Ultimate Suggestions of Refining Fiesta

  • Hey everyone! I made this thread to talk about the game as a whole. These are pretty much my ideas. Some points I want you guys to keep in mind though:


    1. This thread is not just about class rebalance. This also has to do about making the quality of the game more pleasing and to even make new players come as well as old players return.

    2. If there is something that says nerf, it is for a very good reason. I may see that there is something with a buff I suggest can make a prestige go overboard. I may ask for a nerf so that it refines and makes more of a distinction between the 2 classes. Please do not flame in this thread. Disagreements are acceptable.

    3. This thread is not about introducing new skills. I do not believe we need any new skills as it will not solve anything.


    All I ask is that you please give feedback. I would honestly would like this to be forwarded and for all of us to come together to make something great.

    Site & Forum

    A Like Button

    Reasons: Because why not have one?

    Two-Step Verification:

    Reasons: To give more protection for players and members.

    Expand Characters for Posts and threads:

    Reasons: Gets annoying want to make a huge list and hit the limit. 20,000 is fine but 30,000 preferred.



    Quests

    Abyss Repeats

    Reasons: To give other methods of leveling. This gives more reasons to go into the abyss and also help out the other servers in leveling since they tend to be low as of right now. An NPC should be some type of captain or priest who watches over the abyss. They will also give a small amount of Fame (200) for completing them as well.


    Repeats:

    Level 60-Level 79 Repeats gets an extra 60,000 exp and 9 fame as rewards.

    Level 80 - 99 Repeats gets an extra 300,000 exp and 10 fame as rewards.

    Level 100-135 Repeats gets an extra 3,000,000 exp and 20 fame as rewards.


    Reasons: They are still quests and are the only source of leveling up. It also gives a bit more motivation to continue doing the quest.

    Hair Removal: Increase quest drop rate to 90% or remove completely.


    Reasons: The bane of late lv 60 existence. The quest item is almost NON-EXISTENT. Either the drop rate increases or it gets removed altogether.



    Pets

    Allow non-SC pets to be equipped on the left side.

    Reasons: SC pets should not be the only ones to be equipped on the left side. All of the non-sc pets only give a stat of +1 anyway. It will not change anything drastically.

    Mini Couple Lulu: Stat boost to 4 from 2.

    Reasons: Gives more reasons to get married.

    Monster Card Pets: Stat boost to 5.

    Reasons: It is difficult to get the cards and to obtain the pet with no stats whatsoever is disappointing. This gives more eagerness in searching out the cards as well as wanting to get the pets.


    Enhancement

    Blessed Stones: A 1% increase for success rate.

    Reasons: Players should be able to feel that the blessed stones are actually giving them more success to upgrade than to feel as though it is the equivalent to a Lucky and regular stone, especially in higher tiers.

    Accessory Item Level 1 won't break up to +5.

    Accessory Item Level 2 and 3 won't break up to +4.

    Reasons: Allow the accessories to be able to have the same chance as weapons and shields to not break to a certain point.


    Alchemy

    Stones: Point increase for T2 by 10 ; point increase for T3 by 15; point increase for T4 increase by 15.

    Reasons: Allow players to be able to make their stones faster and reach higher tiers faster.

    Potions: Point increase for T2 by 10 ; point increase for T3 by 15; point increase for T4 increase by 15.

    Reasons: Allow players to be able to make their pots faster and reach higher tiers faster.


    Scrolls: Point increase for T2 by 10; point increase for T3 by 15; point increase for T4 increase by 15.

    Reasons: Allow players to be able to make their stones faster and reach higher tiers faster.


    Composition & Decomposition: Point increase for T1 by 3, T2 by 20; point increase for T3 by 25; point increase for T4 increase by 25.

    Reasons: This is rarely touched. Give these 2 skills more points to make it more attractive in combining and breaking down items.



    Guilds

    Entrusted General: New Hierarchy; ability to temporarily take over guild if guild master is gone for a week (Cannot ban the guild master); can permanently take over the guild if the guild master is gone for a month up until the guild master returns. Have almost equal powers to the Master. Still cannot take out anything from the guild storage until the master is gone for a month. Only 1 per guild.

    Reasons: This is to help with making sure a guild does not die. Whether the guild master is not coming back or if something tragic has happened to the guild master, this ensures the longevity of the guild.

    Council: Can post guild notice and can invite players to guild.

    Reasons: To give more unique powers to a Council besides chat banning.


    Guild Wars:


    Any cleric who heals anyone in a guild war and is not a part of it is immediately labeled an enemy and can be terminated.


    Auction House

    Allow players to play against each other in different games, betting on their money against each other to win the whole stash that is in the pot for the player.

    Reasons: More activity in there as well as more ways of getting more money off of each other. A "PvP" without the fighting and also a minor way of solving the gem/gold influx.


    Cleric Skills


    Cleric Set Items

    Switch the 4 Piece effect of Holy Knight’s Cruor and Guardian’s Merak Set.

    Reasons: To show more distinction. Holy Knights should benefit more from damage and Guardians should benefit more from Recover.


    Base HP Stat: increased by 4.

    Reasons: Since they are healers, they are to be the ones who should rival fighters in HP and to live longer. They are not white mages in robes.

    Heal: Cooldown to 3 seconds from 4 seconds if prestige is chosen.

    Reasons: Because Clerics are to be the main healer, it should be good to bring the heal back down to 3 seconds like everyone wants. Keep the point empowerment put into the skill the same and do not change/nerf it in any way.

    Stoneskin: Block Rate increased by 3% for all tiers.

    Reasons: They need to be able to block a bit more the same way a fighter is able to block more often through Toughness for their own survival.

    Extinguish: Increase casting range to 12m from 4.5m.

    Reasons: They really should have no reason to be up close if they are doing any healing. This also allows them to still put damage in.

