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  1. Default Re: Feedback Unleashed: Part I - Numbers big and small


    If you're starting to get riled up, cool your head.

    Read it again after that.
     

  2. Orbital Bee Cannon
    IGN: SaptaZapta
    Server: Kradia
    Level: 275
    Job: Hero
    Guild: Matriarchy
    Alliance: Peaceful

    Default Re: Feedback Unleashed: Part I - Numbers big and small


    OK, no, probably more like 30-50 rather than 0.
    Doesn't change the fact that it can make the difference between 1-hitting and 2-hitting.
     

  3. Can of Soup Straight Male
    IGN: chicoran
    Server: Bera
    Level: 200
    Job: Aran IV
    Guild: Risk
    Alliance: Bastion
    venezuela

    Default Re: Feedback Unleashed: Part I - Numbers big and small


    I'm quite confused here, weren't the updates that were coming to GMS planed MONTHS ago?. Or at least that's what I remember from the Dev notes. IF that's the case, then why at last minute change PDR, Bosses and also destroy the drop rate of Evo World. I'd assume that in Unlimited the first thing you'd test and change would be bosses, based on the ACTUAL(in that moment) level with the new cap, and after that you'd say if PDR, additional options or Occult cubes are needed or not.

    Was it so hard to give us unlimited without the scissor limit and the Exp multiplier revamp?. What are you going to do next if KMS release a Cube crafting profession like some expect?, you'll say something like: "Since we didn't have occult cubes from bossses, we will not bring profession changes"... or something like "because of players "concerns" we will not release the new cube crafting profession".

    If you can't keep things working or really test your new stuff, just stick with KMS. At least that way we can predict almost everything and we will be mad at some things but not everything. Since tempest this has been going downhill, first the GMS luminous being bad, really really bad compared to KMS one. Then RA with the unkillable Chaos versions and after a group of OP AB killed them, they didn't drop nothing, then the suddenly magnus changes that weren't supposed to be in unlimited, then Kanna and Hayato that are broken almost every patch and then Jett that is outdated thanks to the hypers patch. The NLC destruction, the useless Twisted Aqua road. I think the only patch I enjoyed this year was the anniversary patch with monster life...
     

  4. Default Re: Feedback Unleashed: Part I - Numbers big and small


    As a game mechanic, I'm much happier with "PDR continues to be useful the more you get, so classes with PDR skills have an advantage" than "everyone and their mom has 100% so the mob's stat is meaningless."

    It sucks that they added this along with a massive boss buff, though.
     

  5. GLADIGATORS
    IGN: Overburnd
    Server: Khaini
    Level: 210
    Job: Cannoneer
    Guild: Contagious
    usa

    Default Re: Feedback Unleashed: Part I - Numbers big and small


    It is still less of a big thing because GMS has THREE major sources of PDR that KMS does not have. (dex, nebs on wep/second)
     

  6. Default Re: Feedback Unleashed: Part I - Numbers big and small


    I never used Jesters and Aliens to train, because those maps were always crowded and filled with the worst of Maple's community, but I'm starting to dislike the nerfs to those areas. It doesn't fix the real problem: grinding is a boring pain in the ass and quests give crappy rewards and experience. It's not a good thing when players often talk about listening to music or watching TV while they're playing a game. I even hear people talk about zoning out while grinding. Last time I checked, people zoning out while playing a game is kind of a bad thing.

    The only interesting content are the party quests and boss runs, and you need to grind to a fairly high level in order to enjoy all of those. And I hate how many of the bosses were buffed, especially since it's now making people hate the new damage cap. I love the new damage cap. The old one severely limited certain classes' damage potential, even when we barely funded our characters. Before Unleashed I was ignoring Mist Eruption, my major 4th job bossing skill, because I killed bosses faster by just spamming Paralyze. What GMS should have done is increase the damage cap but leave the bosses alone.

    Anyway the more I play Maple, the less enthusiastic I am about Unleashed. I love the new damage cap and a few other nice little changes, but there are also a few major changes that annoy me as well. It's a "meh" patch at best.
     

