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  1. They will change the tree back. Under normal policies, they will not do this for you twice, as the service is a considered a one-time thing. But with the temporary policy, they're saying that they'll switch it back again. I'm sorry if I didn't make this sufficiently clear in my original post.
  2. It does work, I've tested it out. Support will consider swapping trees an upgrade and switch it for you. I've also asked whether there is a formal definition or support policy, and there isn't, so its pretty much up to interpretations.
  3. Eyy lmao you fell for the click bait title. hehe xd There really is a loophole though... kind of... So, with the upcoming soul cost reductions, a lot of people will be asking for reverts. So a "Temporary Item Reversal Policy" was created and can be viewed here: https://support.bladeandsoul.com/hc/en-us/articles/360000726886-Empyrean-Shadows-Update-Temporary-Item-Reversal-Policy For all of you who didn't click on the link, basically if you've upgraded a soul or weapon between May 1st to June 19th, you can get it reverted regardless of having an item reversal or not. So the loophole question is, if you switch your soul between the two soul trees (Dragon and Tiger) right now, doesn't the support staff technically have to agree to reverse it for you? This loophole doesn't let you get tons of extra oils back if you couldn't before, but it does force support to give you a revert. I actually wanted to point this out a week ago, but I figured that if people saw this and decided to purposefully change their soul to mess with the support staff, I would feel bad about it. Now that we're less than 3 days away from the end of the deadline, eh good enough. That being said, this loophole is only half of why I made this post. The other reason if to discuss your experiences with this reversal policy and the support staff in general. I've been hearing and seeing cases where people who upgraded a long time ago gets their items reverted anyways, or people who should be able to get their item reverted is having a hard time trying to do so. People are saying that dealing with support is basically a GM lottery, where if you get the correct person you can your items reverted etc. There has been a lot of grief going around in discord channels and conversations about this. Personally, I'm just kind of salty about the deadline because I missed it by about a week, but I'm interested in what you guys have seen, heard, and feel about the current situation. Is the GM lottery really a thing? Are there anyone else having trouble getting items reverted? And what did you think of the reversal policy?
  4. Looking to buy a poharan pet on Soha/Jiwan server group, paying 650g. Mail WheresMyHPBar.
  5. The April 12th patch is bringing a lot of new content, but the most controversial change is the upgrade material revamp for legendary weapons. From the perspective of new players, this gives them a much easier time getting into endgame content. This also shifts the overall gear quality of casual players up, making endgame dungeons more accessible, especially in instance server. However, this change also discourages people from trying to progress their gear as fast as possible, as nerfs to costs seems increasingly consistent after new content. Moreover, this change is arriving right after winter trove, during which many players decided to try to progress their weapon as much as possible due to the reduced prices. So although overall positive, this patch will bring much grief and backlash. Many players would regret upgrading to mid stage legendary only a week or two before patch, and looking at the cost differential, I have to sympathize with them. I expect that bns support will be flooded with tickets to have weapons rolled back. (These calculations were done with SPTS at 190g, STS at 4g, and Ornaments at 7g) Stage /Silverfrost Premium Transformation Stone / Honorary Ornament / Silverfrost Transformation Stone / Gold / Total / Sum / Stage 1: -1 = -12 -20 -258 -258 Stage 2: -1 +5 +1 -3 -154 -412 Stage 3: -1 +5 +1 -3 -154 -566 Stage 4: -1 -7 +1 = -235 -801 Stage 5: -1 -7 +1 = -235 -1036 Stage 6: -1 -7 +5 = -219 -1255 Stage 7: -1 -15 +5 = -275 -1630 Stage 8: = -15 = = -105 -1730 Stage 9: = -15 = = -105 -1835 Stage 10: = -5 = = -35 -1870 I would like to propose the idea of giving players BOUND sacred oils proportional to their weapon stage at the patch update. (Stage 1 would get 1, Stage 2 would get 2, etc) This gives back to the players approximately the amount of extra gold they spent to upgrade their weapon, assuming prices of items during Winter Trove. Coincidentally, players who have just upgraded to stage 4-6 sacred would also be at the stage of the game where they look to upgrade their soul. Pros: More of the player base having stage 5 soul aligns with the direction of trying to give more players access to endgame content. A compensation event would prevent people from trying to roll back their weapons and also increase overall satisfaction. Cons: Although bound, an influx of sacred oils will affect market prices. Gear disparity between new players and veterans would still exist ,but instead shift from weapon stage and ap to soul stage [Edit: In reply to responses] I saw some interesting responses, and I would like to address a few here. Minimizing gear disparity: The game already has safeguards to gear disparity built in. It becomes exponentially harder to progress as you get later and later into the game. The people benefiting the most from this would be players who are pre stage 7. The compensation will give a significant boost to people who has stage 4 - 6 weapons, assuming that they only have a stage 1 soul, as it would allow them to upgrade to stage 6 soul easily. Players who have stage 7+ weapon likely already have a stage 6+ soul, so 7+ oils will only upgrade their soul by one or two stages. Also, the upgrade cost revamp is