    Benediction: Reduce cooldown to 1 minute from 1 minute 20 seconds.

    Reasons: There should be no reason this skill has that long of a cooldown. Clerics should still have some way of dishing out damage. Skill point empowerment should not be nerfed in any way. If they still want to lower the cooldown, they can and the cooldown from the -24 will be 36 seconds.

    Silence: Get higher tiers at Lv. 103, Lv. 111, 118, and 126; damage increase on T1 by 20% and keeps the increase in higher tiers.

    Reasons: Makes Silence more useful and to give clerics more power.

    Recover: Increase all tiers of healing by 300.

    Reasons: It should not be a weaker AoE version of Heal and also to give the clerics back the power they lost from the last nerf. Recover at T1 heals 700, less than a Heal T10 with 1180 and then 1300 at T11.

    Invincible: Cooldown reduced to 1 minute from 1 min 30 seconds.

    Reasons: They are there to ensure the party takes little to no damage. Do not change the skill point empowerment put into this skill in any way. The cooldown is way too high, even with points into it.

    Recover: Cast distance increases from 12m to 15m.

    Reasons: They are healers and this is the AoE version of Heal. They need to be able to still keep the party alive without having to chase someone down who runs out of their range.



    Guardian Skills

    Rebirth: Increase duration from 5 to 20 minutes; reduce cooldown from 1 min 20 secs to 1 minutes. Do not nerf the skill points put into the skill in any way.

    Reasons: They should be able to be able to keep the buff on players. Even though it will not bring back their buffs like a Tear, it will still be able to last long enough as being able to cast it 5 times through 5 people ensures that the buff still has 15 more min left to spare.

    Saint’s Protection: Increase casting distance from 1.5 to 12.0m; fix bug popping after 1 second instead of either lasting for the duration or the max amount of damage has been taken for the shield; allow decision to place the spell and cover the same area as Holy Knight’s God’s Benevolence; increase shield power by 2000 for all tiers.

    Reasons: Guardians should have no reason to go up to the front lines to even cast this spell.

    Mighty Punch: Increase attack power on all tier by 1000; increase additional attack power by 2000; give delay debuff on enemy’s attacks and skills for 5 seconds.

    Reasons: Hammer skills should never be weaker than mace skills. Also, enables Guardians to slow down any big attacks.

    Dispel Pillar: Reduce cooldown to 2 min 30 seconds from 3 minutes.

    Reasons: 3 minutes is too long. Do not change/nerf the skill point empowerment in any way.

  • Holy Knight Skills:

    Sacrifice: Tier 7 and higher removed for Holy Knight; Nerf.

    Reasons: This is more of a “I die, so I will heal you all to keep you alive”, which fits more into a Guardian. Since Holy Knights are buffers, they should have this skill some restriction on them to show the difference between the 2 prestige. Get refunded for the higher tier that was bought.

    Awaken: Tiers after Lv 100 excluded. Nerf.

    Reasons: Holy Knights should not be able to still have the same benefit of healing as a Guardian. Therefore, to have a restriction on them means to show the different healing power between the two. Get refunded from the higher tiers that was bought.

    Bleed: Tiers after Lv 100 gets a 5% buff in damage.

    Reason: To make a bit stronger.

    God’s Benevolence: Reduce cooldown to 30 seconds from 35 seconds; increase attack power on all Tiers by 5%;

    Reasons: To allow Holy Knights to be able to cast it more often and also the fact it relies on a cleric’s INT for magic damage.

    Purification: Reduce cooldown to 1 minute from 2 minutes.

    Reasons: Holy Knight and Guardians should contrast. Holy Knights remove buffs while Guardians remove debuffs. Therefore, their cooldown should match and show the distinction.

    Dispel Purge: Reduce cooldown to 2 minute 30 seconds from 3 minutes.

    Reasons: Holy Knight and Guardians should contrast. Holy Knights remove buffs while Guardians remove debuffs. Therefore, their cooldown should match and show the distinction.


    Mages


    Flame Walker: Tiers for Lv. 132; cooldown reduced to 3 minutes; increase the movement speed and attack rate of the Flame Walkers; casting range increased to 13.5m.

    Reasons: To make the skill more useful and relevant.



    Warlock Skills

    Mesmerize: Sleep duration decreased by 10 seconds; gives curse resistance reduction to sleeping enemy 20% lasting for 10 seconds.

    Reasons: Being put to sleep for 10 seconds takes some pressure off of the person being put to sleep. Also, Warlocks are capable of making this cooldown be at 33 seconds. This means the player fighting the Warlock only has a 13 second gap to hurry and take them down before they are put to sleep again. Reducing the sleep duration gives players more of a fighting chance. It may mean 10 seconds easier for PvE monsters, but this is a minor issue compared to PvP. However, to make sure Warlocks are not entirely affected by the nerf, this spell increases the efficiency of landing their curses as well as being able to steal buffs. This also help combat against the high curse resistances on necklaces for PvP.

    Metamorphosis: Speed buff increases by 10%; can still be targeted by Mages, Crusaders, a Knights’ Discharge, Gladiator’s Tomahawk, Flourish, Reaper's Binding Blow, Force Slash, and Archers in PvP.

    Reasons: Birds in general fly at 30 miles per hour. Therefore, Warlocks who turn into birds should be able to have this advantage by being able to fly with a 10% speed buff (1/3). However, to make things fair, they can get taken down by long range attacks.

    Fireball: Cast time removed completely if Warlock has been chosen; kiteable; cooldown reduced to 15 seconds from 17 seconds.

    Reasons: Allow them to just go on and get this spell off. Magic Blast is changed to an immediate cast. Allow this spell to change to an immediate cast as well and let it be their fire Magic Blast version.

