Dear Admins and GM's,
thank you for the opportunity to speak out and for actually asking for it. We might have the #suggestion stack in Discord, but i was never 100% sure you would care for that, im told you read it but it never came across as you would care for it. This post shows the opposite and im happy to see it.
I talked alot with the people in our community about the recent changes and pretty much everyone agrees that the DMG Nerfs where to harsh. And i honestly think its the wrong way to go. Instead of nerfing us for the old content, bring out new harder content, thats the way to go. And im telling you why:
A lot of people spend an unusual amount of time on your Server and Game, which means youre doing a great job of having an active community and an enjoyable game. But with recent change people, who invested hundreds to thousand of hours (or even the same amount of real money) into the game, see their beloved character getting worse with every patch without their fault. You only see how long it took to do certain runs, like RQ, before the changes and not what the intention behind those changes where. It just feels bad and really destroys the motivation to keep on grinding.
If you lack of ideas for new content here are some:
- make a tower/dungeon like paris with different floors, make it endlessly going on, each floor get substantial harder, the bosses at the end are our beloved F1 Bosses but ampted up and (for fun) give them random buffs that are changing every run and every boss, like for example give them the buff to spawn the (monk) Skill Quaqmire all around the Boss are, or other fun skills like instant april, april for 3/4 of the team so you cant go in with your low alts/twinks. Make them have instinct colors like floor 31-40 the bosses are red, so players can say they made it to red paris. Make us unreviveable, if you die youre out.
- an actual dungeon for 10+ players (like elga)
- an solo dungeon where the goal is to challange a very tanky and hard hitting boss and doing as much DMG to it as possible. Each week the dmg of everyone that does it gets accumulated and if we get it to die everyone who did a certain amount of dmg to it gets send rewards per Mail. The dungeon opens on Friday and we have time till Wednesday, Thursday is for Rewards and Respawn-Downtime. Maybe even the top damage dealers are getting more rewards, but that could be too hard to balance i guess with us Monks.
- make at least 1 more Flog Map
- make Dungeons that are not the lame boring F1 time, that people just destroy with their 4 chars and farming the living hell out of stuff, but make more maps like flog, but maybe solo, where you drop stuff from monsters and after a certain amount of time/kills a boss spawns (yes that idea will come a little bit down further again, i had it there and added it up here - not sorry about it)
Furthermore to speak of endgame content. Atm endgame content is to stand afk on windy farm and dont play the game and doing this (not playing the game) as efficient as possible, which is absurd. I know there are changes in plan, but you asked for our opinion so heres mine:
- since we only get cards of 5*/6* up let us change 3 of the same star card (for example 3 x 6* cards) for 1 higher star card one star up of the same card (in our example 1 7* card) of course everything will have a certain amount of dragon dust to it. That way its not just plain luck if we eventually get the card we want but we can work for it with a clear goal.
- let us exchange 3 9*(or even 10* to make it harder) cards for 1 8* card of the same category (for example: I could exchange 3x9* Abs. Def Rate% cards for one other 8* card of the loottable out of Special Socket Card Boxes, like critial DMG%
)
- make card farming more active, i heard rumors theres a dungeon planned where you can get windy farm materials, keep that idea, but dont make it a simple F1 because that would mean people would farm the hell out of it with their 4 accounts and Twinks. Make it a map like Flog, but for solo only, we get the mats from Monsters like on Flog, and after a certain amount of killed monsters a boss spawns which grants us maybe even socket card boxes.
Since im on it:
i think the idea of seasonal events is great and a good idea to keep people playing, but maybe keep it fashion only (sorry i had to). The change to make the "Winter" Lv. 35 CS Weapon permanent to farm was a great one, since it really is a huge advantage (hihi) to have. Make the same with the Lv. 35 CS Accessories (Leaf Set) and with the coming Lv. 35 CS Amor Set. Its okey if it is hard to farm, but making gear that we really need time restricted is a bit off and feels bad if you start the game 1 week after the Leaf Set is gone and have to wait a whole year to get it...
Also:
Maybe some sort of prestige System. After Lv. 85 and 100% Exp, it kinda feels awkward to get exp. A prestige system where the amount of exp we would get after reaching max Lv. (what ever it will be after Legion) flows into would feel better. Well, the only question remains is, what the rewards would be. It could be just so show off, but thats a really bad motivation. Skill points with each prestige Lv. would be an option, but since thats one money making option with resetting your Lv. through real money, thats probably not your favorite idea. It could count on the difficulty Level for dungeons, for example: F1 with Lv. 85 (where the Monster-Lv. gets adjusted to your Lv.) without Prestige Lv. would have Monsters around Lv. 83, with Prestige Lv. 5 they would be Lv. 85/86 and so on, BUT also the rewards at the end get better, maybe a different loot table or just the chances for rare drops like paris Wings get higher.
Luck based Progress:
I hate it, sorry i know this game is kinda based on it, but its awful and it feels awful. Luckily it doesnt takes much to change.
For Zodiac: make the chance to drop a fragment at the end lower, but give us 1 piece of fragment after every run (not in one of the 4 loot options we have at the end but seperate of that, like for killing the boss) and make the requirements for exchanging fragments for pieces higher. That way you still can get a fragment at the end with luck and shorten your time to get the zodiac gear, but players with less lucky charms in their lifes are having a clear path and goal before them they can work to and it doesnt feel that shitty to run one zodiac dungeons for hours without dropping any fragments.
General changes:
- let us sort our friend list in alphabetical order
- make PvP Balancing fully seperate from PvE
- let us buy macro expanders for gold
- more place to store items (but i guess its another money making option so that wont change)
- an option to only mute our character voice - those endless screams after every x attack as a monk are horrifying
tl;dr: dont Nerf us, make harder content and exterminate Luck based progress since thats just plain shitty feeling.
Thats all for now, if i get any more i'll let you know over the #suggestion stack. Thank you for this opportunity and sorry it got so long.
Love,
Hanz