  7. Neutron Male
    IGN: Irorika
    Server: Scania
    Level: 205
    Job: Paladin
    Guild: ZeitVier
    Alliance: Beater
    Farm: Anzu
    thailand

    Default Re: Feedback Unleashed: Part I - Numbers big and small


    God why?
    2H magic is 60 coins

    Kanna's crying

     

  8. Donator Male
    IGN: LnFearNFaith
    Server: Khaini
    Level: 20x
    Job: Loladin/LolDrK
    Guild: Irresistible
    Farm: Amerish
    New_York

    Default Re: Feedback Unleashed: Part I - Numbers big and small


    I'm just going to go down the update notes and write what i think about certain parts

    Level cap, damage cap, hp cap, and meso caps increasing are great additions. Wish there was more of a reason to level but that'll come in time.

    Twilight Perion i like but i think nexon really does party play wrong. IMO you need a large variety of party play maps that are acceptable or you need none at all. Having a small amount of party play makes other maps for that level range completely useless when aiming for the most out of your time. Cant really talk about the drops since most of them atm are place holders but as i was training i found a 50% 3atk 2h weapon scroll. I really like that they drop relevant scrolls that aren't terrible.

    The new alien PQ is a sort of a step in the right direction. It gives good rewards but the mobs are weak, often 1 or 2hit by most people. The mobs don't spawn enough for classes that aren't highly mobile to solo so i think that should be fixed or kept the same but buffed to encourage a party.

    Haven't checked out Twisted Aqua Road or Fantasy Theme World yet. Seems like its mostly just quests.

    GPQ is a nice addition but a bit too easy, needs to be brought up to times.

    New link skills are nice buffs to people with the link mules and gives some people motivation to get to 210 for now, though i'm not going to get to 210 for 5% more hp

    I really like the new UI, its sleek and looks really nice. Seeing the range increase from gear is great. Reading the potential and bonuses on equips can be a little hard but i'm sure i'll get used to it.

    The new potential revealing system is really dumb, its really expensive for no reason. I can still pay it but for people who get their gear from PQs (ex. the new alien PQ) probably won't be able to afford it. A reveal for the level 180 alien items is like 700k. That really needs to be lowered.

    Don't like bits, they expire lol

    They need to fix the bonuses on my RA gear

    The boss changes are fine for me but every boss is glitched out the ass right now and really gives me no reason to go. Cygnus doesn't summon v2, CHT still needs that stupid wait and 10 people (this really needs to be taken out already), I dc'd twice just going into hard magnus when a friend and i went to see how it changed, Chaos RA don't even get me started on, you can't get into zak. Haven't tried pb, cpb, or czak yet so i'll try those another day. People not as funded are gonna have a hard time bossing though.

    I like the singapore changes, especially giving a good reward at the end of the quests. I do think it should be a once a week quest though to give people a chance to scroll the badges with chaos' and get another if it messes it up.

    I think the NLC mob changes were fair but i don't like the changes to mobs like roids and evo world

    LHC revamp goes back to what i said earlier, you either need a large variety of party play or none at all.

    MPE should have stayed, i liked it =(. PQ restriction taken off is nice if people actually start pqing again.

    Needs moar unleashed events, everything is so much coins and theres like no way to get a decent amount of them. Hopefully they put more quests in later like they did with tempest. Kaleido is a nice bonus when training

    That took a really long time to write up I'll edit if i have anything more to say lmao
     

  9. Neutron Male
    IGN: FanMasher
    Server: Khaini
    Level: 1-2
    Job: Kannaspiracy
    Guild: Contagious
    Alliance: PityDaFool

    Default Re: Feedback Unleashed: Part I - Numbers big and small


    I feel your pain.
     

  10. Default Re: Feedback Unleashed: Part I - Numbers big and small


    Do you know how PDR works?

