Perishable Posted January 19, 2011 Report Posted January 19, 2011 I like the idea of adding WOE token. Leader give members Token and they save up for WoE Rewards by trading with an NPC and their requirements. My Suggestion: Buff the Bacsojin cards/Priest Highness/Priest Elite book. Priest Elite book currently does: Increase heal and sanctuary effectiveness by 5%. My suggestion: Buff it to 50% heal and 70% sanctuary. Bacsojin cards currently do: Increase the effectiveness of your Heal/Sanctuary/Potion pitcher by 30%. My suggestion: Buff Heal/Potion pitcher to 70 or 80% and Sanctuary to 200% Priest Highness currently does: Increase Heal by 50% and Sanctuary by 50% My suggestion: Buff heal to 100-200% and sanctuary to 300-400%. At the moment with high int (mind you, int doesn't increase sanctuary) and four bacsojins the max sanctuary is 1700, add recovery wand and maybe a bit over 2k. With priest highness factored in it's about 2.5-3k (maybe a little higher/lower). Now lets say it heals 3500 just for arguments sake (I'm being generous here). An emp has 250,000,000 hp now 250000000/3500 = almost 71, 500 sanctuary ticks to fully heal an emp. I think this is a bit ridiculous. I also agree with this. Boost it up. Our damage on the emp is more than 1.7k like by alot. Sanctuary doesn't really help much because of this. Only by alittle.
Xtopher Posted January 20, 2011 Report Posted January 20, 2011 So, I was off by a bit: Sanctuary tops out at 1.8k (without highness). Ok, so here are some screens of my priest with the max int I could get (even using the +20 int food) and four Bacsojin cards. I tested out the Priest Elite Book vs the +10 Staff of Recovery. Heal with Book: Heal with Staff: Sanctuary with Book: Sanctuary with Staff: Again, I don't have the Priest Highness nor do I know anyone with it but I suspect it would boost heal no higher than 23-24k and Sanctuary no higher than 2.2-2.4k.
Halion Posted January 20, 2011 Report Posted January 20, 2011 yeah, sanctuary is BS so pls fix it like before, it was like 24k per heal with sanc D:!
Genesis Posted January 23, 2011 Report Posted January 23, 2011 I added a fix for Sanctuary to the SVN. That should be added next update. More suggestions please.
HerLove Posted January 24, 2011 Report Posted January 24, 2011 (edited) Cant wait to test out sanctuary. My suggestions would be: 1. Woe tokens that are exchanged for red/gold/pink emps from an npc in the forsaken kings room (1-2 tokens per emp I suggest). These would be a drop from all castles not a specific colour per castle. 2.Buffing the guardians.At the moment they are useless and never used.Increase their aspd to 194 and their damage by 5x current rate.Add some skills to them like decrease agi or slow grace.That way they can atleast slow people down a little if anything. 3.Possibly weapons that have twice the stats (atk power str,agi,vit,int,dex,luk nothing else) of the current valk weapons, that only work during woe on woe maps, obtained by trading in 5x wheel of the unknown and 5x omen of tempest to a npc in the forsaken kings room. (just suggesting this because long time ago there was talk about a weapon from woe! now there can be weapon(s)!) 4.Possible stopping the use of speed pots on woe maps so people cant speed pot straight to the emp in 10 seconds! (just an idea) Will post more ideas as they come! Edited January 24, 2011 by HerLove
nines Posted January 24, 2011 Report Posted January 24, 2011 ^ If weapon suggestion where to be accepted i'd suggest every one who has those items already has them deleted or make new items like those that drop from the castle so everyone is on a fresh slate.
HerLove Posted January 24, 2011 Report Posted January 24, 2011 ^ If weapon suggestion where to be accepted i'd suggest every one who has those items already has them deleted or make new items like those that drop from the castle so everyone is on a fresh slate. Well as I understood it before those items were meant for the purpose of a quest weapon in the first place but I am not sure tho.
Xtopher Posted January 25, 2011 Report Posted January 25, 2011 I agree with buffing the guardians. They should be much stronger. WoE tokens could drop from treasure boxes at like 10% (13% at Prontera) and like 10-15 for a new emp/imp/ruck color.
