Hey, I just want to suggest a solution in one of the biggest time-sinks in the game aside of ET and Fishing: Alchemists Item Awakening.
While the Item Awakening by itself is not entirely a flawed system after the re-balancing, I’m astonished that noone openly addressed the time issue of it.
While a magic grade item awakening usually takes about 5 minutes (4 minutes 30 seconds or sth like that), higher rarity grade awakenings take much more time, e.g. rare grade takes about 10 minutes and unique grade even longer (never got the chance to try legendary equips).
The problem I see in this is the potential waste of time, because we recently got a lot of changes (stronger equipment/skills, more silver sources, the availability of premium awakening stones via fishing/events) that make it so very easy to clear the monster waves solo in a matter of 3-7 seconds.
However, you still have to wait over 40 seconds for another wave of monsters to appear, which costs a lot of extra playing time where you sit around and do nothing.
If I may speak from my own experiences, that’s 3/4th of the time (i.e. e.g. 7,5-8 minutes out of 10 minutes on rare equipment) I spent sitting down doing nothing, waiting for new monsters and all just to get an unwanted awakening stat in the end.
This is not only boring but pretty much counter-productive to the idea of sinking away silver through Item Awakening and the massive influx of timed awakening stones through the recent event.
That’s why I suggest the following two changes:
- decrease the CD time of the skill “Item Awakening” from 600 to 300 seconds and, together with it,
- decrease the waiting time between monster spawns inside the dungeon by at least 50%; a good way would be via an Alchemist C3 attribute for Item Awakening to make the progress faster.
Maybe both, the CD reduction and the spawn time reduction could be managed by the same attribute so that the skill itself doesn’t need to be changed.
The result would be a greater silver sinking capability and a greater use for premium awakening stones + happy players that need to waste less time in a boring dungeon for pretty much diminishing results.