    Inferno: Change the cast time to immediate and take off the max limit of enemies hit.

    Reasons: Same as Fireball. Also allow them to hit more enemies like the archers are capable of doing.



    Wizards


    Ice Blast: Cast time removed completely if Wizard has been chosen; kiteable.

    Reasons: Allow them to just go on and get this spell off. Magic Blast is changed to an immediate cast. Allow this spell to change to an immediate cast as well for it to be their ice version of it.

    Frost Nova:Change the cast time to immediate and take off the max limit of enemies hit for Warlocks only.

    Reason: Same as the Warlock’s Inferno.

    Deep Fear: Increase effect radius to 9m.

    Reasons: Wizards cannot lower any SPR if they are far away, meaning they have to get in closer than they should. By increasing the radius of their passive, they can still attack from a safer distance. Plus, it works along with the cast range of Frost Nova.

    Summons: Higher Tier at Lv 132.

    Reasons: More damage, usefulness, and relevance. Also to flesh out Wizards as the type of summoner.


    Archer


    Deeper: Added ability of enemy marked reduces resistance to all of Archer’s DoTs by 15%. Higher tiers at Lv. 103, 111, 118, and 126 with each reduction increasing by 5%.

    Reasons: They need to be able for both PvE and PvP to be able to apply their DoTs effectively as their DoTs is what gives them their damage output in the first place. This also deals with the high resistances on necklaces. If the game were to boost the cap again, the necklaces will end up going above 70%, which archers definitely will unable to keep the DoTs up at all. This also gives Archers ways to deal with Tricksters in PvP.

    Release: Added ability of taking off the mark and resistance reduction but also leaving a 10% slow debuff.

    Reasons: This is for PvE and PvP purposes and also gives Release something meaningful. This allows Archers an easier method of escaping or keeping others from catching up to them.

    Nature's Aim: Tiers for Level 92 (163 dex), 107 (176 dex), 121 (202 dex), 134 (228 dex).

    Reasons: Become more proficient in evasion.



    Tricksters

    Base Dex: Increase by 2.

    Reasons: They are to rival Archers in this stat.

    Lacerate: Cooldown reduced to 7 seconds from 8 seconds.

    Reasons: They want to collect souls and are to kill enemies faster. Reducing this helps them.

    Intimidation: Cooldown reduced to 6 seconds from 7 seconds.

    Reasons: They want to collect souls and are to kill enemies faster. Reducing this helps them.

    Soul Trap: Reduce cooldown to 30 seconds from 35 seconds.

    Reasons: They want to collect souls and are to kill enemies faster. Reducing this helps them.

    Nimble Defense: Allows skill to have evasion against single-target attacks; evasion percentage against single targets is half of the AoE; higher Tier at Level 119.

    Reasons: They are unable to have high of evasion the same way an archer does against ST skills, especially with their Nature's Aim. Allowing the skill to dodge single targets gives them more of an opportunity to survive as evasion is the only method of surviving.



    Spectre Skills

    Shame: Changed to probability of critical blow when you fail at dodging.

    Reasons: It is meant for Tricksters to have high Dex. Spectres not being able to dodge is like a slap in the face for them. This will benefit more for them landing crits. The other passive works against Spectres as they would like to use aim scrolls and have high Dex anyway and with equipment having Dex, they would want to end up avoiding anything Dex-related at all.

    Soul Slash: Cooldown reduced to 40 seconds from 45 seconds.

    Reasons: They want to collect souls and are to kill enemies faster. Reducing this helps them.



    Crusaders

    Light Blast: Cooldown reduced to 4 seconds from 6 seconds; boost all tier damage by 2%; Kiteable.

    Reasons: Shortening the cooldown and strengthening this skill makes it more pleasing to build INT-builds. Also, allowing this skill to be kiteable allows them to be able to be on the move while also being able to keep up with Archers and Mages who are able to kite and also take advantage of fighter’s low SPR in PvP.

    Light Explosion: Boost all tier damage by 2%; increase cast range from 1.5m to 10.5m.

    Reasons: Shortening the cooldown and strengthening this skill makes it more pleasing to create INT-builds.



    Fighters:

    Toughness: Reduce cooldown from 1 minute to 40 seconds.

    Reasons: Because of the fact that the other classes got so many buffs, fighters will have to deal with ways to handle them in terms of PvP. Reducing the cooldown gives them more opportunity to block attacks more often.



    Knight Skills:

    Buckler: Increase the number of long range attacks blocked to 4 from 2.

    Reasons: Allow the Knights to survive off of another attack as well as being able to handle Archers, Mages, and Crusaders attacking from afar more efficiently in PvP.

    Fatal Shout: T1 increased to 10 for max number of enemies provoked; increased each tier by 2.

    Reasons: This skill in no way should have less numbers of enemies provoked than Mock. Knights are the ones to hold it down for the party.

  • Unlimited Characters for Posts and threads:

    Reasons: Why the heck there is even a limit?! Take it off!

    Cuz you can crash the Forum with too many Characters in one Post

    giphy.gif

    135 | 135 | 135 | 135 | 135 | 135 | 135 | 135 | 120 | 115 | 115 | 115 | 110 | 105 |100
    Gladi | Gladi | Waldi | Zaubi | HK | Kreuzi | Wächter | SS | Hexi | Wächter | Gladi | Ordi | Hexi | Luna | SS

    Iyzel

    105
    SS
    Isya

  • Cuz you can crash the Forum with too many Characters in one Post

    Members do not even make one long post or thread anyway unless it is a thread that is going to be detailed such as this. At least expand it to 30,000 characters.

