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GreenPepper Wrote:I think the ingredients are fine. Yeah, they need to increase the amount of potions per batch. They revamp monster park like soo many times...so please revamp the profession system next f3

Some ideas:
-A system overhaul, the ability to give equipment special effect like +5% min crit or something. The only difference now between crafted item and drops are a little increment to the stats and name tagged.
-I want the lower level herbs/oils to be somewhat useful just like some lower level ores.
-More variety of potions like some % elemental resist potion, double-edge sword like potion (gives good increment but have side effect for the duration), or Metronome kind of potion (Random effect, good or bad, including some special effect that only this potion could give, with cooldown of course so people cant spam the potion).
-More exclusive cash like equipments that are only availabe through crafting. (Nexon could like make some of the ingredients only availabe from gacha, provided it is tradable f3)
-The ability to craft chairs.
-Make the extractor machine the ability to extract many equipments at once.

- I'd like to see item sets with nice effects too. They'd be a viable alternative for low to medium-funded players and actually inject more fun into the crafting system if done right, perhaps by introducing even more materials to hunt.
- Agreed. The HP/MP potions basically do nothing and other than HP Boost potions I don't see a use for the rest now that you don't need secondary stat to equip Empress equips.
- Agreed too. Status resist % could be increased, a stance potion might be pretty neat too for some cases.
- I'm not so sure about this and I'd prefer just making it difficult to obtain.
- YES. If an NPC can do it, why not us?
- This should have been included since the system was introduced. It wouldn't even need to be complicated, just make the UI have space for up to ten extractions or something, input what you want to extract, check to make sure there's nothing valuable in it and begin.
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All I want is simple skills. Simple skills that make the difference between adventurers and heroes.

-Clerics should have something unique, something that can bypass zombify, for example, since it like giving a kick in the nuts to bishops. Even if it's a skill with a cooldown, and even if it's not as effective. But Bishops need to be able to use heal again at normal bosses. And, make it unique. Reward them for doing so, with new passive skills (So they are still unique from phantoms), with attack boosts for the cleric himself for a short time after healing, so he's better suited with classes with lower avoid like warriors and pirates, while trying to keep everyone in the party fully healed, and a new passive that lets them OVERHEAL, reaching up to 150% the max hp of a person, something they could never reach on their own with potions. So even with people using potions, pet pouches, or even luminous, the healer can still get his buff of healing. Yes, this is a mechanic in TF2, but it works incredibly well, considering it makes healing constantly incredibly useful, while being able to not just focus on that.
I know clerics are nice as an attacking class, but consider they are a SUPPORT class. Make them really support instead of being forced to remove heal from their keyboard due to zombify...

-Thieves need to move, and help others move too. Something like mechanic's teleporter, but with flash jump should help inmensely, or the "trampoline" skill I've repeated to much before :p

-Warriors need to have a skill to draw the attention of a monster, or at least need less damage to do so, if a monster is lured by damage dealt. A toggle skill, but basically a damage done under the skill makes the monster's lure "meter" to fill faster towards the player who used. That way, there can be new strategies with paladins and the likes.

-Archers and pirates, I don't know much about, just like the other mages. So can't really give opinion on those... They aren't very party oriented in the first place, without giving buffs up to 4th job, you know.
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Alloy Wrote:-Archers and pirates, I don't know much about, just like the other mages. So can't really give opinion on those... They aren't very party oriented in the first place, without giving buffs up to 4th job, you know.

Sharp Eyes
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VerrKol Wrote:Sharp Eyes

A skill that's replaced by potential, like almost every other party ability.
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^ WHs come with SE (4th job) and Call of the Wild (2nd job), two decent party buffs.
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Polantaris Wrote:A skill that's replaced by potential, like almost every other party ability.

SE is much better than decent SE though. No one is going to turn down SE because they have decent SE.
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Sometimes I wish I could just work for Nexon Korea and America, and communicate between the two offices on the really good ideas in this thread let alone Southperry. For real...

I wish they would just stop touching Monster Park. The profession system has so much untapped potential...
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I've been playing the cleric/priest/bishop for a really long time (like 6 years). Among these years I can definitely say right now is the time I am most happy with our current set of skills/hypers to come. I personally think the buffs they gave the class awhile back are pretty good and make it viable to attack if you want to, or focus on partying or both. Personally I'm fine with anything they do regarding bishops as long as it's not a super nerf or something that gets rid of our glorious critical percentage. Heart

Alloy Wrote:-Clerics should have something unique, something that can bypass zombify, for example, since it like giving a kick in the nuts to bishops.
When Zombify was first introduced as a thing this is how I looked at it. As I bossed more though I began to feel as though it actually added more skill to the class. Reason being that all I think it does is separate the lazy bishops out. If you do your research on which bosses zombify at what points, you almost never accidentally kill people unless you're not paying attention and spam healing. The problem arises in the newer bosses like empress where you almost need to sometimes spam heal to keep your party alive due to potion cooldown. I just think Nexon needs to think more about what bosses should have zombify instead of just being like "Let's put all these status effects on this boss, more means it will be harder!".

