2011-10-09, 02:40 AM
DragonsMirth Wrote:-snip-
When I saw this block of text, I didn't expect to agree with absolutely everything in it like I did. :f6:
There is one thing I'd like to add to number three though. Not only lowering some skill mastery levels and adding new skills, I'd like there to be more skills than the player can hope to even partially max out. It really bugs me that every job advancement has only enough skills to make the player decide to leave on at 11 (all at max, in a Paladin's case). I'd like every job and job branch to have at least two possible builds to go with, and I'd like a lot of buffs to be made passive. It feels as though buffs like Stance and Self Haste are just there to annoy the players who absolutely have to have them on constantly when there are bosses that spam dispel or party buffs that override them. They could also make buffs act in a manner similar to the ones from Dragon Age, which just stayed active until the user manually turned them off. Party buffs could just stay at full charge until the party members leave the area of effect, after which the buff would begin its timer and turn off if the party member fails to reach the caster's range before the time runs out.
Oh, and as a Paladin, I would REALLY like them to revamp all of the monsters in the entire game to make it so every monster has at least one elemental weakness, and at least one elemental resistance. This includes bosses, and I wouldn't object to various bosses being able to re-align their elemental properties with various abilities. Yes, not all classes have elements, thus making some jobs train faster in places like Lionheart Castle, but that's why it's called an elemental advantage, not an elemental socialism. If Nexon is worried about certain classes being better than others because of elements, then make more areas with more monsters of the same level that give same exp rewards.

