Leobreaker322 wrote:so heres my idea I wanna put forward:
NPC fighting ability fix
You all know about the 8 partners you love. Despite their other abilities off-dungeon which help us, their fighting abilities disappoint me. Nothing unique or interesting about them in dungeons when they fight. In spite of Susanoo's passive ability which improves defense of your partners, doesn't help much. and you feel like forming party with friends as better option for exploring new areas and dungeons. So. improve the partners AI system. Make them smarter, when fighting, skill usage and ougi usage(RNG based). Dodge/block as their ability too. And other powers for them which make them stand out in the crowd and makes them unique and fun to use when you sumon them in fights
I can describe what powers to add in their fighting abilities for each partner in my next post. First need feedback about my idea here^
I find that its a good idea at the core, but the problem is that making them with a good AI is well... difficult. The only way to really do it would just to be to increase their stats more.
Tekato wrote:Mahou•Shoujo wrote:I agree with Lynneth-san!![]()
Wand users need some love!![]()
Also there are not enough gold wands at high lvls
Same goes for twin swords highest lvl is 86
This problem is completely addressed later on, standardized levels for cross tier Satan weapons.
Firon wrote:hmm, tbh, this suggestion doesn't really affect me (only 6k hp -.-") but iirc, you said something about the game getting too easy when you lvl a lot and have everything with good ornaments. Well, my suggestion would be to add an hp cap.
The problem here isn't really the hp itself - I mean, well, it does become somewhat of a problem - but the issue is mainly that the monster patterns really do not change much as you progress into the game. If they introduced new (harder) monsters, it would be fine.
Lynneth wrote:-ranting begins-
All those suggestions are okay for all the higher level (lv.80/90++), non-staff and non-wands player.
If you want some challenges, try wand/staff beating the time of spear/sword player for best time clearing dungeons. I can guarantee you, you won't beat especially skilled spear player which has all the useful/SP-efficient and effective, effective area of attack.
-ranting ends-
Yes, wand is an issue. However, the biggest problem isn't how strong they are directly - there are some very strong wand users in the game right now. The problem is instead, the skill mana consumption - at least in my opinion.
Its mostly just that there's only a few really geared up wand players, so you don't get to see their strength often. Though - I do agree that buffing them wouldn't really make them overpowered, even if their damage and sp consumption are both buffed, as they require some skill to be able to carry as hard as others, mostly due to the way that their abilities have set distances, etc.
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'New Ideas' to refresh this game :
1.Give new variation of the monsters i.e.:
a.New Sprite for New monster in different areas. (some already done)
b.New Attack Pattern, new Skillset for similar monsters in different areas. (some already done, some are remotely similar)
c.Give some attack variation to Boss Monster and new skills ONLY for Boss Monster.
d.New and different item drop for enemies, normal mobs, special mobs and Boss Monsters.
2.Give variation to Dungeon Layout and World Area
1st question : Is it possible to make a random-generated dungeon? with random-generated layout and random-generated enemies adjusted with the dungeon?
I agree that we should't be re-using the same map for every single cave type dungeon, but I think randomly generated ones are not practical.
a.Gives some new ways to complete the dungeon, for example, you can choose your dungeon route which has different boss and sets of enemies.
b.Gives some traps to hamper players or new rewards for completing dungeons with different ways. For example :
-> Use only wand weapon to clear dungeon
-> Use only staff weapon to clear dungeon
-> May not use item to clear dungeon to get prize
-> etc etc.
This would probably be a "free swag" thing
c.Treasure boxes when opened can become : Mimic monster, Bombs/explosion or lots of ryous/magatamas/weapons/etc.
More treasure boxes in general seems like a good idea
d.World Boss is good, but the way it is implemented sucks with this game mechanic.
e.Make a new mechanic for World Boss, so that EVERYONE CAN GET the Loots, so everyone can work together to beat it.
The field bosses aren't really bosses that merit this, nor do they seem intended for this purpose really...
f.Make new dungeon difficulty level : Expert, Extreme
For masochist people.
3.Give variation to how the party works.
a.Create a new RAID party which consist of 7-10 people, 15 people, 20 people.
b.Create team attack mode
c.Create a time attack mode for each dungeon, along with achievement to highest level people.
d.Create a survival mode party, longest time party can survive with more and more enemies and harder/harder enemies with more time spent in that dungeon.
4.Weapon Attack/Defense Style Variation
a.Japanese Game without Kunai/Ninja Dagger/Shuriken? It's a shame. Dual Dagger/Throwing Dagger with focus on poison/dark magic/assassination skills. Kind of true ninja, that can hide and vanish into thin air and stab from behind.
b.Gun-type weapon, just like Kaguya with all the skills.
Kaguya acutally uses a bow shaped like a gun.
c.Scroll type Item.
Do you mean like the weapon scrolls in MS? If so, ornamentation and enchantment is our substitute.
d.Gives all weapon attack/accuracy-additional skills, defensive stance to block and gives all weapon option to fill SP.
Accuracy is stupid to have in a game like this. If you smack them in the face, then you should get a hit confirm. Accuracy systems are meant for outdated, point and click MMORPGs. Rather than giving weapons the option to charge SP, it would be better just to make sp recovery from basic attacks scale - as we mentioned.
e.PLEASE GIVE A WAY TO FILL SP QUICKLY and new Dark Gate which is really disappointing, especially Wand. But this is really sucks, even with total 120 WIS you will almost always run out of SP, especially 5-man dungeon Hell.
