Jump to content

Kakarovisk

Members
  • Posts

    12
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Kakarovisk's Achievements

0

Reputation

  1. One thing that I've experienced is that despite what says in the website Gohan has way more defense than Trunks, and I would like to point here the main reasons why, so lets compare what these two characters offer as a defense first: Gohan: Tenma defense: This skill has 0 seconds cooldown, and reduces the amount of damage one receives by 15%, by basically redirecting the damage the character receives to its ki. Study Time: this skill has 180 seconds cooldown, and for 1 minute, it increases the amount of health gohan can regenerate by 25% BY ANY SOURCE. Trunks: Full Control: with 25 seconds cooldone, for 5 seconds the character gain 30% chance bonus to dodge only physical attacks, also activates Trunks passive for each melee attack. Now, as you can see just by number Trunks has half of the amount of skills gohan has for defense, but not only that, its only defense skill does not guarantees nothing, in fact as a main Trunks player I can assure you that this skill is only used for its offensive effect, leaving trunks with, one could say, no defense skill at all. The only advantage Trunks has over Gohan is its life, which is Higher than Gohans, but not by much. I would also like to point that The DPS character have way too much ki, which we all know is basically an anchor for most of the character, besides those like Gohan which can use it as a shield, but not even that trunks can do, so the character is stuck with something that should represent power but only makes it spend more money. I know that with the new update, the amount of experience a player will lose by dying will decrease, but that is not a solution for this problem. Please make trunks, as its description says, have more defense than Gohan, since it has less Damage.
  2. I think that making it possible to a person with only one character have the same number of chances as a multi character player, if the team only wants someone to do 1 run on some contents per day, make it limited by account instead of character, otherwise let players do a as many runs with one character instead of incentivizing them creating more.
  3. you missed my point there, which was that making robotic island with multiple character will multiply your chances and points, if you do it with 5 characters every day you will complete the whole set at the end, this system incentivize people playing with multiple character rather than one.
  4. For tendinitis purposes, could you guys change the double click skills to be only one click with the purpose of minimizing the amount of clicks one has to do? for those like me that does not use programs to use skills, the famous "macros" it is being an issue repeating the click like a maniac.
  5. The way robotic island and dungeon system is placed right now, it is more interesting to the player to have as many characters as possible to farm those items, and they are quite important in the game, since they are the few that provide the opportunity to the player to pick its build. I know that specific for robotic island if the 30 min/ day and limit of how many bosses one can kill, its what prevents people from farming them instead of allowing other players to also kill the bosses, so I wonder, wouldn't it be better to make robotic island a dungeon system? in that way each group would be able to know for sure the boss would be available to them, and also changing the limit of how many a player can kill per account or per character, allowing the player to focus playing in its favorite class? right now it is a trend to create many characters and farm those bosses.
  6. I believe the easiest solution, which would not take more than 1 hour of programming, would be allow people that already did the quest to help. In your case you were a tanker class doing the quest, but imagine a gohan? and this quest is a good goal early in the game, it keeps players active, but waiting to get lvl 200+ to do this quest, specially with the current exp boost system, will just incentive the player from not doing it at all and forgetting about it.
  7. it has been a pain to recruit people to do saga quests, specially when it comes to the last bosses, have you guys thought about any solution to this issue?
  8. It would be very helpful if all skills had a damage information attached to it as it has a ki consumption. That would help the players know for sure which combos are more effective, and in which order. Also would help in balancing, since the overall damage should be expressively higher in DPS, off-tankers, Tankers and then support.
  9. As a main goku that hunts in parties very often, I would like to point that this skill is useful, but has a bad design. It currently pushes the enemy 1 sqm away, which by itself its not harmful to the player, if only this specific action would not forbid the player from saving its partners in many situations. For example: 1 - if the monster is close to a wall the skill won't work. 2 - if the monster is close to your ally the skill won't work. 3 - if the monster is in diagonal with a wall the skill wont work. These tree points makes this skill almost useless in many situations, specially in boss fights. Another issue on this skill is that monsters can still attack stunned, in many situations I would stun a monster and it would kept spamming skills even though it was just stunned, and yes I know the stun is just for 1.5 seconds, but what I mean is not for even 1.5 seconds the monster stops spamming skills. As an off tanker, this skill is required if you want goku to be desired in parties, since it is not a tanker or a dps.
  10. I've been facing the issue where I can not find the gear that I want on the market, and I would like to try some different builds, not just the usual meta, and that happens because of offer and demand. Currently there are not many people feeding the market with good gear, and the few that is available, is way too expensive, because of the reason mentioned above. My proposed solution would be creating a system where the user could shatter bad gear to get the status on a desired gear, let me explain: The player could have an armor lvl 160 with %damage reduction tier 5, but also have another lvl 160 armor with %hp increase tier 5, and this player would like to have 1 gear with both status, so it would shatter one of both and transfer that status to the other. Keep in mind that the maximum of buffs would have to be respected. Why I came up with this idea? because we all know that those two status separately make a bad gear, but together it would fit very well for a tanker for example, and there are people selling gear with those status separated, but not together. This would make players sell more gear with only one status to the market, or make a use of those status themselves. I also would like to emphasize, if not clear to this point, that it would be required for the player to shatter the SAME gear he wants the new status, this would prevent people from farming low level gear to upgrade end game gear. I really hope my idea gets implemented, because I have lots of crappy tier 5 gears that nobody wants to buy, and I could make awesome sets that many people would love to get.
  11. Kakarovisk

    Exp boost

    There is a problem recharging the exp boost, with the current system it forces players to stay online, hurting the environment by leaving their computers wasting energy, to charge 1 minute for every 8 minutes doing nothing in the game. Do you guys really believe players will enjoy more the game like this? staying 32 hours doing nothing? As I disagree with the current system I propose the following solutions: 1 - Make the Exp boost a daily bonus for every player that logs in. Meaning that if you played the day before, the next day your bonus will be recharged. 2 - Abolish the Exp boost system all together, this would make people play with the same character, focusing on their main role, since we all know that it is hard to find people to do dungeons. 3 - Recharge the Exp boost by doing content. It would be required that the player finishes some content, either tasks or something else engaging like one extra run in a dungeon, let me explain this one better: the first time the player does the dungeons the player will complete a quest that, as a reward, recharges the player Exp boost. This would make people do more dungeons and engage more in the game, instead of staying still for 32 hours in pz.
×
×
  • Create New...