Hi, i’ve been playing this game for too much time and I can say playing it right now is ■■■■■■■ boring. Therefore i’ll write down what i would wish this game was like.
TL,DR: Make leveling slower by adjusting EXP given to that people aren’t overleveled from one episode to the other and by the time a character finishes episode 13 it reaches 460. Make Legend Gear which adjusts to character level. Make field monsters at low level be more tanky to allow more skill experience. Add Gabija coin acquisition to dungeon clear to increase player queueing. Add an option to copy goddess gear in a character locked manner in order to allow more build variety. Make goddess raids for each old outdated raid which adds Goddess tier Gear Progression and gives people more things to do. Take as example Lepidotera Hard in order to make raids that require players to have more involvement with the mechanics and not Snake which is just dumb mirror turning.
Leveling - Questlines - Getting new players to enjoy the game.
I’m personally under the impression that all new players should be able to reach level 460 simply by questing for two main reasons: population is incredibly low to rely on dungeon queue systems; and secondly, players can be overwhelmed by power difference between them and endgame players.
Leveling should be an interesting solo content adventure in which people can test skills and develop their character at a fair pace, and when finishing the leveling storyline one must have gone THROUGH ALL QUESTS without having to retrace back.
On our current patch, while advancing through the multiple low level areas you will find that all monsters die to one-hit, which is very boring and also limits the possibility of skill testing. You will also find out that at level 200 you will have at least 4 storylines that you haven’t touched at all. Those 2 are the main reasons why EXPERIENCE given at early levels must be heavily diminished while respecting the proper level thresholds and monsters should be tanky enough for people to try out their skills and skill interactions.
In order to avoid overleveling at early stages, the solution would be as simple as considering what level do you want a player to be by the end of X questline, and make sure the amount of EXP given during the complete questline bring the player from level 1 to the level desired, for example 40. Currently we have 13 episodes and a level cap of 460, you could easily have each Questline give 36 levels, and so by the time a player finishes all episodes, their character will be cap level without the need of dungeons.
Regarding monster toughness and character identity.
As far as I am concerned, killing monsters in one-hit is incredibly boring at early stages of the game and leads to players disengaging from going forwards. Having monsters impossible to kill or incredibly strong would have the same effect.
Currently all monsters up until West Jungers Road (Currently known as Sajunga Road) are way too weak. I would heavily suggest increasing the defense of all field monsters by a substantial amount while keeping their attack values low. This would allow players to have a better grasp and feeling of skill usage.
Gear is also a very heavy problem for new players who have no experience at the game. Many players don’t know there is such a thing as Kedoran gear at Wings of Vaivora and many don’t know how to or when to upgrade their armors and weapons.
A solution I would suggest for allowing comfortable questing without the reliance of seeking for new gear at the start of the game would the implementation of that which i’d call: “Savior’s Equipment”
Savior’s equipment would be a legend grade combination of armors and weapons which would have a window similar to goddess gear. Just as some other gear from the past, such as “Harvest” unique weapons and some tutorial class specific weapons, Savior’s Equipment would level up along with the character level. It would also be team storageable and having Weapons or Armors swapped between types would also be free and doable at any point. You could change a savior’s sword to a staff at any point in time depending on the character you are leveling. Due to it being Legend Grade, ichors and visions could be equipped on savior’s gear. Random stats could also be rolled or implemented for free. Set effects can not be applied to Savior’s gear.
All in all the intention of this changes would be to have a comfortable questing experience where a character can be thoroughly practiced and episodes are completed sequentially.
For those people who don’t want a questing experience and already have maxed out characters, level 460 cards are available at the Exchange badge shop.
What would happen to dungeons then?
Dungeon system is completely outdated and is only useful in order to generate pamokas. It’s content that noone has interest in playing which makes queue times incredibly long.
I would suggest dungeons are granted a “economical” reward. Considering the current state of the game and intentions of IMC, granting Gabija coins upon clearing would be the best approach most likely, let’s say for example 1000 Gabija coins upon Dungeon clearing. That would allow for more better queueing times and more player engagement with the content.
So now we are level 460, completed all questlines, what are players offered at this point.
Once the cap level is reached, Gear progression begins which is the most extensive part of this game.
Currently we have the Equipment storage system, which I honestly really enjoy. There’s a few things i might personally change though;
First one would be Requirements for ARK and Goddess armor Crafting / Leveling. Arqueniums and Thierriniums are somewhat expensive to get for new players. I would personally not remove them at all from the “Ingredient formula” but personally I would move the “Level” in which they are required.
For Arks which are leveled per character, it is hard to have an approach which allows the Player to level the ark from 1 to 4 with a low cost, which permits the player to experience how the Ark works without having to completely invest on it whilst going to level 5 and above, which makes the highest damage difference, have a relatively higher cost.
For Goddess armors, which in this case have a “team based” leveling system. I believe Arquenium should be moved from Registration requirement to Leveling material when upgrading from Level 1 to Level 2. This would also allow new players to experience multiple armors at low level without having to invest heavily on each 4-piece set.
