Recent Posts

Pages: 1 2 [3] 4 5 ... 10
21
Suggestions / Re: doubled mobs in shienwood
« Last post by Aook on April 17, 2026, 01:17:51 PM »
There is some truth in this, but we have a game adapted to collecting a very large number of mobs, but there you have to take from someone else to collect the full amount and sometimes they even disappear because they are too far away
Also, if the gameplay is so high, especially with dmg/hp, then mobs should also be a challenge. More mobs = a bit more interesting farming, and you don't just stand there and run macros.

HP should be lowered on characters (only Archer needed some more HP) and the damage can be lowered too, its WAY TO HIGH with these new stats, having that higher scaling on Strength/Agility/Intelligence is nonsense
22
Suggestions / Re: doubled mobs in shienwood
« Last post by shado on April 17, 2026, 12:16:56 PM »
There is some truth in this, but we have a game adapted to collecting a very large number of mobs, but there you have to take from someone else to collect the full amount and sometimes they even disappear because they are too far away
Also, if the gameplay is so high, especially with dmg/hp, then mobs should also be a challenge. More mobs = a bit more interesting farming, and you don't just stand there and run macros.
23
Suggestions / Re: doubled mobs in shienwood
« Last post by Nymeria on April 17, 2026, 11:41:53 AM »
Increase the number of mobs in Shienwood, double the number. Only 5 people can farm, but what about the rest of the guild?
there were really cool so many mobs when there were only double 7th wave do it for everyone waves

Doubling the mobs won't fix the ongoing issue of a certain guild gatekeeping european players from accessing the game. It will just cause them to be even more greedy, since the "double mobs" would mean the mobs spawn on the regular spots.. Something can be done to improve shinewood, but I sincerely believe that won't be the key to fix the area.

Expanding the Shinewood area is the only way to benefit solo players—trust me!

As always, shining with your absolutely-not-any-bright ideas. How about you & your greedy friends slow down on preventing players from accessing the game for 20h/day (EVEN YOUR OWN ALLIES LOL)? Maybe, just maybe, it might have an impact & allow players no matter if they have a team or not to play the game & cause the server population to grow at least a tiny bit till any further update comes.
Imagine, just imagine, if y'all would allow other players to play, farm, enjoy the game ^^
24
Suggestions / Re: doubled mobs in shienwood
« Last post by wang162710 on April 17, 2026, 09:37:26 AM »
Expanding the Shinewood area is the only way to benefit solo players—trust me!
25
Suggestions / doubled mobs in shienwood
« Last post by shado on April 17, 2026, 09:05:44 AM »
Increase the number of mobs in Shienwood, double the number. Only 5 people can farm, but what about the rest of the guild?
there were really cool so many mobs when there were only double 7th wave do it for everyone waves
26
Images and videos from players / Re: Videos
« Last post by D0gm4 on April 16, 2026, 08:11:58 PM »
27
Suggestions / Re: Community balance project
« Last post by Aook on April 12, 2026, 06:31:20 PM »
All classes
Problem : the stun that can be perma stunned without any possibilities to move out or even cast anything
Possible solution : When getting stunned, put a temporary effect on the character that prevents him to be stunned for a certain amount of time (like giving 5 seconds at least out of stuns), and put the stun duration limit to 10s maximum (can be lowered if still way too strong)

Another possible solution : lower the stun chance overall and the stun stack duration, all crit classes being at 350+% attack speed (so 3.5 attacks per seconds) while having also 50+% stun chance, is way too much, we could lower by half the stun chance while blocking the fact that you can stack stuns, because now, every critter that will attack you will stun you for exemple 6 seconds, but each hit they havbe a 50+% chance to reset the timer and have multiple chars stacking it up, so if you have 4 critters on you, you get 4 times 6 seconds at 50% every hit

Thats what i see could be done
28
Suggestions / Re: OLD dungeon on Broken Bridge ( old infernum map)
« Last post by Aook on April 10, 2026, 10:09:42 AM »
I would most likely see a 50% chance since it would be really competitive and maybe hard to make
29
Suggestions / OLD dungeon on Broken Bridge ( old infernum map)
« Last post by shado on April 10, 2026, 09:55:22 AM »
The previous Infernum dungeon, which was next to Tullan Broken Bridge, can be converted to farming materials from mobs. Later, it can be used to reef pet reinforcement manuals. A given material and number of manuals are upgraded into one Super Pet Manual, which is combined with the material obtained from the boss in a given location. This increases the success rate by 5%. For example.

In my opinion it was a very cool dungeon, use it
30
Suggestions / Re: Direct portal for Latria
« Last post by wang162710 on April 04, 2026, 03:37:34 PM »
A bunch of idiots! The event times aren't only when Chinese players are online! Are you brain damaged? We need to sleep! When we're asleep, whether you participate in events or not, nobody cares! You idiots, stop showing off how low your IQ can go!

Pages: 1 2 [3] 4 5 ... 10