[Edited]
So I’m level 164 and I’m pretty much not enjoying leveling right now.
If I try to find a good spot to get exp in, there’s likely other people who will be looking and find that spot and I have to compete with them in order to get exp. Don’t get me wrong, I’m not mad at them for trying to get exp efficiently too. I’m disappointed in the limited options there are for gaining experience at this level.
I’ve decided that i’m pretty much burned out of trying to grind up to the 6th advancement to test things out with it. I may participate in this CBT off and on, but I’m no longer going to put in serious time for leveling, testing, theorycrafting and discovering things.
A lot of people say that there needs to be more channels and more density with mobs, but I think those are just band-aid solutions to the problem. I’m not against these ideas! I just think more needs to be done than just more channels and higher mob density.
Let’s say for example, you find a good spot to get experience in. Someone else runs by and decided to get exp in that spot too because they see how good that spot is. Now you might think “oh we’re both trying to get exp, let’s party up!” but unfortunately you get less exp per member of a party. If the density of the spot is only good enough for one person to clear effectively before mobs respawn, it’s better to continue to farm the spot solo. Currently, Instance dungeons are not an effective solution because the level range between available Instance dungeons is just to wide and there is a lockout in the number of times you can complete a dungeon in a day.
Here are some recommended solutions I thought of based on my experience with the CBT of this game:
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Make more INSTANCE dungeons (every 10 levels, minimum and some variety of dungeons at similar levels… for example, 3 level 110 dungeons, 3 level 160 dungeons, etc… and I mean dungeons with high hp/elite mobs that give good exp, not cosmetic ones with normal monsters!!!)
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Remove the lockout of non-cosmetic Instance dungeons
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Make the rewards from Instance dungeons reduced in drop rate IFF the lockout is removed OR after you’ve run a dungeon x amount of times in a day, the Boss no longer drops a cube for you until the next day [EITHER OF THESE SOLUTIONS WORK!! JUST DON’T LOCK PLAYERS FROM WANTING TO DO DUNGEONS AS AN ALTERNATIVE LOCATION FOR EXP GAINS!!!]
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Make cosmetic Instance dungeons accessible at level 10 and scale according to the average character level (0 boss drops after x amount of runs)
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Remove the exp penalty per additional party member in groups. I never want to feel angry at the fact that there’s someone in the party limiting the exp and we’d be better off without the extra person. This is an MMO… ENCOURAGE players to play together!!!
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More channels and better mob density, especially on higher level maps!
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Better exp scaling for higher level mobs
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“murder-maps” with high HP mobs (maybe mini-boss mobs) that hit fairly hard and require party coordination to kill groups of them, and of course dramatically increased experience per mob to make doings these maps worthwhile.
Here is some of my feedback in regards to classes, skills and attributes:
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Make more enticing passive attributes. Archer C2 (+25% increased crit rate), Wizard C3 (+50% magic damage), Peltasta C1 (+50% defense while guarding, and +18% evade with Guardian active) and Highlander C1 (+50% improved critical attack with 2h) are good examples, especially Archer C2 and Wizard C3. The passives should be universal, so Highlander C1 passive could be +25% improved critical attack for melee weapons and an additional +25% for 2h so players will consider choosing Highlander C1 for improved critical. These kind of attributes that have synergy or potential with other classes [within the same class tree, of course] need to be more common, especially in higher circles of classes!
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Please use Multiplicative instead of Flat scaling stats. I’m pretty sure I’m not the only one who isn’t a major fan of Flat-scaling stats. I know this has been said time and time again, but please remove the flat-scaling and implement coefficients based on STR, DEX, INT, SPR, CON and/or Atk, Magic Atk, etc. I’d also like to see abilities like Blessing, Concentrate, Sacrament, etc scale based off of INT/STR as opposed to being limited to a flat amount of damage.