  • Is Prevention a word for you? Then you know why

    giphy.gif

    135 | 135 | 135 | 135 | 135 | 135 | 135 | 135 | 120 | 115 | 115 | 115 | 110 | 105 |100
    Gladi | Gladi | Waldi | Zaubi | HK | Kreuzi | Wächter | SS | Hexi | Wächter | Gladi | Ordi | Hexi | Luna | SS

    Iyzel

    105
    SS
    Isya

  • Is Prevention a word for you? Then you know why

    I said to expand the limit on it. They can still keep their prevention and still let those who wants to make long guides and suggestions. No duh. I don't even believe the forum would even crash. There are other sites I'm a part of with long threads and posts and they never crash. If the program they are using with WotlLab for the forum can't even hold that much characters even if they were to expand, they need to change and upgrade. It's not even all that difficult and complicated as you want to make it to be and this is the only forum I know where characters are limmited.

  • Why the heck there is even a limit?! Take it off!

    I said to expand the limit on it.

    okay??


    I don't even believe the forum would even crash.

    If there were no Limit how you wanted it first, you would be able to create Posts with Million of e.g. Chinese Characters or just khazul and would crash the Forum

    giphy.gif

    135 | 135 | 135 | 135 | 135 | 135 | 135 | 135 | 120 | 115 | 115 | 115 | 110 | 105 |100
    Gladi | Gladi | Waldi | Zaubi | HK | Kreuzi | Wächter | SS | Hexi | Wächter | Gladi | Ordi | Hexi | Luna | SS

    Iyzel

    105
    SS
    Isya

  • okay??


    If there were no Limit how you wanted it first, you would be able to create Posts with Million of e.g. Chinese Characters or just khazul and would crash the Forum


    I did say this.


    At least expand it to 30,000 characters.


    Hence, expanding. Also, not every person is going to go and straight up blow millions of characters on a post or forum and I NEVER saw that happened at all. I'm not the one to cry over things like this. Whether they up the limit or take it off. If they do it: Great; not going to get upset if they don't do it.

  • I mean you first Thread and you asked why

    giphy.gif

    135 | 135 | 135 | 135 | 135 | 135 | 135 | 135 | 120 | 115 | 115 | 115 | 110 | 105 |100
    Gladi | Gladi | Waldi | Zaubi | HK | Kreuzi | Wächter | SS | Hexi | Wächter | Gladi | Ordi | Hexi | Luna | SS

    Iyzel

    105
    SS
    Isya

  • Site & Forum

    A Like Button

    Reasons: Because why not have one?
    Is neither needed nor not needed. Though If it is something that takes a long time to format and implement I would rather they did not waste the time on it.

    Two-Step Verification:

    Reasons: To give more protection for players and members.

    NO. I will always be against forced 2 step verification as it is only an effective means of protection for lazy players/members. Real hackers can work around this and as long as you are diligent basic hackers/scammers won't get your information.

    Expand Characters for Posts and threads:

    Reasons: Gets annoying want to make a huge list and hit the limit. 20,000 is fine but 30,000 preferred.

    I am fine with limiting it at 20,000. I think this helps a person stop and realize a wall of text accomplishes nothing and maybe find better ways of saying their point or breaking guides down into better section over several posts, which also makes it easier for updating purposes.



    Quests

    Abyss Repeats

    Reasons: To give other methods of leveling. This gives more reasons to go into the abyss and also help out the other servers in leveling since they tend to be low as of right now. An NPC should be some type of captain or priest who watches over the abyss. They will also give a small amount of Fame (200) for completing them as well.

    I personally would not go questing in abyss. Do you not remember when people used to grind in there and then the pvpers would wake up and come in there and not kill you, no no no, they would leave you near dead and let the mobs you were grinding on kill you so you lost all your exp. Then they would spawn kill you at the gate so you could not get out or away to grind some more and make up the exp lost.

    Repeats:

    Level 60-Level 79 Repeats gets an extra 60,000 exp and 9 fame as rewards.

    Level 80 - 99 Repeats gets an extra 300,000 exp and 10 fame as rewards.

    Level 100-135 Repeats gets an extra 3,000,000 exp and 20 fame as rewards.


    Reasons: They are still quests and are the only source of leveling up. It also gives a bit more motivation to continue doing the quest.

    lvl 60 quests are fine for their EXP, especially all the repeats. There is no need to increase it and honestly increasing fame by so little is worthless. Fame is worthless now. Except to by pass the special quests at lvl 20 and 60 for class change skills.

    Hair Removal: Increase quest drop rate to 90% or remove completely.

    Reasons: The bane of late lv 60 existence. The quest item is almost NON-EXISTENT. Either the drop rate increases or it gets removed altogether.

    Yeah this quest sucks.


    Pets

    Allow non-SC pets to be equipped on the left side.

    Reasons: SC pets should not be the only ones to be equipped on the left side. All of the non-sc pets only give a stat of +1 anyway. It will not change anything drastically.
    At this point you might as well say all pets be modded to be allowed to both shoulders, no reason to exclude any. So I would say either leave as is, or include all old SC(Because the older pets are not both shoulders either), new SC, non-sc, wedding, card pets be bother shoulders.

    Mini Couple Lulu: Stat boost to 4 from 2.

    Reasons: Gives more reasons to get married.
    This would actually be a cute idea. Gives it a distinction and maybe some people would actually use them again. I know a bunch of people who just destroy them because they find it worthless.

    Monster Card Pets: Stat boost to 5.

    Reasons: It is difficult to get the cards and to obtain the pet with no stats whatsoever is disappointing. This gives more eagerness in searching out the cards as well as wanting to get the pets.

    I agree, when I got my pets from the card collection I was expecting something... better than a statless world boss minipet. On top of this, I would say add minor stat boosts on the ugly explorers card collection suit like +1 to all stats for every piece you get. Maybe people will actually wear them. xD


    Enhancement

    Blessed Stones: A 1% increase for success rate.