The two things I think the class does need is a skill that crashes( let people bypass DR) and an Elemental decrease. I find it silly that the supposed "party class" doesn't have a skill to let others in the party bypass DR for a bit. It makes bossing far more convoluted and doesn't make much sense. As for a lack of elemental decrease I don't know why we don't really have one as there are probably more holy strong/immune bosses or mobs that all the other elements. I'd understand if they wanted us to be a pure support class, but then why did they give us all these damn attack buffs? -.-
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I'd just like actual variation between classes.

At third job Snipers and Rangers shouldn't have identical skill load outs, they should be entirely different yet still come from the same core which was being an Archer. I won't hold my breath for a complete revamping of characters.. I imagine nexon will keep hurricane classes hurricane classes.
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i remember when hurricane was a unique skill.

why nexon, WHY? where is your creativity
and all the bowmasters of southperry collaborate to complain about how bad we are these days
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Pink Bean Wrote:i remember when hurricane was a unique skill.

why nexon, WHY? where is your creativity
and all the bowmasters of southperry collaborate to complain about how bad we are these days

*Raises hand* By the time I became a Bowmaster for real there was already three versions of it! Hothead
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Polantaris Wrote:A skill that's replaced by potential, like almost every other party ability.

Do you think before you post or are you just not aware of the things you say?
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ShinkuDragon Wrote:you can always play with the black bars to the sides though, i dislike playing in fullscreen either way but when i do it's with those.

You can't control aspect ratio scaling on a non-DVI connection. Hence my paragraph of explanation.
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Alloy Wrote:All I want is simple skills. Simple skills that make the difference between adventurers and heroes.

-Clerics should have something unique, something that can bypass zombify, for example, since it like giving a kick in the nuts to bishops. Even if it's a skill with a cooldown, and even if it's not as effective. But Bishops need to be able to use heal again at normal bosses. And, make it unique. Reward them for doing so, with new passive skills (So they are still unique from phantoms), with attack boosts for the cleric himself for a short time after healing, so he's better suited with classes with lower avoid like warriors and pirates, while trying to keep everyone in the party fully healed, and a new passive that lets them OVERHEAL, reaching up to 150% the max hp of a person, something they could never reach on their own with potions. So even with people using potions, pet pouches, or even luminous, the healer can still get his buff of healing. Yes, this is a mechanic in TF2, but it works incredibly well, considering it makes healing constantly incredibly useful, while being able to not just focus on that.
I know clerics are nice as an attacking class, but consider they are a SUPPORT class. Make them really support instead of being forced to remove heal from their keyboard due to zombify...

-Thieves need to move, and help others move too. Something like mechanic's teleporter, but with flash jump should help inmensely, or the "trampoline" skill I've repeated to much before :p

-Warriors need to have a skill to draw the attention of a monster, or at least need less damage to do so, if a monster is lured by damage dealt. A toggle skill, but basically a damage done under the skill makes the monster's lure "meter" to fill faster towards the player who used. That way, there can be new strategies with paladins and the likes.

-Archers and pirates, I don't know much about, just like the other mages. So can't really give opinion on those... They aren't very party oriented in the first place, without giving buffs up to 4th job, you know.

i'd like to point out that clerics already have the skill you mention, holy magic shield heals you during zombify still, has a cooldown, but also grants you a shield that lasts longer than the zombify's worth.

overheal is like hyperbody (in a way) brah, you stealing the little thunder i still have! QQ
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Pink Bean Wrote:i remember when hurricane was a unique skill.

why nexon, WHY? where is your creativity
and all the bowmasters of southperry collaborate to complain about how bad we are these days


rapid fire would like to speak to you, it wants its equality back.

Hurricane was never really original. Sairs just used battleship more, but it doesn't deny that rapid fire existed.
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Dudewitbow Wrote:rapid fire would like to speak to you, it wants its equality back.

Hurricane was never really original. Sairs just used battleship more, but it doesn't deny that rapid fire existed.

Bowmasters came out before Pirates did.
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Bribery Wrote:Bowmasters came out before Pirates did.

after so many years of playing, I have no idea how i put 4th job after pirates. (albeit it was the same year)
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Would like to see more actually unique skills for classes, like Kanna's 'mob spawn rate' thing. There are only a couple adventurer skills that haven't been copied and parceled out to half the hero classes, and Phantom can steal most of the unique ones.

Is it too much to ask that Phantom only get "decent HB", "decent HS", etc.? Better than not having them, but worse than the original?





For total serious for a second here, there are only a few reasons I still main adventurer warriors
1) Fast responsive attacks. I hit Raging Blow, I get 1 Raging Blow. And I can still open my equip window while casting it. DS, Kanna, and other classes whose attack skills temporarily break every other key? Goddam annoying.
2) Attacks don't cover the screen. I'm looking at you, Kanna, AB, and Kaiser.
3) Jump attacks. If you get KB'd on a mage... you can't attack until you land.
4) Cash shop accessibility. Multiple characters using the same NX.
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inb4 phantom revamp will be able to steal other adven hyper skill
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Stereo Wrote:Would like to see more actually unique skills for classes, like Kanna's 'mob spawn rate' thing. There are only a couple adventurer skills that haven't been copied and parceled out to half the hero classes, and Phantom can steal most of the unique ones.

Is it too much to ask that Phantom only get "decent HB", "decent HS", etc.? Better than not having them, but worse than the original?
I agree. The only thing most adventurers still have going for them are good party buffs, but Phantom kind of invalidates that.
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