Nemises

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  1. Pve

    Actually 3 topics down you can find
  2. excess materials

    I think this suggestion is good so far, but needs to be balanced carefully as you don't want to start people farming low dungeons for converting to higher items. So there should be a perceptible "loss" in comparison to farm these items directly.
  3. limitless badge for sin

    "Limitless Soul Badge tooltip mentions “Divine Tree Effect” instead of “Sapling Effect” " This is everything they wrote as known issues to the sin after the patch of 9th. Actually now the effects go along with the tooltip (which wasn't the case before the 9th). It makes it harder to play with the badge, currently I would recommend the arcana badge for light build. Anyway light seems to be much weaker than dark under real conditions at the moment.
  4. Where is gold? Where are the materials?

    I thought I would have considered it here Anyway the 5 minute enrage timer should be a bug according to the patch notes: Naryu Sanctum The enrage timer for Xanos has been reduced to 8 minutes, down from 10. I don't know if I should laugh or cry that this happened to a dungeon of the current event.
  5. Allgemeiner Zustand 02.05.2018

    Genau das sind zwei Punkte wieso neue Spieler und Rückkehrer trotz Absenkung der Materialkosten weiterhin Probleme im Fortschritt haben. Durch die Inflation sind die Preise von handelbaren Materialen hochgeschossen, gleichzeitig wird versucht Deflation zu betreiben durch Absenkung der Goldbelohnungen (ob bei Quests oder Gold aus Kisten). In Folge dessen wird der Preis von handelbaren Materialien von Leuten mit großen Goldreserven bestimmt, während Spieler mit weniger Gold praktisch vom Markt ausgeschlossen werden. Langfristig werden die Preise eventuell sinken, was jedoch Monate dauern könnte, die das Spiel unattraktiv machen. Meiner Meinung liegt die Ursache des Problems in der nicht vorhandenen Balance der Generierung und Zerstörung von Gold im Wirtschaftssystem. Gold wird nur durch zwei Items (makelloser Edelstein/makelloses Element) und direkten Upgradekosten aus dem Markt genommen, was im Endgame viel zu wenig passiert und im Verhältnis dazu in den frühen/mittleren Charakterentwicklung viel zu viel. Zu dieser Annahme komme ich durch Vergleich von reinen Goldkosten bei Waffen- und Accessoireupgrades. Einem Spieler, der die Story abschließt, ist es möglich im Schnitt 40 Gold pro Tag zu generieren (Dungeons bis einschließlich Naryu Sanctum + 3 wöchentliche Dungeons), wenn man sich wirklich mit 40 Quests pro Tag ranhält. Ausgehend davon, dass er/sie die Edelsteine für 20 Gold kauft, weil die Materialien für die 10 Gold Variante für Upgrades gespart werden, benötigt er/sie 50 Tage für die Edelsteine (100) zu kaufen um ein Draken Accessoire auf Stufe 10 zu bringen (Wohlgemerkt sind die Goldkosten und Material für die Upgrades bei Stufe 3/6/9/10 hier noch nicht drin!). Ein Spieler, der alle Dungeons durchlaufen kann, generiert ca. 100g pro Tag, was mehr als dem doppelten des o.g. Spielers entspricht. Wenn man sich dann die Anzahl an Edelsteinen und Upgradekosten anschaut, die das Gold wieder aus dem Markt entfernen sollen, fällt einfach eine große Diskrepanz zwischen Generierung und Vernichtung des Goldes auf. Der aktuell beste Gürtel benötigt 5 makellose Edelsteine mehr (nämlich 105 laut NCsofts Auflistung zum letzten Patch, was 21 Tagen farmen für ein Best in Slot Schmuckstück bedeutet) als der wesentlich ältere Gürtel und unterscheidet sich auch in den Upgradekosten nur um 100 Gold für die Verwandlung. Das heißt es werden gerade einmal 200 Gold mehr aus dem System entfernt, bezogen auf ein neuen Spieler, der seinen ersten legendären Schmuck auf 10 bringen will, wo ist hier die Verhältnismäßigkeit? Als Tipp für neue Spieler fällt mir nur ein, möglichst bald zu versuchen einem BT Raid beizutreten, auch wenn nur die ersten zwei oder drei Bosse gemacht werden. Hier kann, je mach Verteilungssystem und Bedarf der beteiligten Spieler, einiges an Gold gemacht werden. Desweiteren mit einer vernünftigen (Stamm-)Gruppe auch immer mal wieder höhere Dungeons anzutesten und sobald die Möglichkeit besteht die Bosse zu legen diese farmen. Wichtig ist es hier sich nicht gleich von einer Mechanik die die Gruppe zum wipen bringt entmutigen zu lassen. Allein der Enrage Timer bestimmt, ob zu wenig Gear vorhanden ist oder evt. man seine DPS Rota optimieren muss.
  6. Where is gold? Where are the materials?