    Reasons: Players should be able to feel that the blessed stones are actually giving them more success to upgrade than to feel as though it is the equivalent to a Lucky and regular stone, especially in higher tiers.

    Accessory Item Level 1 won't break up to +5.

    Accessory Item Level 2 and 3 won't break up to +4.

    Reasons: Allow the accessories to be able to have the same chance as weapons and shields to not break to a certain point.

    Increase in success always welcome. I thought the accessory low level items already were non breakable up to those points. I have never had any break on me.


    Alchemy

    Stones: Point increase for T2 by 10 ; point increase for T3 by 15; point increase for T4 increase by 15.

    Reasons: Allow players to be able to make their stones faster and reach higher tiers faster.

    Potions: Point increase for T2 by 10 ; point increase for T3 by 15; point increase for T4 increase by 15.

    Reasons: Allow players to be able to make their pots faster and reach higher tiers faster.


    Scrolls: Point increase for T2 by 10; point increase for T3 by 15; point increase for T4 increase by 15.

    Reasons: Allow players to be able to make their stones faster and reach higher tiers faster.


    Composition & Decomposition: Point increase for T1 by 3, T2 by 20; point increase for T3 by 25; point increase for T4 increase by 25.

    Reasons: This is rarely touched. Give these 2 skills more points to make it more attractive in combining and breaking down items.

    None of these are needed. It is easy to cap all the alchemy skills. And comp and decomp are used quite a lot by people who do the other alchemy skills. Only thing I would maybe change is allowing characters to use all the alchemy skills.


    Guilds

    Entrusted General: New Hierarchy; ability to temporarily take over guild if guild master is gone for a week (Cannot ban the guild master); can permanently take over the guild if the guild master is gone for a month up until the guild master returns. Have almost equal powers to the Master. Still cannot take out anything from the guild storage until the master is gone for a month. Only 1 per guild.

    Reasons: This is to help with making sure a guild does not die. Whether the guild master is not coming back or if something tragic has happened to the guild master, this ensures the longevity of the guild.
    If your highest concern is over whether or not the GM going to dip, then I would say you should find a new guild. And if you are more concerned about a guild keeping its name/rank or whatever instead of just moving everyone to a new guild, than for something tragic happening to the GM, I would question whether or not you SHOULD be in a guild.

    Council: Can post guild notice and can invite players to guild.

    Reasons: To give more unique powers to a Council besides chat banning.
    Not a bad idea, though council does have other responsibilities in GT/potential. But adding a little more would be nice. Though in some arguments might just say why not make them an admin then?


    Guild Wars:


    Any cleric who heals anyone in a guild war and is not a part of it is immediately labeled an enemy and can be terminated.

    No, guild wars are between guilds. I have been in instances such as Dragon Tomb with tanks suddenly having their guild go into a guild war and me healing them. Why should I then be vulnerable to being attacked (I assume you mean by the opposing guild of the one i healed) when I go to turn in quests, just because I was questing with someone from a guild that went into a guild war? This is one of the most ridiculous suggestions i have ever seen.


    Auction House

    Allow players to play against each other in different games, betting on their money against each other to win the whole stash that is in the pot for the player.

    Reasons: More activity in there as well as more ways of getting more money off of each other. A "PvP" without the fighting and also a minor way of solving the gem/gold influx.

    Um go to Lucky house xD and play those mini games. I also do not think this will solve a gold/gem influx. and I doubt people would do it.



    Okay I will start with this. My comments in different color.

  • Cleric Skills


    Cleric Set Items

    Switch the 4 Piece effect of Holy Knight’s Cruor and Guardian’s Merak Set.

    Reasons: To show more distinction. Holy Knights should benefit more from damage and Guardians should benefit more from Recover.
    I would need to look into this but honestly I am fine with my HKs set, but I think this change has to do with your other suggestions for changes to take away HK healing power, which I am not okay with. It is not HKs don't heal and guardians heal. Guardians get single target heals. They do not need to have complete domination over every healing skill.


    Base HP Stat: increased by 4.

    Reasons: Since they are healers, they are to be the ones who should rival fighters in HP and to live longer. They are not white mages in robes.

    Stoneskin: Block Rate increased by 3% for all tiers.

    Reasons: They need to be able to block a bit more the same way a fighter is able to block more often through Toughness for their own survival.
    I think the block rate at cap is already fairly high. This is not needed.

    Extinguish: Increase casting range to 12m from 4.5m.

    Reasons: They really should have no reason to be up close if they are doing any healing. This also allows them to still put damage in.
    I do not think this is needed. I would rather say it should do more damage and start earlier than lvl 100.

    Benediction: Reduce cooldown to 1 minute from 1 minute 20 seconds.

    Reasons: There should be no reason this skill has that long of a cooldown. Clerics should still have some way of dishing out damage. Skill point empowerment should not be nerfed in any way. If they still want to lower the cooldown, they can and the cooldown from the -24 will be 36 seconds.

    Meh- okay but clerics still not going to dmg dealers

    Silence: Get higher tiers at Lv. 103, Lv. 111, 118, and 126; damage increase on T1 by 20% and keeps the increase in higher tiers.

    Reasons: Makes Silence more useful and to give clerics more power.

    I would rather see an AOE silence introduced but yeah it could use a dmg buff.

    Recover: Increase all tiers of healing by 300.

    Reasons: It should not be a weaker AoE version of Heal and also to give the clerics back the power they lost from the last nerf. Recover at T1 heals 700, less than a Heal T10 with 1180 and then 1300 at T11.

    It should be healing less than Heal, as this skill is supposed to like you are splitting up heal among more people.

    Invincible: Cooldown reduced to 1 minute from 1 min 30 seconds.

    Reasons: They are there to ensure the party takes little to no damage. Do not change the skill point empowerment put into this skill in any way. The cooldown is way too high, even with points into it.