    Whether that makes a difference or not will depend on the class itself and the mob you're going up against. I'd like to think that the scenarios where the lost damage from the new PDR formula actually make a significant difference are very few, given how disproportionate player damage has been compared to mob HP ever since Big Bang.
     

  11. Default Re: Feedback Unleashed: Part I - Numbers big and small


    quite happy i'm done with my kanna. Those d/cs while training are just beyond stupid and frustrating. No link skill lvl 3 and what is up with hayato being bugged and not even a link level 2 lol
     

  12. Donator Straight Male
    IGN: ShinkuDragon HoukaPhoenix BoshokuRaven
    Server: Scania
    Level: 152
    Job: Batman
    Guild: IDissOrtis
    panama

    Default Re: Feedback Unleashed: Part I - Numbers big and small


    i really dislike it though, i like having a number to shoot for, and this new PDR method doesn't give me that, right now chaos pink bean has 180% PDR, if i had 4 groups of 30% ignore i would be left with half my damage (57%) what if then they bring chaos vellum with 300% PDR? i would have to recube everything again because now i'm only doing 28% of my damage.
     

  13. Default Re: Feedback Unleashed: Part I - Numbers big and small


    I kind of hope it doesn't get a level 2. Mine is level 100 and with how messed up the skills are I don't want to level it to 120.
     

  14. Default Re: Feedback Unleashed: Part I - Numbers big and small


    Well...that kinda sorta totally explains why when I got a +10k range boost (for reasons I still don't understand) my damage on mobs dropped off a bit. Having a glorious total (additive) PDR of 142% applied separately is...well it's kinda poo.
    At least this solves the "Why am I doing less to mobs?" question I had.
     

  15. Default Re: Feedback Unleashed: Part I - Numbers big and small


    That's exactly what Nexon wanted to stop: people getting to 100% PDR and then calling it a day.

    With the new PDR formula, Nexon can effectively scale the 'difficulty' of a boss without directly modifying the already extremely bloated HP values. And, of course, they can make some money off people cubing/recubing gear for PDR--though I'm not sure if they implemented the new system to specifically milk money, or if the milking is happening as a side effect.
     

  16. Default Re: Feedback Unleashed: Part I - Numbers big and small


    You'd think since they can change Kanna's Link Skill level 2 from 100 to 120 they could at least add in a Hayato level 2 Link Skill.
     

  17. Donator Straight Male
    IGN: ShinkuDragon HoukaPhoenix BoshokuRaven
    Server: Scania
    Level: 152
    Job: Batman
    Guild: IDissOrtis
    panama

    Default Re: Feedback Unleashed: Part I - Numbers big and small


    considering the way it stacks makes much less sense than the original way, i'd say it was implemented for milking. but that might just be me being grouchy about it. for example, right now i'd be a much better bosser if i instead had gotten %boss on everything, since my sacrifice ignores all of a boss defense.
     

  18. Default Re: Feedback Unleashed: Part I - Numbers big and small


    Look on the upside. Knowing Nexon, they very well may have done or considered doing (using your example of 4 lots of 30%):
    300% boss PDR - 30% PDR - 30% PDR - 30% PDR - 30% PDR = 180% PDR remaining.

    Then we'll be screwed even harder
     

  19. Donator Straight Male
    IGN: ShinkuDragon HoukaPhoenix BoshokuRaven
    Server: Scania
    Level: 152
    Job: Batman
    Guild: IDissOrtis
    panama

    Default Re: Feedback Unleashed: Part I - Numbers big and small


    they wouldn't have been able to make chaos vellum in the first place i'd say, or additional options would have to have quite the chance for ignore lines.
     

  20. Orbital Bee Cannon
    IGN: SaptaZapta
    Server: Kradia
    Level: 275
    Job: Hero
    Guild: Matriarchy
    Alliance: Peaceful

    Default Re: Feedback Unleashed: Part I - Numbers big and small


    Isn't that why they put in "Physical Resistance", so people with 100% ignore will still lose damage?
    If they've changed PDR they should take away Physical Resistance.
     

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