On the subject of potential removal, wouldn't a downplay of the potential system be better? This would have to be concurrent with a remodification of boss's HP so that the boss is still hard to beat timewise, but has the appropriate HP for the damage would be deal.
Start with:
Remove stat+, stat%.
Boosts (usually listed for tier 3 weapons, and assuming that tier 4 gets absorbed into tier 3 as is currently feared lols):
-Skill Levels+ 1 or 2
-def/mdef+
-hp/mp+% (capped at 50% each... not counting any hp% normally on equips)
-avoid/acc+
-QuestItemdroprate+(x1.3/x1.5/x1.7)
-mesodroprate+ (only on weapons) (see exp+)
-itemdroprate+ (only on weapons) (see exp+)
-exp+ (only on weapons) (x1.05, x1.1, x1.15 for rare/epic/unique in highest tier, doesn't stack with itself, but stacks with others, no effect on bosses)
-blinktime+ (armor only. OA, top, & bottom)
-self-skills (make haste and door work with parties & no penalty, but make SE/HB worked in half effect if party > 1)
-Friction+ (shoes only, increases friction with ground to decrease knockback amount and sliding note:mostly useless for warriors due to stance, i know, so there's no need to point it out)
-Friction- (shoes only, decreases friction to increase amount knocked back & sliding effect. note: great for aran jumping)
-PDRignore can be kept at 30% (this one really doesn't break anything)
-Bossdamage (these dont hurt the game TOO badly), again weapon only.
-critrate+
-critmin/max+
-speed/jump+ (shoes only, really small amounts like 4/2 at max)
-HPDrain+ (Hat only, 1%/1.5%/2% max, can't steal more than 5% of total monster HP or 10% of yours)
-MPDrain+ (Hat only, 1%/1.5%/2% max, see above ^)
-Cooldown reduction (1%/3%/5% capped at 20%)
-Physical DamageReflect (1%/3%/5% capped at 10%, mini PG, works multiplicative, not additively...it's done at the end of all other calculations. ex: 1000 dmg PowerGuard reduces by 40% to 600, after that calculation this reflects 10% reducing it by 60 to 540)
-Magical DR (same as above)
Would those who advocate the removal of the potential system perhaps be (for lack of a better term) pleased with a downplay of it like above that removes the gross advantage of, for example, people with (a minimum) twice the damage range as others that are like 10+ levels above them? Or are you guys just completely set to wanting to return to pre-potential?
I like that idea. That or make it so all potential items found from this point forward have one line and never any more than one line to work with.
Sorien Wrote:I like that idea. That or make it so all potential items found from this point forward have one line and never any more than one line to work with.
All that does is give newer players a huge disadvantage compared to older ones and makes it almost impossible to catch up, which is all 31 flavors of retarded and exactly the opposite of what Nexon tries to do. That's why we have tons of "make a new account for so-and-so" and "recruit your friends for so-and-so" and why untradable rings don't stack.
I understand the bashing for the potential system, but honestly just get over it. There's no point in it being removed at all since all it does now is cause a greater disadvantage than it does give an advantage due to the way Big Bang is set up.
McAwesomesauce Wrote:All that does is give newer players a huge disadvantage compared to older ones and makes it almost impossible to catch up, which is all 31 flavors of retarded and exactly the opposite of what Nexon tries to do. That's why we have tons of "make a new account for so-and-so" and "recruit your friends for so-and-so" and why untradable rings don't stack.
Heh, you have a pretty good point. I'll admit that I wasn't thinking all that hard about it, I was just typing everything that popped into my head.
Speaking of things popping into my head, here's another! Make the elemental charges for paladins work like permanent buff skills like Tele Mastery and Perfect Armor. Changing and turning charges off can be a pain in the ass, especially when you run into a monster that's weak to lightning and you have to stop and look for the buff that isn't lightning to turn it off. Also, it'd be pretty handy for switching the elements off when you run into a mob that's resisting them like the crimson guardians in cwkpq.
