Revamp dungeons | weapon level exp | perk item farm

:green_circle: PROBLEMS:

  • The M1-M9 frequency is too low. That slow and make game harder;
  • Beginners doesn’t have any clue how to play a regular or mutated Dungeon;
  • The traditional method of weapon leveling is repetitive, boring, tedious. I don’t know a single player who enjoy it;
  • The Craft system relies entirely on an exhaustingly boring farm;
  • Some Perks barely exist on the market.

:green_circle: MAIN GOAL: Integrate experienced and novice players through new gaming experiences.


:green_circle: SPECIFIC OBJECTIVES:

  • The experienced player transfers some of his knowledge to the novices;
  • The novice learns from the experienced player the best ways to perform dungeons;
  • Facilitate weapon level up;
  • Make dungeon attractive and part of the craft.

:green_circle: SOLUTION:

MUTATIONS M1-M4:

  • 25x Week;
  • Consider the strength of the current M10 as 100%. This strength will be amplified at the new level (M5);
  • Also consider drop chance and M10 drop quality as 100%;

“I don’t have access to % damage or drop information, so please treat it as speculative and interpret it based on your gaming experience”

Examples:

  • A creature in the M10 causes 1000 damage in hp, that is, 1000 damage is 100% of the strength of that creature. 1300 damage would be 130% of his power;
  • The chance to drop legendary on the M10 is 10%. It means that 130% drop compared to M10 is a 13% chance to drop;

:hugs: MUTATION 1: :hugs:

  • Difficulty: Easy (M1 damage)
  • Drop luck: (M1 drop)
  • GS 600
  • Each Named Creature will give 500 weapon exp
  • 750 Umbral Shards at Gold level

:nerd_face: MUTATION 2: :nerd_face:

  • Difficulty: Almost Medium (M3 damage)
  • Drop luck: (M3 drop)
  • GS: 608
  • Each Named Creature will give 200 weapon exp
  • 1500 Umbral Shards at Gold level
  • Low chance of obtaining Perks in chests

:cowboy_hat_face: MUTATION 3: :cowboy_hat_face:

  • Difficulty: Medium (M6 damage)
  • Drop luck: (M6 drop)
  • GS: 615
  • 3000 Umbral Shards at Gold level
  • Average chance of obtaining Perks in chests
  • Low chance to get of legendary item

:star_struck: MUTATION 4: :star_struck:

  • Difficulty: High (M9 damage)
  • Drop luck: (M9 drop)
  • GS: 622
  • 6000 Umbral Shards at Gold level
  • High chance of obtaining Perks in chests
  • Average chance to get of legendary item

:japanese_ogre: MUTATION M5: :japanese_ogre:

  • 1x day
  • Difficulty: Very High (130% of M10 damage)
  • Drop Luck (130% of M10 drop)
  • Some creatures will apply/cast: Gradual, Festering, Slicer, Vampirism, Phalanx, etc
  • Stamina damage,Tank: +30%
  • GS: 625
  • Umbral Shards: 0
  • High chance to get legendary item (Named Monsters)
  • Very high chance of getting Perks in chests (final)
  • 10x legendary items in chests (final)
  • 1x Asmodeum Gypsum

Rule:
A) You only get chests if you complete Gold level
B) Get kicked out of the DG upon reaching the Gold time limit


:green_circle: ASMODEUM GYPSUM:

  • It takes 7x to craft the “Asmodeum Pattern Item”, weapon, clothing, jewelry, etc;
  • In a month, if the team is very successful, maybe they can gather 21 gypsum or converting, 3 craft patterns.

:green_circle: ASMODEUM PATTERN ITEM:

  • Allows crafting a legendary item, being possible to choose 2 perks, attribute, weight and def (more elemental, balanced, or more physical);
  • The pattern is bind on picking up;
  • The crafted item is bind on picking up;

:green_circle: UMBRAL SHARDS:
Create daily bind on pickup potions with cost in Shards and with use/effect only in DG. Example:

DOUBLE EXP WEAPON ELIXIR:

  • Cost = 5,000 Umbral Shards
  • Duration = 1 hour
  • Limit = 1 per day

ADVENTURER’S LUCKY ELIXIR:

  • Cost = 10.000 Umbral Shards
  • Duration = 1h
  • Limit = 1 per day
4 Likes

I particularly liked each point, it wasn’t something written with laziness.