    No opinion.

  • Guardian Skills

    Rebirth: Increase duration from 5 to 20 minutes; reduce cooldown from 1 min 20 secs to 1 minutes. Do not nerf the skill points put into the skill in any way.

    Reasons: They should be able to be able to keep the buff on players. Even though it will not bring back their buffs like a Tear, it will still be able to last long enough as being able to cast it 5 times through 5 people ensures that the buff still has 15 more min left to spare.

    I would not mind seeing the duration last longer, even a half hour (30 min). Though I think it should bring back buffs like a tear to make it comparable because I honestly hate having rebirth cast on me if i have scrolls/pots/buffs and such because the menu takes over the tear screen and can be accidentally pressed.

    Saint’s Protection: Increase casting distance from 1.5 to 12.0m; fix bug popping after 1 second instead of either lasting for the duration or the max amount of damage has been taken for the shield; allow decision to place the spell and cover the same area as Holy Knight’s God’s Benevolence; increase shield power by 2000 for all tiers.

    Reasons: Guardians should have no reason to go up to the front lines to even cast this spell.

    Basically this skill should be the templars version of it.

    Heal: Cooldown to 3 seconds from 4 seconds if prestige is chosen.

    Reasons: Because Guardians are to be the main healer, it should be good to bring the heal back down to 3 seconds like everyone wants, but instead have it for the Guardians. Holy Knights should not benefit from this as they are the main buffing class. Keep the point empowerment put into the skill the same and do not change/nerf it in any way.

    ALL cool down on ALL tier of HEAL should be reverted back to the 3 seconds. This was a horrible nerf to all clerics in the last re balancing and it will not be fixed by favoring guardians over the cd being put back to NORMAL.

    Recover: Cast distance increases from 12m to 15m if prestige is chosen.

    Reasons: They are healers and this is the AoE version of Heal. Therefore, Guardians should be able to have this AoE heal match the casting distance of Heal to show their healing power strengthened.

    The skill is for Paladins and higher and should stay that way. You do know that some skills have to be shared for cleric right? AoE heals are shared and single target heals are guardian only. The split is not "healer ONLY and buffer ONLY" the split is more like "single target support" and "multiple target support" though even that is not very accurate. Clerics are both supporters and the split between them is not easily defined. Guardians bubble comes close to being multi target support but i think it was meant more to protect onself to help heal the single target tank.

    Revive: Cast distance increases from 10.5m to 12m. If prestige is chosen.

    Reasons: To show the capability of them being able to save people from further away.

    There is only 1 tier of this XD omg and its for both classes of clerics. I do not think the solution to balance guardians is to make all the shared skills "special" for the guardians.

    Trip: Give a 3 second stun duration in higher tiers after 100.

    Reasons: “Tripping” is supposed to affect perception like intoxication. Therefore, the move should trip or “stun” them as a means to it.

    Tripping would be better than a stun. and its still a shared skill even if no HK runs around with a lvl 90 hammer (bad aim) to use it.

    Bleed: Higher tier after Lv 100 excluded. Nerf.

    Reasons: To give the distinction between Holy Knights and Guardians. Mace skills for HKs and Hammer skills for Guardians. Give refund on higher tiers bought.

    Neither cleric class deserves a nerf to the few attack skills they have and i would be hard pressed to find a guardian who runs around carrying a lvl 90/91 mace just to use this.... the low aim means it won't land half the time anyways.

    Holy Chop: Higher Tiers excluded after Lv 100. Nerf.

    Reasons: To make the distinction between Holy Knights and Guardians. Mace skills for HKs and Hammer skills for Guardians.Give refund on higher tiers bought.

    Neither cleric class deserves a nerf to the few attack skills they have and i would be hard pressed to find a guardian who runs around carrying a lvl 90/91 mace just to use this.... the low aim means it won't land half the time anyways. (And i think you meant MIGHTY chop.

    Holy Punch: Increase attack power on all tier by 2500; increase additional attack power by 6000; give delay debuff on enemy’s attacks and skills for 5 seconds.

    Reasons: Hammer skills should never be weaker than mace skills. Also, enables Guardians to slow down any big attacks.

    No thanks. the reason is because the hammer has such high dmg naturally. Also Mighty Punch.

    Invigorate: Increase healing by 29 on tiers after lv 100 if prestige is chosen.

    Reason: It gives more distinction. Invigorate for Guardians heals more while Invigorate for Holy Knight gives more speed.Again, its a shared skill that should be used by BOTH lvl 100+ classes and there should not be a difference between them. The skills were split pretty evenly if there had to be a split at all.

    Dispel Pillar: Reduce cooldown to 2 min 30 seconds from 3 minutes.

    Reasons: 3 minutes is too long. Do not change/nerf the skill point empowerment in any way.

    Sure



    Holy Knight Skills:

    Sacrifice: Tier 7 and higher removed for Holy Knight; Nerf.

    Reasons: This is more of a “I die, so I will heal you all to keep you alive”, which fits more into a Guardian. Since Holy Knights are buffers, they should have this skill some restriction on them to show the difference between the 2 prestige. Get refunded for the higher tier that was bought.

    No reason to remove it from HKs. It is a shared skill. To be honest it is like you want all the skills that have anything to do with healing to be guardian only. Which would be entirely dumb removing the few healing skills left to both classes from HK. I noticed you did not say to remove the ability of guardians to cast resist, immune, stoneskin you know the buffs....

    Awaken: Tiers after Lv 100 excluded. Nerf.

    Reasons: Holy Knights should not be able to still have the same benefit of healing as a Guardian. Therefore, to have a restriction on them means to show the different healing power between the two. Get refunded from the higher tiers that was bought.