Didn't read all four pages of comments, but I just want to echo support for a ton I comments I saw regarding an NX item trading room in the FM. KMS/JMS/whoever exactly has had this for YEARS, and a system like it in GMS would help stabilize the economy like no other.
Actually, let me know the day we get the room. I know myself and several others who would strongly consider returning to the game if we could more easily obtain cubes through in-game meso acquisition efforts as opposed to spamming friend lists for people selling NX, or losing massive amounts of time and effort to the MTS.
Fix many of the bugs / glitches that many players have encountered that are still not delt with.
All i can think of at the moment, but these changes would make me happy to see, maybe not the full scope of what could be done but it would be progress all the same.
Sorien Wrote:Speaking of things popping into my head, here's another! Make the elemental charges for paladins work like permanent buff skills like Tele Mastery and Perfect Armor. Changing and turning charges off can be a pain in the ass, especially when you run into a monster that's weak to lightning and you have to stop and look for the buff that isn't lightning to turn it off. Also, it'd be pretty handy for switching the elements off when you run into a mob that's resisting them like the crimson guardians in cwkpq.
Oh god yes, that would be awesome if they would also be undispellable. At least we'd only have to rebuff 6 buffs instead of 8.
Sorien Wrote:Speaking of things popping into my head, here's another! Make the elemental charges for paladins work like permanent buff skills like Tele Mastery and Perfect Armor. Changing and turning charges off can be a pain in the ass, especially when you run into a monster that's weak to lightning and you have to stop and look for the buff that isn't lightning to turn it off. Also, it'd be pretty handy for switching the elements off when you run into a mob that's resisting them like the crimson guardians in cwkpq.
I'd love the ability to just.. charge lightning again and just have lightning active.
Devil Wrote:- Removal of potential system
- Fixing of memory leaks @ all squad bosses
Personally, I think potential bonuses need a small nerf and cubes should be or have normal item alternative from mobs and gach. Just like enhancement/potential scrolls.
1. DC hacks fixed
2. Complete compatibility with any OS - even Linux and OS X 3. Cash Shop trading room.
4. Cubes dropped from bosses/normal monsters.
5. Higher drop rates of pre-potentialed/Epic/Unique items
6. Mini-dungeon options for every map.
7. Cutting the crap with untradeable items/only via SOK/PSOK. 8. Less active buffs for every class...make more skills passive FFS
Things like Booster should only have 2 levels...or 1, where each level is obtainable through quest/at certain level
Stance should be passive for all classes that have it...who the pineapple wouldn't want it on all the time? -_-
Seriously, my Paladin runs out of keys and I basically have to assign macros to everything nowadays.
MysticHLE Wrote:Stance should be passive for all classes that have it...who the pineapple wouldn't want it on all the time? -_-
Seriously, my Paladin runs out of keys and I basically have to assign macros to everything nowadays.
Speaking of stance, I think paladin's should have it replaced with a version that causes them to act as a barrier that forces the monster back a few pixels every time it procs, similar to guardian but with a significantly smaller kb. And have it work in a way that stops magic attacks from passing through them as well, and all mob magic focused directly on the paladin and anyone in front of it. Basically a skill that would allow the paladin to be a shield that protects ranged classes that are attacking from behind him as well as allow the paladin to have a stance effect.
It's kinda funny how many buff skills Paladins have... they really should last longer :/ 100 second Power Guard at max is just annoying, it doesn't add anything to the game.
I have my macros grouped by duration... low level Stance + PG + MW3, CO + Booster + Lightning, and then HB + Iron Body (longer lasting)
I don't see why all the self-targetting buffs can't be passive. All the summons and party buffs should remain active.
But then that sort of ruins the point of bosses using Dispel.
SaptaZapta Wrote:Cash trading room.
That is, the ability to buy and sell cash shop items in FM.
Also, I wish they'd bring back the ability to run multiple Maples on the same computer. It was a very useful feature and did nobody any harm. Now that Duey's gone, it's downright essential for anyone with more than one account and only one computer.