Dear Bluehole

  • Another quarter another copy paste of community feedback that has been ignored for years now. Including the main aspects of what we - the players want and expect from this game.


    1. Remove random stats on gear - we want equalizied stats on gear like before exodor patch happened. It's dumb when another person is able to deal 20-30% more damage than you just because of all the random stats on gear. There are way too many different stats that are completly useless and just make it impossible to actually get a good item on your own by farming. People want to have a somewhat fair competition and not get carried or lose thanks to their own luck. Requiring the same luck as winning the lottery has absolutely nothing to do with "progression" and no matter how hard you try to hide it by changing the gearing system every year - tons of people stopped playing solely because of that.


    2. Improve the existing PvP gear so it's actually best in slot instead of PvE gear. Also enable openworld pvp around velika outskirts again + allow guilds to fight against each other. PvP content has been dead for years and even to this day there are some people that would be willing to come back if pvp was as alive and as rewarding as it was a few years ago.


    3. Remove all pay2win consumables from leaderboards and preferably from the whole game itself.


    4. Fix classes who benefit immensely from scripts - like Valk & Zerk for example.


    5. Revamp the class passives of preferably all classes to not scale with random stats. That whole idea is pretty lack-luster since you aren't even able to grind for your stats so based on your luck you get even more damage since your passive scales with these random stats....? How is this game supposed to be balanced when literally everyone has different stats? If you aren't interested in completly revamping them then please at least change the Zerk & Sorc ones since once again - HP & MP are NOT offensive stats so why would anyone try to get those stats? These stats are worse than the other options so both of these passives are kinda useless in that regard. As a whole these passives add absolutely nothing to the game and are completly unnecessary - just give all classes a flat value if you want to buff them. But with those random stats + scaling passives you completly destroyed any realistic class balancing for the near future.


    6. Thanks to all the exploits & dupes that tons of people abused for the past few years since you guys didn't bother fixing them there is way too much gold in the game - you should seriously consider a whole economy reset if you want to make the game more accessible for ethical & new players.


    Thanks for most likely ignoring our feedback again, but hey - maybe you'll actually consider it for the next big content patch in 2022.

    :elin16:

    Done.

    Edited 2 times, last by tobtheking2 ().

  • 1. Remove random stats on gear - we want equalizied stats on gear like before exodor patch happened. It's dumb when another person is able to deal 20-30% more damage than you just because of all the random stats on gear. There are way too many different stats that are completly useless and just make it impossible to actually get a good item on your own by farming. People want to have a somewhat fair competition and not get carried or lose thanks to their own luck. Requiring the same luck as winning the lottery has absolutely nothing to do with "progression" and no matter how hard you try to hide it by changing the gearing system every year - tons of people stopped playing solely because of that.

    Assuming you mean the secondary rolls like "Increase Physical Crit Power by (small number)"... They're doing exactly the opposite of this. In v108 (seraph's translation link) specifically the new gear, brings a new roll type called Support options. You get one Unique option and two Support options. You can't reroll the Support options, so you'll have to keep grinding gear drops until you get the roll you want.


    The Unique options have grades I - V, similar to our Halidoms and Relics. The effect increases the higher the grade is. If you don't feel like looking at the patch notes, some of the options are:

    - Decrease cooldown of passives with ‘increase Crit Power’ effect by (7/9/11/13/15) seconds

    - Increase MP cost by 2 times, increase skill damage and effect of healing skills by (4/5/6/7/8)%

    - Increase skill damage and effect of healing skills by (6/7/8/9/10)% when HP is above 80%


    Some of these effects are gigantic, like +10% skill damage when >80% HP. That's going to be a huge DPS difference vs someone with a worse, or even no roll. So people who are either whaling, or extremely lucky, will probably end up being top of leaderboards again. At least we have a succession system to transfer our enchantment, etchings, and normal options to a new piece of gear, right? At least it can't downgrade or damage anymore, right.? At least infusions are gone, right..? :fie:



    If you aren't interested in completly revamping them then please at least change the Zerk & Sorc ones since once again - HP & MP are NOT offensive stats so why would anyone try to get those stats?