    Every mmo does that, just the way is different. While BnS is giving new content on the same level (55) and nerfs the older one, other games just give a new max level where the old content becomes obsolete. The rebalancing of the 09.05. actually makes it much harder to gear up the accessories, which are quiet important for the content NS+. But I'll agree to the nerf of dungeon mechanics, they are not conductive for players development. At the moment it's not 30 days. With the new enrage timer of the last boss of NS players aren't able to complete this dungeon anymore after finishing the story quest and having a party of same geared players. They rely on better geared players to succeed in this dungeon, even with executing the left over "mechanics" in the right way. Even if they do NS the gold income for these players is more limited than ever. 5,85g Naryu Sanctum 1,95g Naryu Foundry 1,95g Desolate Tomb 2,21g Ebondrake Citadel (3 quests) 1,111g 5Sogun's Lament 2,015g Shattered Masts 3,0225g Sundered Nexus (3 quests) 0,9789g Gloomdoom Incursion 0,9815g Cold Storage 0,39g Avalanche Den 0,512g Awakened Necropolis (2 quests) 1,04g Heaven's Mandate 0,39g Lair of the Frozen Fang 0,52g Ebon Hall 0,52g Ebondrake Hideout 0,273g Chuanka Frost Cavern 0,273g The Shrieking Caverns 0,245g Ogong's Folly 0,245g Talus Dungeon 1,1375g Midnight Skypedal Plains (4 quests) 0,377g Tower of Infinity 3,9651g Mushin's Tower 1-15 (9 quests) 0,468g Brawl in the Basin 30,425g/day This is an example for the daily income, some of the lower dungeons might not be the best choice because of the open field quests in Gunwon City, but the total difference would be about 1 or 2 gold more. To upgrade any draken accessory it needs 100 legendary jewels in average (as the sheet from ncsoft shows) so you need 2000g to buy them, this would take 66 days per draken accessory just for the jewels without any breakthrough and only if you're able to do Sanctum. Without Sanctum it takes 82 days. If you would do the weeklies in addition it would take 54 or 64 days. The average player doing these dungeons is farming for the jewels of one drakan accessory approximately between 54 and 82 days, neglected that the player earns and spends money on items in dungeons. So I would estimate it takes about 80-100 days to upgrade the bracelet and the weapon to a stage, where the player can start to run IF/EL for better income in a premade party (although it's still hard without ring, earring and necklace) and can actually join BT raids that are able to clear 1-4 for sure (not as a buyer, as you don't have the gold anyway). And I'm sorry to say this, but I don't wanna wait two years to play with new players, while many of the older ones quit/take a break. Hell yes, even in low-end content doing the mechanics should be the main part of a dungeon. It would be enough if all low-end bosses have self-destructive mechanics like DT/EC that must be done by the players or the enrage timer will hit (even in normal mode). The low-end dungeons should care less about players damage and more about executing mechanics and getting rewarded for it.
  7. Light or Dark