This is not a problem for Spear, since they have a very wide Area of Attack, High Attack, and High Survivability.And their SP Consumption is minimal.
Everyone else burns SP faster than you think.
f.Gives Attack / Defense Stance
g.Double Jump, double roll, running, strafing to left upper right, or right downard left
h.Crouching Stance.
h.Redo all the wrong HITBOX of attack magic/skills.
Example : Fireball -> Hell inferno HITS all the enemies when travelling to the target.
The game mechanic RIGHT NOW, IT DOESN'T. It only hits ONE TARGET and will MISS if the enemies teleported to back.
Especially annoying with the teleporting enemies or buried enemies.
Pretty sure this is just lag
5.Accessories
a.Gives option to recharge expired accessories
b.Gives option to trade-in/out expired accessories
c.Gives option to remodel or do something to accessories, like adding options (Enchant magatamas).
d.Gives option to change the additional stats or upgrade the accessories, much like upgrading weapons.
C and D would only serve to increase the discrepancy between cashers and non-cashers.
6.Costumes
a.Gives truly different costumes, at least, not only the colors -_-, the way it is right now the difference between the similar costumes are only the color.
Actually you can make it unique, so that every costume is unique, different pattern for example, or different texture, etc.
b.Gives option to exchange costume to another costume for some oc.
c.Gives option to sell costumes to player directly without rolling nyankoropon
d.Gives option to buy costumes from other player directly without rolling nyankoropon (minus accessories).
e.Gives option to re-color costumes according to player's taste for some ryous.
7.Partners
a.Gives useful skills for partner, Player can set AI skills freely, more SKILLS are unlocked with more intimate player with the partners.
b.FIX AI of partners to NOT STUCK attacking at one place. Gives some 'default AI' work, such as, only support skill, full attack, full defense (help player def boss) for example.
c.Give partners some SUPPORT SKILLS to support player, actually no need for NPC join the attack (their attack are measly anyway for the same/upper level).
d.Even more better, make a combination skill between partner and player so that Partners ARE MUCH MORE VALUED.
e.Make Partners can wear different costume, equip another weapon, accessories, magatamas, besides present from players.
8.Magatamas
a.Gives SP-Refill when CRITS happen. Very useful for mage/archer which almost always deplete SP quickly.
Do you know how OP this would be?...
b.Gives Durability-Refill when CRITS happen. Very useful in longer/higher level dungeon.
Same as previous comment.
c.Adds ONE more slot magatamas for more combination/variation.
Why do we need more player strength if we're already extremely overpowered? We should be buffing monster strength instead.
d.Adds even more magatamas for many type of builds.
9.Weapon and Skills
a.Give another one weapon slot in the center for unarmed or one more arsenal weapon.
Even better, make it 8 weapon slots.
b.Gives more skills for each weapon type, new attack skills, combo skills which chain-skill bonus.
For example : Lightning Blast -> Lightning Arrow -> Dust Storm Blade (chain skills)
c.Gives one more skill slot for additional skills and one more Ougis slot.
d.Make more ultimate skills for Ougis for each weapon, for defensive/support and attack
10.Skill Cards Slotter/Ougis Slotter and Skill Customization NPC.
a.Make a new NPC that can help put cards into the desired SLOT, with some compensation of course to the NPC.
How confusing and angry would the player will be when 4 skill level 7 is inserted into the weapon into the same slot?
This seems silly, and basically kills the current skill card system altogether. It would make it too easy to get super strong weapons.
b.Make a new effect to the skills, and perhaps permanent slot.
I experience this myself when want to create 'ultimate' wand and ends up SPEND ALL THE LEVEL VII SKILLS INTO WRONG SLOT![]()
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Is this intended? No wonder your player leaves you.
You make a system that is good for adding $$$ to company, but NOT ENJOYABLE to players. Why not make a system that benefit both?
This is just your own bad luck. Many others have had the exact opposite happen to them. Gambling on your weapons is something standardized to all MMO these days.
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Why the game is boring? Because in higher level everyone will use the same attack skills to kill the same type of enemies. No variation, no customization of skills, no different enemies skill between low level monster and higher level monster.
The only difference would be the upgrade level, skill level and how often the player will play.
Spear will ALMOST ALWAYS use Water Dragon Spear, Ice Blossom and sometimes Intimidate/Devastation Slash with all the Area of Attack Ougis
Wand will depend on Ice , Hell Inferno, Earth Grave and all the Ougis except Dark Gate (which is one of the worst Ougis)
And Twin sword would be Lightning Demon ???, Axes, Bows and other weapon users are I think the same pattern.
Give Wand melee skill please? You can do it to Bow which has melee attack, why not wand? Especially attack type skill and can evade the enemies too?
Soul Strike
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I want to suggest developer that to rebalance classes, especially wand with ridiculous SP consumption with the effectiveness of all Ougis/the delay and casting time and cancelled spells when you got hit.
And Staff to give them attack Ougis and more Area of Attack for staff, especially Holy/Water/Lightning based attack.
Add more variation to attack skills/defensive for all the classes and give that to monsters too.
And also please return Ressurection Skill from staff which is removed from US version.
And make non-cash player can still play and enjoy the game.
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Proposition :
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To make each character/player unique the dev can give 'Talent' that gives a more customized stats, additional aura and specific skills for specific talents. (besides Title, since Title is limited to 'xxx amount' of people)
Example : Swordmaster talent : gives +%x skillforce using Sword, gives 'Sword of ' etc..
Lots of these ideas are also repeated from what we said in the recording /shot