    No reason to remove it from HKs. It is a shared skill. To be honest it is like you want all the skills that have anything to do with healing to be guardian only. Which would be entirely dumb removing the few healing skills left to both classes from HK. I noticed you did not say to remove the ability of guardians to cast resist, immune, stoneskin you know the buffs....

    Bleed: Tiers after Lv 100 gets a 5% buff in damage.

    Reason: To make up of them getting nerfed on access to higher tiers in Trip.

    It is shared just leave the poor thing alone

    Mighty Punch: Higher Tiers excluded after Lv 100. Nerf.

    Reasons: To make the distinction between Holy Knights and Guardians.Give refund on higher tiers bought.

    It is shared just leave the poor thing alone

    Trip: Higher tiers excluded after Lv 100. Nerf.

    Reasons: To make the distinction between Holy Knights and Guardians. Give refund on higher tiers bought.

    It is shared just leave the poor thing alone

    Invigorate: Increase speed buff by 3% on tiers after lv 100 if prestige is chosen.

    Reason: It gives more distinction between the Guardians and Holy Knights. Invigorate for Guardians heals more while Invigorate for Holy Knight gives more speed.Again, its a shared skill that should be used by BOTH lvl 100+ classes and there should not be a difference between them. The skills were split pretty evenly if there had to be a split at all.

    God’s Benevolence: Reduce cooldown to 30 seconds from 35 seconds; increase attack power on all Tiers by 5%;

    Reasons: To allow Holy Knights to be able to cast it more often and also the fact it relies on a cleric’s INT for magic damage.

    You can already perm the cross, there is no need to reduce the cool down farther.

    Purification: Reduce cooldown to 1 minute from 2 minutes.

    Reasons: Holy Knight and Guardians should contrast. Holy Knights remove buffs while Guardians remove debuffs. Therefore, their cooldown should match and show the distinction.

    Meh, okay.

    Dispel Purge: Reduce cooldown to 2 minute 30 seconds from 3 minutes.

    Reasons: Holy Knight and Guardians should contrast. Holy Knights remove buffs while Guardians remove debuffs. Therefore, their cooldown should match and show the distinction.

    Meh, okay.


    Overall, my impression is you want guardians to have all the heal skills, but you don't want to take anything from them except mace specific attacks.... you would be unbalancing the two classes to be able to support.

  • Reading through this entire suggestion list tells me two things.

    1) You do not play every class to it's maximum potential. (which includes set switches and point allocation on skills).

    2) You are requesting changes which make zero difference in the game.

    MintyGreens has definitely made some prominent notes regarding your suggestions, which to the most part I agree with.
    So I won't bother adding my own notes to each suggestion.

    Current Guild Master of OneWingedAngels Guild.
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  • Quote


    I personally would not go questing in abyss. Do you not remember when people used to grind in there and then the pvpers would wake up and come in there and not kill you, no no no, they would leave you near dead and let the mobs you were grinding on kill you so you lost all your exp. Then they would spawn kill you at the gate so you could not get out or away to grind some more and make up the exp lost.


    The days of Outspark. Seeing as to how things are completely different (Especially on the other servers not Isya), I would say to give the person getting killed to have a 30% buff to everything against the person to fight off the PvPer.


    Quote


    NO. I will always be against forced 2 step verification as it is only an effective means of protection for lazy players/members. Real hackers can work around this and as long as you are diligent basic hackers/scammers won't get your information.


    They shouldn't even get anyone's info in the first place unless you just have it just laying around somewhere on the internet out in the open and not caring. THAT is being lazy. I do not see it as protection for lazy players and members and with threads stating about getting scammed or hacked, this would honestly be a good thing for them.


    Quote


    I agree, when I got my pets from the card collection I was expecting something... better than a statless world boss minipet. On top of this, I would say add minor stat boosts on the ugly explorers card collection suit like +1 to all stats for every piece you get. Maybe people will actually wear them. xD


    The only reason I didn't say anything about the suit is because Gamigo will state that they sell perm SC clothes that has no stats whatsoever. xD

    Quote

    No, guild wars are between guilds. I have been in instances such as Dragon Tomb with tanks suddenly having their guild go into a guild war and me healing them. Why should I then be vulnerable to being attacked (I assume you mean by the opposing guild of the one i healed) when I go to turn in quests, just because I was questing with someone from a guild that went into a guild war? This is one of the most ridiculous suggestions i have ever seen.


    It is not ridiculous. Not sure if it is still happening but back then, clerics who is not part of a guild war between 2 guilds who were duking it out were healing whoever they want to win when they're not even a part of the guild war, making it uneven and the other guild can't do anything about it. I stated any cleric who heals the person DURING A GUILD WAR. You as a cleric would not get attacked in any way if this is before the guild war between 2 guilds even started and it wouldn't even have any effect on you before or after the guild war. If stuff like that doesn't happen any more, then this can get thrown away.


    Quote


    At this point you might as well say all pets be modded to be allowed to both shoulders, no reason to exclude any. So I would say either leave as is, or include all old SC(Because the older pets are not both shoulders either), new SC, non-sc, wedding, card pets be bother shoulders.


    I thought the older pets now can be placed on both shoulders.


    Quote


    Overall, my impression is you want guardians to have all the heal skills, but you don't want to take anything from them except mace specific attacks.... you would be unbalancing the two classes to be able to support.


    Because most of the threads complains about Guardians hit the hardest and the Holy Knights capable of doing anything. Even so, I did take away stuff from Guardians in term of not hitting high in damage.


    Quote


    I noticed you did not say to remove the ability of guardians to cast resist, immune, stoneskin you know the buffs....


    Due to character restraints (And I did not want to make a 3rd post), but yes. I wouldn't even mind if that actually happened. Stoneskin I would disagree with you since that one can't even be casted on other players.