Regarding Current State of Goddess Gear:
In order to play multiple builds, a character requires multiple copies of armors and weapons in order to have sets of skill gems, awakenings, enchants depending on the build of choice. I believe that a system in which allows Armors and Weapon enhance, transcendence and evolution values are copied on CHARACTER LOCKED gear is necessary in order to allow people to have MULTIPLE READY-TO-GO BUILD OPTIONS AND INCREASING GAMEPLAY VARIETY.
Current Raids
A lot of content has been left behind and has no reason for existing or being ran at all, that includes earth tower, Velcoffer, Skiaclipse and so on. The main reason to run the content currently is for Weapon skins, which I believe is a good enough reason, but having only one “difficult” raid at the time is very unappealing, and leads to players not feeling motivated to play at all.
A more diverse variety of “endgame raids” would allow mean more gametime and involvement by the players.
WE WANT MORE RAIDS, MORE CONTENT TO DO, TO HAVE FUN. Keep in mind FUN doesn’t strictly mean HARD nor HEAVILY REWARDING. AS LONG AS INTERACTIVE GIMMICKS WHICH DONT REQUIRE BEING PUNISHING OR BENEFICIAL ARE ADDED ITS MOST LIKELY GONNA BE FUN.
Therefore this is my petition.
I would love if all raids were granted a GODDESS VERSION and rewards from every raid were to be used for gear development.
Goddess raid Velcoffer
Velcoffer Goddess raid giving a new Goddess Tier Seal, Velcoffer Seal +1.
Level 1: Damage +15%, Dragon Strenght +1 Affects set effect performance
Level 2: INT/STR/SPR depending on class + MATK/PATK/Healing
Level 3: Dragon Strenght +1 affects Accesorry performance
Level 4: Min. Crit / Defensive Stats
Level 5: Dragon Strenght +1 affects Relic performance. (For example +600 RP).
Goddess Raid Skiaclipse:
Upon clearing gives Refined Feathers.
Refined feathers are used to apply set effects on goddess armor. Here you can reintroduce incredibly varied selection of armor set effects, including classics like Sauk, Aqrova…
Currently Set effects are very few and monotonous, granting the game a big variety of set effects with multiple applications would allow for a more diverse gameplay.
In order to tune set effects, old option should be rebalanced.
Sauk:
Grants character player a 150% damage boost for a limited time.
Cooldown 30s
Duration 12s
Dragon Strength 1: Add an additional 6s Duration.
Proverbs
Passive effect; When hitting a monster apply a 5 second debuff. “Proverbs”
Reduces damage done by target by 12%.
Dragon Strenght 1: Increases damage reduction to 18%
Goddess Raid Lepidoptera:
Acquisition of material for Luciferie upgrading to Goddess Tier accessories.
I would heavily recomend Force wave is removed from new Goddess tier Triukas and Elemental overload is reimplemented. Force wave requiring a directional input in order to direct it has made it become despised by all Wizard Players.
Goddess Raid Glacia:
Upon clearing grants materials used for more Awakening, Color gem and Skill gem refining.
This is just a suggestion I’m not very convinced either.
RELIC REBALANCE:
IMC has explained how the relic is unhealthy and how they consider it a mistake. I do not disagree with that, but something must be made in order to standarize the game for kTOS and iTOS.
The most simple rebalancing would be reducing performance of magenta gems by either a half or a forth. Magentas are the most powerful gems and give enormous boosts in power; current level 10 goddess magenta gems are heavily overtuned.
Changing for example Marvel from 4,000 MATK (per level) and 2% final damage done (per level) to 2,000 MATK and 1% or 1,5% final damage done would cause magenta to be far less impactful.
Aside of the Magenta problem, there is also a lack of Cyan gem Variety.
Legend Cyan gems give and active effect which can never be reused without turning a relic OFF or ON, which heavily affect their usability. Meanwhile, Goddess Cyans give both an effect upon use and a passive effect while relic is on.
Requiring to turn a relic on or off to use the effect of a cyan gem might be affecting the variety of gameplay options available to the players. I believe that such a thing as a “Release Cyan” skill should be added in order to allow for many more gameplay interactions. Allowing a character to Recast the effect of a Cyan gem while the relic is ON or OFF.
For example:
new Legend gem: Impenetrable Shell
Upon relic release grants a 20000 HP shield to all party members. (+20,000 HP per level).
new Goddess Gem: Carapace of the Ancients
Upon relic release grants a 30,000 HP shield to all party members (+30,000 HP per level). While relic is active grant -1% final damage taken to all party members.
One might want to only use the shield acquisition during certain wipes or hard mechanics during a raid while in an all-out fight where individuals can be completely looked after the passive bonus will allow for better survival.
new Goddess Gem: Armlet of the Meteor.
Upon relic release teleport towards target location. Grants 1s Invulnerability upon use and a Meteor falls from the skies dealing 30,000% x 5 SFR at target location. Enemies hit by the Meteor will be “Starbound” debuff, if PC hits an enemy affected with Starbound while relic is active, that character is slowed for 2s.