not really aimed at closing gear disparity; players who spent time and/or money on this game will always progress faster and be more geared. The change is designed to speed up progression for everyone, especially new and mid game players. Negating the time and effort veterans players previously spent does none of those things and is ultimately a negative side-effect of these changes. Revamp -> Post -> No Compensation ->Repeat?: Compensations for cost reduction is ambiguous and tricky. An over-compensation will further gear disparity unnecessarily, while under or no compensation will leave many players feeling cheated out of time, effort, and sometimes money. So it really comes down to how and how much players should be compensated. Many mmos choose to play it safe and not compensate. Some just do not care about the community backlash. But Blade and Soul has compensated its community before. During the True Scorpio revamp, we did receive a compensation, and it fell into the zone of enough, but not game changing for better or for worse. This shows that the developers definitely do consider compensation and it is only a matter of finding the correct way to implement it. This post only suggests an answer to that question, and whether it is good or not will need further consideration, and a lot of math. Will players actually lose something with the revamp?: Yes Everything in this game is ultimately measured in time spent. Whether you grind gold/mats, or spend money on events like trove, they all expend time and your progression in the game should reflect that. When a revamp like this happens, new players will have to spend less time to progress to a certain stage than what a veteran had to spent to progress to the same stage in the past. This is a depreciation in the value of the time spent by the veteran player. So the veteran player does lose something in the sense that the value of their time investment will decrease, the same way as a depreciating stock. Ulterior motives?: Always! The reason I proposed oils is because it would affect ap the least while giving a significant boost to dps for BT raid (assuming players get stage 6 souls). Giving back weapon materials would simply flood the market as stage 7+ players will end up with more mats than they need. Also, stage 4 to 6 players would be able to upgrade to 8+ instantly, creating more ap disparity. My ulterior motive is to get players to upgrade their soul. Many players simply do not think about upgrading their soul. This applies especially to mid game players who are at stage 4-6. They simply go after weapon upgrades because they want ap to hit 700 or 750 and get into bt/foundry. When I got my stage 6 soul, I realized that it was a huge increase in burst damage and the extra critical damage stat is important in enabling the use of elemental gear while maintaining 250% crit dmg. It is a crucial gear that players need access to in order to do endgame content, and many players do not realize this and view upgrading the soul as a whale luxury. In case anyone has not seen the upgrade changes coming in two weeks: [Moderation: Title modified in accordance with the Code of Conduct]
  6. As I was skimming through the Crafting and Economy section of the forums, I noticed that quite a few people posted about making money in this game. Well, the answer will differ for each individual as we each enjoy different aspects of this game. Here I will list and discuss three of my favorite ways to make money in this game and the strategies behind them. Note that these numbers are estimates. -------------------------------------------------- 1.Lets start with the straight forward : Dailies --------------------------------------------------------- Everyone knows this, but fear not! I am not here to waste your time. The key to doing dailies is to do them with friends. Although they give moderate gold, exp, and generate soulstones, daily quests are falling out of the favor of players become they become tedious after being farmed day after day. Running these quests with friends however, makes each trip unique and often enjoyable. I prefer to run these with 2 or 3 friends and/or guild members. Mushin's Tower : 2g Poh 24 + Bsh 24 : 6g poh 6 + Bsh 6 : 1.6g Faction : 60s and ~19 soulstones Tomb of Exile : 2 soulstones Total Gain: ~ 10g and ~ 21 soulstone ( you can get less or more if you take the pouch instead of 2 from faction dailies) -------------------------------------------------- 2. For those who enjoy competition: Arena -------------------------------------------------------------------------- Arena becomes profitable after attaining Gold rank in both 1v1 and tag match. Attaining 1v1 Gold rank allow players to exchange for the 30 soulstones bundle, and tag match Gold rank win bonus allows players to gain beans at a fast rate. Since you can receive 1,000 beans per day from dailies, it is reasonable to generate one bundle a day without much effort. (Note: 400 beans come from a quest acquired from an Arena Invitation Scroll, which is acquired from the Wheel of Misfortune outside E. Fleet Supply entrance.) Arena Dailies - 600 beans ( 4 quests ) Arena Invitation - 400 beans Tag match win - 160 beans Tag match loss - 50 beans (Each tag match lasts about 8min) This is one of my highest income sources not because I grind it for money, but because I like arena and have people whom I love doing tag matches with. On a good day, I can get 3 or 4 bundles in a couple of hours, which is 18g to 24g depending on soulstone prices. But if you just go for a bundle daily, its about 6g worth of soulstones for an hour of work. Arena becomes more profitable if you have a group who can win a majority of matches and/or have a higher 1v1 ranking, but know that if arena isn't the thing for you, then it is simply not worth suffering through it just for money. -------------------------------------------------- 3. For all the lazy people: Crafting -------------------------------------------------------------------- Alright, I lied, Crafting is not for the lazy. But that was the first lie this post, I swear! In order to make money from craft, we need to deploy skills such as Planning and Cost/Profit Calculations and Market Prediction and run-on sentences and sometimes Statistics. (Calculus is still useless everywhere except physics.) Doing all of this sounds difficult but it is not! You use these skills on a daily basis! Whether its thinking about what you're going to eat for lunch or making up an excuse for why you're 3 hours late to your own wedding, you constantly and effortlessly employ these skills every day, so why not use it to make a bit of gold in Blade and Soul? Now lets break down my strategy for making money from guilds and I'll explain how you can adapt them for yourself. Currently, we know that two guilds will consistently net money no matter what : Merry potter and Soul Warden. Because they both make essential items in this game and will be always profitable they are both worth having, but know that since a majority of people realizes this, there is a large number of craftsmen in these guilds. Due to this, the profit margin is often very low. (i.e. Premium Tempered Clay Refiner costs 12.5g of materials per 5 and sells for 14.5g per 5. For a 12 hour craft, a 2g profit is very low, especially for the 12g resource it takes up.) Since less people have them, the other 4 guilds often yield higher profits with lower initial cost. I chose Radiant Ring because I predicted that there will be a high and constant demand for attack power diamonds, but know that all guilds do make something which player need to either upgrade gear, use for clan craft, or clear a dungeon. In fact, dungeons will become difficult enough for players to warrant buff foods and revival charms, making Earthseers and Acquired Taste lucrative. Clan craft will expand with upcoming patches and request guild crafted materials from guilds such as Silver Cauldron. A craft will make more money if there are fewer craftsmen crafting an item which is in demand. Except Fordgekeepers. Sorry but skins are strictly wants. With the strategies mentioned above in mind, this is my set up and initial profit analysis. I currently have 3 characters, lets call them A, B, and C. "A" has Radiant Ring and Merry Potter "B" has Radiant Ring and Soul Warden "C" has Radiant Ring (I'm leaving an open slot for future needs) The main money makers crafts are: (price are current to time of this post) Radiant Ring Sparkling Pentagonal Diamond Pouch -12 hours 1 cinderlands thorn -15s 2 Premium Temepered Earthen Refiner -50s 20 pentagonal gem fragments - 1g 50 granite ( gathered ) ~ 1.65gold per craft, sells for 4.5g (+ 2.9g)/12h Moonwater Transformation Stone - 24 hours 100 soulstone - 24g 10 moonwater tears - 7g (70s ea) 5 Premium Tempered Clay Refiner -14.5g 5 moonwater Quartz - 4.5g ~50g per craft, sells for 55g (+5g)/24h On a 24 hour cycle, I will craft 6 SPDiamond Pouches and 1 batch of Moonwater Trans Stone. This equates to an initial cost of ~ 60g and will sell for ~82g, netting me a profit of 22g. Because I have a merry potter to craft the Premium Refiners, my initial costs are actually lower, raising my profits to about 25g a day. As you can see, I went heavily into Radiant Ring. This worked out quite well for about 2 weeks, as demand for diamond pouches were quite high. The pouches did drop from 6g each in the week before this post to 4.5 at the time of this post, but the costs also dropped. However profits did ultimately decrease by about 1g per pouch, which meant I would make 6g less per day. Moonwater Trans Stones however stayed constant. In fact, it never left the 5g to 6g range. This demonstrates the level of stabilities in each of these crafts and as you get to know the craft you chose, you recognize this characteristic in them too. The key points to consider here are 1. investment 2. profitability and 3. management. Investment is the easiest of the trio. As you make money, you will have more money to invest and make more money! If you rub two gold coins together, they will indeed multiply. The very first sum for investing can be of course acquired through dailies or arena. A small amount is all you need! Profitability becomes much trickier as we need to see what is and predict what will be profitable. Diamond pouches were lucrative at the time of this post, but maybe this post will drive the number of Radiant Ring craftsmen up and drive the profit very low. Note that being able to buy materials in bulk or being able to craft them for a lower cost increases the profitability of crafts. This is another case of just having money makes more money. As you experience crafting, you will eventually get the hang of this. Management is the aspect of crafting that requires the most tailoring to each individual. Mine is a 24 hour cycle, requiring me to check back every 6 hours. This gives me plenty of time to do other things, be it work, school, or play. With good management crafting becomes effortless income. One way to check if you are correctly managing your crafts is that the amount of time you need to spend thinking about your crafts should decrease over time. ___________________________________________ These three methods all have their pros and cons, and there are of course many more ways out there to make money. Find one that is best suited to yourself and remember to enjoy the game. --HP On a side note... DIAMOND POUCH LOTTERY RATES If you ever wanted to yolo a diamond pouch, these are your chances assuming all five gems are equally likely to drop from a gem pouch -1 pouch- -3 pouches- -4 pouches- cost: 4.5g cost:13.5g fck it you guys do the math and post it below 20% 1 atk gem 0.8% 3 atk gems 80% 0 atk gems 9.6% 2 atk gems 38.4% 1 atk gem -2 pouches- 51.2% 0 atk gems cost: 9g 4% 2 atk gems 32% 1 atk gem 64% 0 atk gems
  7. Looking to buy Blademaster Tech book for 450g oh soha server Pm/mail WheresMyHPBar