    Quote


    If your highest concern is over whether or not the GM going to dip, then I would say you should find a new guild. And if you are more concerned about a guild keeping its name/rank or whatever instead of just moving everyone to a new guild, than for something tragic happening to the GM, I would question whether or not you SHOULD be in a guild.


    That's inconsiderate. Why should a player go and join a different guild when they enjoy the guild in the first place and having someone spend 50g to create a new guild when all that has to happen is to allow someone the GM trusts to be able to lead it so that the guild can keep living? I would honestly question the validity of whether you or any person who thinks like that even cares for the guild or the guild members in general.


    Quote


    It should be healing less than Heal, as this skill is supposed to like you are splitting up heal among more people.


    ... No... I played games where AoE cures heals a bit more than an ST cure. If Rejuvenate is to be the stronger version of Heal, then Awaken should be a stronger version of Recover (And now that I made that statement...). I don't see how AoE heals should be weaker than ST but that's just my perspective.


    Quote


    The split is not "healer ONLY and buffer ONLY" the split is more like "single target support" and "multiple target support" though even that is not very accurate. Clerics are both supporters and the split between them is not easily defined.


    But that's the thing. The two prestiges needs to be defined and many complained about HK doing them all (Even though it is true). There is no such thing as ST and MT support because the skills and makeup of the two does not even show or match at all. HK extend buffs and get more STR while Guards are to get more power in their heals and more DEF and SPR. So why not cater to those two to make them stand out more? Clerics has the most problems out of the 6 classes, more so than the Archers and Trix. No. I am not stating that "HK don't heal and Guards heals". It is more about one does something better than the other. I mean, unless you're ok with HK being able to do everything and Guards just continue being left behind. HK have a crit buff and can make an SS super happy and just crit away with their attack speed. HK gets to remove buffs. And what do Guards get? Remove debuffs and a auto-revive buff that does not last long anyway even if one wants to keep it longer.


    Just admit it. The skills for HK has always been to make them offensive-oriented and Guards defense-oriented. The ST-oriented and defense-oriented aspect you talk about just doesn't exist (And you need a very good valid evidence to even state otherwise). If there the two classes are not refined into what they are actually supposed to be doing, then how can you even give some popularity to Guards and not have HK being favored all the time? Also the fact that if they do increase the cap, they may throw out even more skills that still does not solve anything for Guards at all (Or in general).


    Quote


    You do know that some skills have to be shared for cleric right?


    Still didn't stop them from restricting Guards and HKs from being able to hit higher tiers in specific skills. Ok. I completely understand with skills like Invigorate but when it comes down to something that does not have anything to do with the prestige, that's different.

  • Quote

    1) You do not play every class to it's maximum potential. (which includes set switches and point allocation on skills).



    2) You are requesting changes which make zero difference in the game.


    1. The only 2 classes I did not play to the max is fighters and trix (And I completely refuse to touch fighters. I can't stand it). I understand the point allocations and set switches but I highly doubt that has anything to do with the problems players are facing at all.


    2. At least state why you believe the changes would make 0 difference instead of saying nothing at all like you did in the rating thread saying everything people are saying is wrong without your own input and the whole thread is base on perspective.

  • Quote

    I thought the accessory low level items already were non breakable up to those points. I have never had any break on me.


    I thought the accessories only do not break until after +3.

  • I'm sorry, didn't I just read on another forum post that you've been back what, a week or so?

    And you believe you know the game better than most people in order to recommend these 'ultimate changes'?

    Not every good, or great player uses the forums, and asking these people usually nets you in diminishing returns in responses and comments.

    Current Guild Master of OneWingedAngels Guild.
    Current Raid Leader of the Alliance.
    Current IQ: 203 (and counting!)
    -
    xRei - Lvl 135 Warlock
    yRei - Lvl 135 Reaper
    zRei - Lvl 135 Gladiator
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    Add me on Discord and ask me anything Fiesta related:
    Rei#9999

  • I'm sorry, didn't I just read on another forum post that you've been back what, a week or so?

    And you believe you know the game better than most people in order to recommend these 'ultimate changes'?

    Not every good, or great player uses the forums, and asking these people usually nets you in diminishing returns in responses and comments.

    Me coming back a week ago has nothing to do about me having suggestions and asking for input. Also, not once did I state I know better (Then again, you go around prideful self-acclaiming yourself as one of the best players). It doesn't matter about whether or not "good" or "great" player uses the forum. It's all about all of the players coming together to give something to Gamigo because a lot of us grew up with the game since the era of Outspark. If you can't even see that, then why in the world are you even commenting? It's one thing to feel as though the staff ignores our responses but it's another thing when people like you do not even contribute anything beneficial.

  • Me coming back a week ago has nothing to do about me having suggestions and asking for input. Also, not once did I state I know better (Then again, you go around prideful self-acclaiming yourself as one of the best players). It doesn't matter about whether or not "good" or "great" player uses the forum. It's all about all of the players coming together to give something to Gamigo because a lot of us grew up with the game since the era of Outspark. If you can't even see that, then why in the world are you even commenting? It's one thing to feel as though the staff ignores our responses but it's another thing when people like you do not even contribute anything beneficial.


    There's plenty of suggestion threads out there. Some exceptionally more detailed than this one.

    Please go and find one that has actually implemented changes requested by the community that weren't either a bug, glitch, or broken aspect of the game.

    To somebody new like yourself, the best thing for you to do is to play the game more before requesting and suggesting ANY changes in ANY aspect of the game.

    Current Guild Master of OneWingedAngels Guild.
    Current Raid Leader of the Alliance.
    Current IQ: 203 (and counting!)
    -
    xRei - Lvl 135 Warlock
    yRei - Lvl 135 Reaper
    zRei - Lvl 135 Gladiator
    -
    Add me on Discord and ask me anything Fiesta related:
    Rei#9999