand much more equipment than simply having something close to 100% wind. It will also generate that when people are confronted with a challenge that they can not overcome alone, they have to start going in groups to be able, for example, to simply do the missions of said map.
It will not be possible to be leveled by only carrying wind resistance in the team, with which the player must resort to other bonuses such as HP, resistance to magic, blocking and many other things.
Also will be a challenge as it was before being able to level on that map unless you go with too many good bonuses by combining all the above mentioned although some races even carrying so much gear do not know if they could face these changes.
-The bad: With this change, many races that are not as specialized as the corporal warrior or the sura mirror in the pvm, it will cost them too much to be able to face these changes. With which we are leaving aside many people who participate every day in these maps. The druids in tai will be the threat in each metin that we broke and now they will beat much more than before. The jotun will be more threatening due to the damage of its destroyers.
Another bad point is that many people in all this time have specialized in being able to get equipment with wind resistance to be able to face these maps and levear, with which their equipment will be practically obsolete depending on the case in front of this update.
In other maps, the change in elemental resistance: The difference is felt enough but it is currently an intermediate point from what it was before now. I have not done a deep test of this, as I have been told in the meley now it feels more the difference by the resistance to fire, with which I think that right now we can not only depend on this bonus but we will have to mix many other things to to be able to endure well.
What I think the administrators wanted to do: Here I think it's simple what they wanted to do is that we players do not depend on leveling or killing bosses or making a map of only 1 bonus as the elemental resistance and that we also start using many others to be able to resist and face the different maps. It has been sought to make somehow the levear again have difficulty since with the last update of elemental resistance, the difficulty of having an amount of elemental resistance had become null except in some particular case.
What I think about this topic: I think the mistake was to have left the elemental resistance in this way for a long time, with which people have become accustomed to things being that way and it will be very difficult for them to go back to a previous point. Looking for an intermediate point will also be difficult but in the case of enchanted forest maybe they should increase 5% or 10% more effectiveness to the elemental resistances and I think it would be fine by how they are right now.
This is the 1st part and the most long part for now hehe. I will continue with the second part (sorry if I double post).
1st Part:
Changes in the Dragon Alchemy System:
The good thing: The only positive thing here would be if we manage to increase the daily draconis from 3 to 5. I think that even then the amount should be higher per day if it were to incorporate the mythical (10 daily draconis).
The bad: Here I will divide it into many points since it is extensive:
- Realize that dragon stone fragments are not tradable or storable. This is a big mistake and the only thing that will do is to kill the little trade that exists even in each server referred to alchemy. This also makes it difficult for any person of high level to obtain fragments of dragon stone, because when you reach a certain level (110-120), you only have four options with a lower drop than in gautama (Ochao Temple, Enchanted Forest, Razador , Nemere).
It is also counterproductive with the next point of this update.
-The incorporation of a new class called Mythic and what new things it brings: The mythic brings basic elemental power and even better bonuses in each purity than the legendary ones in addition to a new alchemy set bonus.
This makes every player who has invested a lot of money / time, effort and luck to achieve their excellent legendary, you say, you have to try again to build this new set if you want to be better but the difference is that now you need 2 legendary classes to try a mythic with which you will have to do 1 step more than before and you will also fail as when you wanted to create legendary from ancient.
In addition, with the previous point that can not be traded or stored cor draconis this will make this take much longer even than the legendary excellent.
In short, the incorporation of this new kind of alchemy is a serious error because alchemy itself is a system that takes a long time to complete and fails to see, for something is considered a high end content in general, plus it will take double the resources or much more than what it cost to make excellent legendary and finally get them with good bonuses, which is the main point for me that should not be incorporated in the update since the entire community has expressed its repudiation of touching this system and it is better to leave it like this already (with the legendary system).
- The serious error of getting excellent without bonus even with these modifications is still happening: This is the point that players complained about a long time ago, about what should be some way that the player who came to these instances that has one more attempt to power get an excellent but without losing a lot of resources, here had been raised several things such as rotate purities having 2 excellent so that it comes out good (so if you miss you lose 1, if it works rotaria what you have) or had raised the idea of incorporate an item that allows to degrade the purity of an excellent one, thus making it brilliant to try again.