    They actually increased the skill damage buff in proportion to maximum HP for Berserker. For Sorcerer, they added 3 new skills that get buffed from MP (Ice Lances, Frost Sphere, and Lightning Strike)... So HP & MP roll meta?? :lol:

  • Uhm...Yes - I have read those patch notes - thats exactly why I created this thread and mentioned #1 & #5. But thanks for agreeing with me that the new changes are probably as bad (if not even worse) as the last gear! :elin31:

    Done.

  • Guess they are looking for a reason for people to quit with the new gear. Honestly let's face it now is the time to really think of jumping ship.

  • 1. Remove random stats on gear - we want equalizied stats on gear like before exodor patch happened. It's dumb when another person is able to deal 20-30% more damage than you just because of all the random stats on gear. There are way too many different stats that are completly useless and just make it impossible to actually get a good item on your own by farming. People want to have a somewhat fair competition and not get carried or lose thanks to their own luck. Requiring the same luck as winning the lottery has absolutely nothing to do with "progression" and no matter how hard you try to hide it by changing the gearing system every year - tons of people stopped playing solely because of that.

    I'm one of those who quit 2 or 3 years ago (just before Exodor patch) because on the horizon another RNG stats for equipment mechanic was looming.

    Glancing through Forum every few months tells me, it was the right choice to move on.

  • Uhm...Yes - I have read those patch notes - thats exactly why I created this thread and mentioned #1 & #5. But thanks for agreeing with me that the new changes are probably as bad (if not even worse) as the last gear! :elin31:

    I assumed, but you could've made those arguments with old random options, and especially moreso with old class passive values. I'm sure that many people didn't or don't know what's coming, so I felt I'd just add it.


    I'd say now more than ever, Bluehole needs to realize the problem they're causing. I won't sit here and say random options are bad, because I'm fairly used to dumb RNG systems... I will however, say that the power creep is going to be awful with "Unique" rolls. How are you going to balance a dungeon when you need to account for at least 10% more damage from someone who has god tier rolls..? That's just one roll, too. Not accounting for the other 10% damage increase (for 20% total) and two survivability rolls to make the game even easier.

  • I assumed, but you could've made those arguments with old random options, and especially moreso with old class passive values. I'm sure that many people didn't or don't know what's coming, so I felt I'd just add it.


    I'd say now more than ever, Bluehole needs to realize the problem they're causing. I won't sit here and say random options are bad, because I'm fairly used to dumb RNG systems... I will however, say that the power creep is going to be awful with "Unique" rolls. How are you going to balance a dungeon when you need to account for at least 10% more damage from someone who has god tier rolls..? That's just one roll, too. Not accounting for the other 10% damage increase (for 20% total) and two survivability rolls to make the game even easier.

    They don't balance anything. With bare requirements the dungeons take way too long and with BiS they are a joke. The damage dealt should be increased according to gear progression, but right now there is such a huge gap between +7,+8,+9 they could be considered a completely new tier and throw off any balancing you could try to apply.

  • They don't balance anything. With bare requirements the dungeons take way too long and with BiS they are a joke. The damage dealt should be increased according to gear progression, but right now there is such a huge gap between +7,+8,+9 they could be considered a completely new tier and throw off any balancing you could try to apply.

    This seems to be true with v108 as you called it. Bahaar takes a skilled party 15 mins, and the new dungeon (NM) is ~10. I saw a DCHM trap that took 40 mins, which would've been 20 mins if they didn't let him get 2x power/defense from pre-awaken soul absorption mechanic. I wonder how OP BiS will be when players finally get their hands on decent pieces.

  • Its definitely faster with BiS then but sadly not OP enough to get fair fight times again...judging from korean feedback that patch is as expected another fking joke xd


    I'm absolutely not interested in fighting bahaar again (for three years straight) when it takes 15 minutes per clear - thats stupid.

    Done.