    Although it might be a little late, play the build which playstyle you like the most. Lightning build has a higher dps in parse, but in the actual raids and dungeons dark build does the same or even more dps due the fact, that there are mechanics which needs to be executed. So if you would list the pros and cons atm I guess it's somehow looking like this: pros light: - high mobility - highest dps in parse - you can fight normal monsters without any effort, as they don't see you in stealth stance cons light: - no dmg out of stealth - some boss mechanics make it impossible for you to stay in stealth at certain moments = dmg loss - if you're assigned to do certain mechanics it can break up your rotation = dmg loss - you have to switch stances every 10 seconds - if you want to use 2 for yourself or party protection, you have to switch stances - this build is heavily relying on animation cancel (about 9 in 10 seconds), which can cause huge trouble if your ping and/or fps aren't/isn't stable pros dark: - stable rotation due to reset of choke bomb on use of venom slash (which makes it easy to start the rotation again after doing mechanics) - you never have to go into stealth stance, except you need to use 2 or q - getting hit by normal attacks doesn't affect your rotation - you just have to do 1 animation cancel in 10 seconds - with the current badges you always have a 60 second cooldown on bluebuff to synchronize with soulburn (lightning doesn't if you use the arcana soul badge) cons dark: - low mobility Anybody may add things to this list. So if you want to play the most effective way damage wise for raid/dungeon I would suggest you to go dark build.
  8. Not to mention that the cooldown bar disappears for me in this simple mode. As a lightning sin I can't see choke bombs cooldown while in stealth stance... (besides that the given lightning rotation is just for leveling up and has no further use... but it's ok so everything stays the same for me I guess)
  9. Raven 9 isn't a hard thing anymore, upping the draken accessories is! Or can you explain me why you need to buy elements worth 2000g for every draken accessory to upgrade to stage 10, while the next better accessory version needs 2100g elements? I was and still I am near to max gear for many patches and I don't feel like I got spit in the face by any upgrade cost reduction at all. I always had the advantage to farm with my gear easier for days/weeks/months before the update hit and was able to play through new dungeons faster than people with less gear, keeping up the gear gap between them and me. I like to see upgrade cost reductions, because some items have near to 30 stages now but the price curve doesn't represent that. I mean we have an economy here, some parts are determinate by the developers, but have you ever seen a company selling old products for the same price while there are 10 more generations?
  10. You can, if you practise a lot you can have a success rate over 90%, that's the difference between really good players and the average player (see other games where cc chains are important). However I don't know how much people you actually have seen with this ability, but comparing to other games it should be only a few, who are capable to do this. Well whatever I'm not one of those guys practising it for hours and I also don't do 6vs6 anymore, as it's whale country anyways.
  11. Also I would like to remind you, that we don't know yet if the new treasure pouches/boxes at the end of a dungeon will influence the accessability of materials in a positive or negative way.
  12. Nice generalization, makes it a lot easier understand the world instead of trying to analyze a complex situation. While I agree that some characters in this forum might use the help for "new players" as a reason to benefit from reduced upgrade costs etc. with their alts, I don't think that this fits for the majority of the players. Older players (like me) who started to level up alts a long time ago don't need any reduced upgrade costs, as they had plently of time to used the benefits of the system to gear those up. As I'm still playing with new players, also people i know from other games a long time ago, I see their progress and the invested time and have to say, that I was faster in upgrading my gear back in those days, than they are now. Most likely because of the hyperinflation in combination with the reduction of the daily money and the materials from lower dungeons. They have to farm twice or thrice the time because the developers decided to cut down the materials, but not the gold sink items aka leg jewels and elements for a long time now (while implementing the changes stated out before). I pushed a friend of mine, so he can gear up fast and join me in F8 on all dungeons, actually he had bound materials for 5 weapon stages, but no gold for the elements. So they shifted the farming priority from materials to gold and gold farm is very limited per day for those players. While players with "low gear" have no gold to progress the well geared players have too much of it and keep raising the prices. That's partially right. I started a weekly challenge with one of my two "low geared classes" and the result was 1 hour of wiping at snowjade fortress. Actually I don't mind wiping with those under 1k players (ap is a ridiculous factor anyway as a 850ap character with the bracelet, badge and mystic badge has much more dps than someone without those, but having 1k ap) as long as I see any kind of progress. But many players aren't willing to wipe more than 2 times, because of their mentality "if we wipe one or two times the raid is not able to clear this boss". So a couple of reasons led to the failture of the raid. - leaving the raid after one or two fails, this led to inviting new players who partially caused one of the three mistakes listed below - not being able/or willing to communicate (following the chat + responding) while doing lethal mistakes - not knowing the mechanic at all (which is also no problem for me to explain, if the people talk to me in the chat, instead of keeping quiet and causing mindless the first wipes) - claiming to know the mechanic, fail it, blame the raid and leave (I love this one /kappa) I agree, depending on the item the upgrade is much too fast for the end gear, on the otherhand the possibilities to grind specific items are very limited. I wouldn't mind giving the players more choices/ways of grinding specific materials and having a harder way to upgrade/finish certain items.
  13. Nice Try

    The funny thing about that is, that actually the tresors/gold boxes of the higher dungeons and ofc the ones in troves heavily lead to inflation in comparison to the daily box gold. They are killing the game for new players, as your literally not able to farm the materials for transformation stones yourself anymore. While at the same time you're only able to do dailies up to sanctum and have a daily income of 50g if there's no lucky drop and a bid race, so you also don't have that much money to spend on the market place. Instead of implementing some items that guarantee a gold sink, gold is pumped up in this game, but only easy to obtain by good geared players. So while I said a new player earns 50g a day he needs 100 jewels in a value of 2000g to complete a draken accessory from 1 to 10 (like bracelet). The latest accessory generation (non raid) needs 105 jewels that are 2100g, while being able to earn more than the double per day than those low players. Ofc you need more materials to upgrade the new accessories, but those materials only shift the money in the system and doesn't destroy it as it's needed to fight against the hyperinflation we're facing right now.
  14. SUGGESTION: Nerf Arena Season Rewards.

    Well while I basicly think the same as you about this topic, I don't think there will be changed much. There is no premium solution for this problem from the point of view of the developers in my opinion. You could change the reward to a new currency that's only for cosmetics in the shop, I think that was the original idea of giving them the currency as a reward in the first place and not to buy trove keys/rng boxes etc. But if you'd do that now, I don't know if many people would still play pvp, as for many of them pvp just seems to be a means for the purpose to gear up for pve or 6vs6 wise. So that "solution" could lead to even less participation in the arena. One reward per one class can still be abused by having more accounts. While the idea makes it more difficult to make gold or progress on one account, because the currency is splitted up, it still can be done by gifting etc. Another way could be to seperate 6vs6 pvp equipment from any pve upgrading material and give new character bound "pvp upgrade materials" as a season reward, in addition to earn the upgrade materials by combat in 6vs6. To give the arena players the possibility to play 6vs6 without any pve outlay. Maybe also in combination with the mentioned currency for skins.
  15. Try to leave the area (loading screen) and come back again. Any conversation that starts by a npc in the area should be resetted. If it's still not working you got to discribe the problem with a little more details.