What do I think the administrators wanted to do (these points will always be my opinion and would be good if some administrator orients me or moderates in case I'm wrong):
-To my taste with this introduction to the mythical alchemy, they wanted to make the player began to get % of elemental powers and wanted to convince us that this alchemy in addition to that would have good bonuses with which looking at it theoretically is better than the legendary. It is also as if they wanted to prepare us for something in the future which for the moment is unknown if this would be so.
-One suggestion of mine if you really thought this: The introduction of this new kind of alchemy is not the way, and will be rejected by most players if it is incorporated.
If you want to incorporate elementary forces and some types of extra liabilities to us, it is preferable that you do so with a new system other than alchemy and in this way, I assure you that most people I would be willing to try to learn this new system to be able to improve without losing as many players as now they would be doing with the incorporation of the mythic. In addition to having something else to do, the player will almost always be welcome and it is likely that the system will also invest money.
Changes in the elementary resistances: In this topic I have several doubts about how they have done to modify it but I will state what I have seen as I have been able to prove. I'll go with the first point of this:
Enchanted Forest: Having tried several things I would say that now we have returned to the system where there are 2 or 3 bonuses that come into play when it comes to regulating the damage of a monster. In the case of enchanted forest of a druid in tai, it seems that it is now necessary to have good physical defense, good resistance to magic and also have resistance to wind. It is as if the damage is divided into 3 parts that they do. The difficulty of that map currently using the current wind equipment that I have tested (50%) plus my HP absorption equipment and etc that I would say would be a map that now requires besides wind, resistance to magic and also blocking in the case of the warriors in tai.
This can be a big difference compared to the normal server since in the normal server it seems that all the damage is composed of only Wind and partly physical defense.
The good: The map will now demand a lot more equipment than before, with which the autohunting and those things will be less likely to happen and if they existed, they will demand much more equipment than simply having something close to 100% wind. It will also generate that when people are confronted with a challenge that they can not overcome alone, they have to start going in groups to be able, for example, to simply do the missions of said map.
It will not be possible to be leveled by only carrying wind resistance in the team, with which the player must resort to other bonuses such as HP, resistance to magic, blocking and many other things.
Also will be a challenge as it was before being able to level on that map unless you go with too many good bonuses by combining all the above mentioned although some races even carrying so much gear do not know if they could face these changes.
-The bad: With this change, many races that are not as specialized as the corporal warrior or the sura mirror in the pvm, it will cost them too much to be able to face these changes. With which we are leaving aside many people who participate every day in these maps. The druids in tai will be the threat in each metin that we broke and now they will beat much more than before. The jotun will be more threatening due to the damage of its destroyers.
Another bad point is that many people in all this time have specialized in being able to get equipment with wind resistance to be able to face these maps and levear, with which their equipment will be practically obsolete depending on the case in front of this update.
In other maps, the change in elemental resistance: The difference is felt enough but it is currently an intermediate point from what it was before now. I have not done a deep test of this, as I have been told in the meley now it feels more the difference by the resistance to fire, with which I think that right now we can not only depend on this bonus but we will have to mix many other things to to be able to endure well.
What I think the administrators wanted to do: Here I think it's simple what they wanted to do is that we players do not depend on leveling or killing bosses or making a map of only 1 bonus as the elemental resistance and that we also start using many others to be able to resist and face the different maps. It has been sought to make somehow the levear again have difficulty since with the last update of elemental resistance, the difficulty of having an amount of elemental resistance had become null except in some particular case.
What I think about this topic: I think the mistake was to have left the elemental resistance in this way for a long time, with which people have become accustomed to things being that way and it will be very difficult for them to go back to a previous point. Looking for an intermediate point will also be difficult but in the case of enchanted forest maybe they should increase 5% or 10% more effectiveness to the elemental resistances and I think it would be fine by how they are right now.
This is the 1st part and the most long part for now hehe. I will continue with the second part (sorry if I double post).
JonyBelmont, Body Warrior lv112. Metin2.es Server: Nemesis.
The post was edited 1 time, last by Blesenth ().