Perishable Posted January 25, 2011 Report Posted January 25, 2011 How about Wheel of The Unknown and Omen of Tempest? We need to have that for something right? T> to NPC for certain items or convert them into WoE Tokens or Rewards.
nines Posted January 25, 2011 Report Posted January 25, 2011 (edited) No som people already have a bunch of those items would be unfair. If something like that where to be added at all would want new items put in to take the place of those. -I have them to so its a blow to me but what ever- Edited January 25, 2011 by nines
HerLove Posted January 27, 2011 Report Posted January 27, 2011 I agree with buffing the guardians. They should be much stronger. WoE tokens could drop from treasure boxes at like 10% (13% at Prontera) and like 10-15 for a new emp/imp/ruck color. Buffing the guardians can be done and that would be a nice change! I already suggested some stats they could have in my post above!
Seraphine Posted February 19, 2011 Report Posted February 19, 2011 I think adding woe tokens and more woe drops/prizes would increase activity during woe,also buffing the guardians is a great idea.
HerLove Posted February 22, 2011 Report Posted February 22, 2011 My suggestions would be: 2.Buffing the guardians.At the moment they are useless and never used.Increase their aspd to 194 and their damage by 5x current rate.Add some skills to them like decrease agi or slow grace.That way they can atleast slow people down a little if anything. 4.Possible stopping the use of speed pots on woe maps so people cant speed pot straight to the emp in 10 seconds posted before but there has not been any feedback on it!
Sorrow Posted February 22, 2011 Report Posted February 22, 2011 Disabling Snap during woe. It just is not fair that champs get to use their mobility skill as star gladiators, sinx and stalkers can't. And remove Range&magic damage penalties from woe too. 40% is just too much. Buffing the guardians would also be a great asset. Some guilds aren't as large as others, Guardians would make the whole 'fight your way to the emp' much more interesting than the current 'rush to the emp and attack it'. As for woe castle drops i really don't think anything else is necessary, the rewards for woeing are already good enough. Just canging the 'how' is the important issue.
nines Posted February 22, 2011 Report Posted February 22, 2011 How about this. Make it so investing in safeguard actually does something? set Zeny,Zeny-@def_invest; SetCastleData getarg(1)+".gat",5,@TriggerD+1; SetCastleData getarg(1)+".gat",3,@Defence+1; // set new hp values for guardians set @Defence, @Defence + 1; set @AGuardian, 28634 + (@Defence*2000); set @KGuardian, 30214 + (@Defence*2000); set @SGuardian, 15670 + (@Defence*2000); //set @AGuardian,strmobinfo(4,1285) + (@Defence*2000); //set @KGuardian,strmobinfo(4,1286) + (@Defence*2000); //set @SGuardian,strmobinfo(4,1287) + (@Defence*2000); if (GetCastleData(getarg(1)+".gat",10) == 1) SetCastleData getarg(1)+".gat",18,@SGuardian; if (GetCastleData(getarg(1)+".gat",11) == 1) SetCastleData getarg(1)+".gat",19,@SGuardian; if (GetCastleData(getarg(1)+".gat",12) == 1) SetCastleData getarg(1)+".gat",20,@SGuardian; if (GetCastleData(getarg(1)+".gat",13) == 1) SetCastleData getarg(1)+".gat",21,@AGuardian; if (GetCastleData(getarg(1)+".gat",14) == 1) SetCastleData getarg(1)+".gat",22,@AGuardian; if (GetCastleData(getarg(1)+".gat",15) == 1) SetCastleData getarg(1)+".gat",23,@KGuardian; if (GetCastleData(getarg(1)+".gat",16) == 1) SetCastleData getarg(1)+".gat",24,@KGuardian; if (GetCastleData(getarg(1)+".gat",17) == 1) SetCastleData getarg(1)+".gat",25,@KGuardian; mes "You have invested successfully."; return 0; Pointless much? << Only increase the values on the guardians not on the Emp. And this is what the npc says when investing. mes "If you improve investment of defence, the durability of our Guardians and the Emperium will increase."; mes "So if you consider our future battles, an investment will be required.";
HerLove Posted February 24, 2011 Report Posted February 24, 2011 Buffing the guardians and giving them skills to slow or hamper movement in some way would be a big improvement i think. Also stopping speed potions on woe maps would be good (anything to give an incentive to pvp and not just speed pot ygg tank to the emp would be good imo)
nines Posted February 24, 2011 Report Posted February 24, 2011 Hmmm maybe give archers 197 aspd and cast quagmire on the target. Make soldiers do close confine And knights do bowling bash and a damage boost.