@Fenne @Luxendra Take these good ideas to the devs s2

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Thx o/

That’s why you join a company, and seek out experienced players in that company for advice, or you can use google and it will find many videos for you to watch.

Some other points you have put like “The Craft system relies entirely on an exhaustingly boring farm.”

No game make’s gathering fun, it’s meant to be time consuming as it’s rewarding at the end, this game is one of the best if not the best in terms of gathering, it’s very chill and easy. So this is a redundant point.

I’m not sure what your point on Mutations is? For the seasoned MMO player they have to be one of the easiest dungeons to do in the MMO genre.

The mechanics do no not change from Normal - M10. All trash is AoE, all that scales up is their HP and Dmg output, plus the few little extra mechanics from the mutation type that literally doesn’t stop you doing what you always do, everything is very healable. The people that die are running 5 Con / No Ward Gear or Gems, and don’t know how to dodge.

Why should a Mutation reward extra weapon xp? General Questing, Chest Runs, Normal Dungeons, Elite Mob Areas, there are many ways to do it, don’t believe one area should out benefit another.

Having M5 as the highest level would be a steep jump for an unexperienced player to MMO’s. Like I said above the experienced players are bored of Mutations, it’s not a challenge, it’s done just for the shards to level more sets and stock pile them for the next GearScore jump.

I understand that the way the dungeons are done is aimed at the more casual player. I know of groups in my own company who get excited when they complete a M5 as it is, because this is their 1st MMO, and when I take them through as a Tank, I’m always giving them advice even if the dungeon takes longer and we only get a silver vs my set team that smashes out M10 nice and fast.

I’ve made posts about the Mutation system needing to be engaging and challenging, as at higher level’s it’s all wrong, artificially making it harder by your GS level is wrong. If they took away the “you take more damage and do less damage” then the good players at 600GS would do a M10 easily still. The jump in power from 600 to 625 is like 4%. You don’t feel like your character is more powerful anywhere else in the game.

Can’t fault the design team on how the dungeons look, the fault lies at the people designing the Mechanics. All but 3 bosses are Tank and Spank with little to no mechanics. Lazarus Last Boss, what a joke. Even the second boss you can skip an entire mechanic that has the potential to kill people, because you can burst the boss down to easily.

The Starstone last boss, opportunity to make this boss harder on the new version, but nope, still tank and spank without having to move.

Don’t object to the Patterns and stuff as rewards, however if it’s BoP for someone that doesn’t craft it’s wasted. But I’m assuming the mats you need to make it are coming from the Mutation? They kind of already do this, you can craft the Named Items from the Mutations if you farm the
Materia.

If you want people to start creating Items easily with all the best stats, then that would kill the crafting part of the game. The Crafting vs PvE content gearing is a much wider issue.

omg! you’re right!! Let me delet my post right now! Thx for your wisdom! :slight_smile:

No counter points? Sarcasm perhaps? Not much of a debate, if you want changes then you will want to keep up with the dialogue and not just make a post like it’s the only and best idea in the world.

My reply is my opinion, as an experienced MMO player, with a dash of facts.

Too many posts have an idea with a community dev as the only reply saying they will take it to the Devs. If they actually do, then the game will never be as good as it can.

Personally the idea of condensing the primary difficulty from M1-M4 I like and I like the idea of more challenging mutations beyond M4. I would strive to achieve something similar to how Mythic weekly chests work though. Introduce an infinite number of mutations beyond M4 each slightly harder than the previous in terms of scaling. Each week starting with the completion of an M5 you can push your mutation level higher for that week with each gold. Do an M5 unlock M6…etc…no cap…no limit to attempts…but remove all rewards from the M5+ dungeons completely. These M5+ attempts are the metric for your weekly rewards. Then on Tuesday you login go to a specified locatoin and you get to open a chest with all the rewards you’ve earned that week based on your highest successful mutation you ran. Prestegious Skins. A number of legendary items including a curated pool of named items. Umbral Shards. The whole nine yards. More and Better the higher you climbed the ladder that week. Each week your level degrading one level from your highest the week before so if last week you were on M15… you start on M14 this week. Having to successfully complete at least one mutation to earn rewards any given week.

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The EXP and Luck elixir are really good ideas we need something new to spend shards on TBH.

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Bro… This is just… AMAZING!! Your idea complements my idea. Post it!! NOW!!!

Thx o/

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