I’ve not read through the forum at all so if this has come up before Great, if not Also great.
Questing System:
-
The Tutorial does a terrible job of explaining that any NPC in
the wild can have quests. Please consider adding an Icon above the
characters head to draw attention to the quest. -
The Experience cards that you earn from doing quests feels random and unnecessary,
They really just limit how much variety of exp you can gain, it also make’s some quest FAR
more rewarding than other of similar difficulty, as one could
give 1 Card while another gives 3, This will only get worse as the difference in the cards quility increases.
Skill System
1. Cleric Skills: The base skills available to a Cleric does not flow
well as a starting class, They all feel (Apart from healing) like
extra spells, things that are nice to have but not really
contributing to the class as a whole.
1.1 The way to Monk & Paladin: I feel that the cleric should have atleast one skill available that scales with Strength,
otherwise you have to get 60 job levels before you see any return on your investment.
1.2. Cleric classes: As my previous point made clear making a Monk or Paladin is very tedious,
so why not introduce an Adept class, a Cleric / Warrior type class with a focus on self buffing and Light based melee
abilties available at rank 3.
2: Blessing: This skill feels worse the longer i use it, the whole
idea behind it seems flawed on a massive scale. As you level it up
it add's to the number of attacks and the damage it gives. But the
fastest increasing value is the number of attacks, going up 10 per
point, with a duration of 45 seconds you can at most get out 45
attacks, and since atk speed is not a factor this will not change.
however at rank 15 you have 150 attacks. I know that some skills hit
multiple times, but this is often averaged out by the animation and
casting time of the ability, i've had both archers and warriors try
to spend my 70 available in the 45 second time frame and it's not
possible, most get to about ~50.
The attributes available to it are even worse,
Number of friendly targets effected (1 per point)
Number of attacks (10 per point)
Bonus damage (2 per point)
Again the same issue comes up, there is no way you will ever take Number of attacks since you cannot spend them
and the bonus damage is laughably low,
i suggest a rework, that keeps most of its functions but makes it more useable,
Bless will now create a pool of attacks for everyone affected, the buff will last for 5 minutes.
Attributes will be unchanged except the damage will be a % instead of a flat number.
This will alleviate most of the problems, you will not cause more damage because you have a longer duration,
but you also don't waste attacks because the duration is to short. It also makes all the available attributes worth
taking.
Crafting
This game has fallen into the same trap that every other MMO falls into, it makes crafting possible early but unnecessary, Most MMO has end game crafting being a vital part and im guessing it will be the same here. The way crafting works is you have to find a rare recipe, then find rare ingredients then you make your item, but often its just easier to look up a monster drop from a datebase site and farm that.
I’ve always felt that crafting should be a buffet of easily available items that are on par with grindable items, but you substitute luck for time, crafting should also come with options not available anywhere else to entice you to use it.
for instance, make other weapon types craftable early, like spears, daggers and such, have these be different but not better than level appropriate drops or quest rewards.
Luck will always give you the best items, but time should give you the second best.
Agility
Bring it back.
Attack speed brings so much to min maxing, it opens so many options. It also helps make the stat choice a bit more difficult which is nice.
/Kaligor.