Kayleigh Posted February 24, 2011 Report Posted February 24, 2011 Hmmm maybe give archers 197 aspd and cast quagmire on the target. Make soldiers do close confine And knights do bowling bash and a damage boost. Damn, that would be hella cool. Would be a much more interesting WoE then!
Angels&Demons Posted February 28, 2011 Report Posted February 28, 2011 Buffing the guardians and giving them skills to slow or hamper movement in some way would be a big improvement i think. Also stopping speed potions on woe maps would be good (anything to give an incentive to pvp and not just speed pot ygg tank to the emp would be good imo) If you nullify the effect of speed potions during woe, you would have killed the speed potion market which is a lucrative one specially for new players. We've already made a mistake of killing the EDP market, don't want to make the same mistake twice. I agree on boosting up the guardians too. Players just run past them with no trouble at all. I think making attack speed very high makes it kind of unbalanced since it would in a way paralyze a certain player. Maybe 193 attack speed plus quagmire as a skill and can be cast at a specific interval of time. Maybe it would be a nice idea to make Us-Euro castles at 2-2 apiece. My reason, US woe has too many castles. There are currently 5 active medium-big guilds: Loli Kingdom, Transcesion, Predicament, Extinction, and Empyrean. Trans and Pred stay and defend at Alde and Payon respectively, the only "challenge" they have, is when the castle's eco is not yet 0, so Loli keeps attacking them. But basically they keep the same castle every woe coz Loli Ext and Emp goes to Pront. If one castle would be transferred to Euro, this would encourage PVP and just not rushing the emp. Sanc and Safety wall has already been boosted, if the breakers don't kill the defense and the safety wallers and sancers first, then it would take a hefty amount of time to break the castle. This would also minimize the number of people going solo since there are only 2 castles left, which means there would be far more competition and people hitting them than if there are 3 castles.
HerLove Posted March 5, 2011 Report Posted March 5, 2011 (edited) If you nullify the effect of speed potions during woe, you would have killed the speed potion market which is a lucrative one specially for new players. We've already made a mistake of killing the EDP market, don't want to make the same mistake twice. I agree on boosting up the guardians too. Players just run past them with no trouble at all. I think making attack speed very high makes it kind of unbalanced since it would in a way paralyze a certain player. Maybe 193 attack speed plus quagmire as a skill and can be cast at a specific interval of time. Maybe it would be a nice idea to make Us-Euro castles at 2-2 apiece. My reason, US woe has too many castles. There are currently 5 active medium-big guilds: Loli Kingdom, Transcesion, Predicament, Extinction, and Empyrean. Trans and Pred stay and defend at Alde and Payon respectively, the only "challenge" they have, is when the castle's eco is not yet 0, so Loli keeps attacking them. But basically they keep the same castle every woe coz Loli Ext and Emp goes to Pront. If one castle would be transferred to Euro, this would encourage PVP and just not rushing the emp. Sanc and Safety wall has already been boosted, if the breakers don't kill the defense and the safety wallers and sancers first, then it would take a hefty amount of time to break the castle. This would also minimize the number of people going solo since there are only 2 castles left, which means there would be far more competition and people hitting them than if there are 3 castles. I disagree. The speed potion market is not only about woe but normal pvp as well. Also the guardians casting quagmire will also hamper the defenders of the castle. Slow grace or decrease agility would be the ideal skills. Two castles per woe does not help either because euro woe has a lot less people than american woe. I am still for buffing the guardians and stopping speed pots in woe in that order. Edited March 5, 2011 by HerLove
nines Posted March 5, 2011 Report Posted March 5, 2011 Quagmire removes buffs also so its better. And who cares if it also effects the guild members? Every up has its downs. And the reason most speed pots are sold is because of just Woe if it was only for pvp the price would drop and they'd sell in bulk a lot less. And stopping speed pots? only some one who defends a castle or trys to steal last minute would think that way. Who cares if its just speed pot x 10 - buff - break emp. This is a good buisness for noobs and most of the ones who go through with farming them and selling them make there way up the food chain in the server. Also no speed pots = trap hell = slow grace hell = quagmire hell = stun lock hell = hell all around.
Leaz Posted March 6, 2011 Report Posted March 6, 2011 personally, i think speed pots should be allowed in woe and +1 for upgrading the guardians!
Veracity Posted May 6, 2011 Author Report Posted May 6, 2011 Moving this to accepted, some of the ideas/changes suggested here will be implemented soon. Thank you to everyone who provided helpful input!