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> [Suggestion] A few requests, Can we has...

 
post Jan 28 2012, 00:43
Post #2821
grumpymal



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Soldier Pills: Restore 5 Stamina, slightly more plentiful than E-Drinks.

Sometimes, I don't want/need a big +20 to Stamina. I just want enough to do one Arena in Great. Or I'm almost at full Stamina, but I can't wait for it to recover all the way and a Drink would be wasteful. If its not added to the Shrine table, then maybe shove it in the with Specials (Vase, Gum, Soul Stones).
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post Jan 28 2012, 05:17
Post #2822
Slobber



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Could be a nice alternate Shrine drop? 2/3 the time it's E Drink and 1/3 the time it's 4 soldier pills? Would allow for much more flexible stamina management

Edit: Ofc I think this should strict replace the current E Drink odds (ie it it was 15% E drink chance for someone with X stat points and Y AP points then make it 10% E drink and 5% 4x soldier pills?)

This post has been edited by dcherry: Jan 28 2012, 05:19
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post Jan 28 2012, 05:53
Post #2823
Maximum_Joe



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Or have them be special items and likewise keep the droprate (same as Soul Stones).
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post Jan 28 2012, 06:56
Post #2824
Slobber



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QUOTE(Maximum_Joe @ Jan 27 2012, 20:53) *

Or have them be special items and likewise keep the droprate (same as Soul Stones).


I was skeptical about that because I was given the impression T wouldn't want *any* stamina recovery to be available via normal drops. But I guess if it's special rarity then that might be ok? Still think it'd devalue Energy Drinks though... Needs to be a selling point for Energy Drinks otherwise they may be strictly obsolete. I guess in my previous suggestion we got E Drink vs 4 pills. Might be more balanced with E Drink vs 3 pills (efficiency vs flexibility)
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post Jan 28 2012, 09:48
Post #2825
Tenboro

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QUOTE(Maximum_Joe @ Jan 28 2012, 04:53) *

stamina restoration items should drop in battle


lol no.
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post Jan 28 2012, 10:05
Post #2826
varst



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How about allowing us to break down energy drinks to 4 soldier pills?
Or just drop 4 soldier pills from artifacts?

It can give us the chance for better stamina management.

Also, I really want to know the last two decimal places of stamina.
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post Jan 28 2012, 12:04
Post #2827
Ichy



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QUOTE
stamina restoration items should drop in battle


Its not like you can play enough rounds to actually need E-Drinks now. Just takes to long (IMG:[invalid] style_emoticons/default/sad.gif)
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post Jan 29 2012, 17:36
Post #2828
Evil Scorpio



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Can we have bindings for this type of equipment? (IMG:[invalid] style_emoticons/default/huh.gif)
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post Jan 29 2012, 21:38
Post #2829
hzqr



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We already have a dozen useless bindings, we don't need anymore. (IMG:[invalid] style_emoticons/default/sleep.gif)
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post Jan 30 2012, 14:06
Post #2830
flint



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Alright, here's a shocker:
Make IA slots and primary stats relative to the equipment set you are currently using, just like the quickbar is now. Either this or allow multiple characters per account.

I'm primarily a DW kinda guy, but I've always wanted to try out board and sword again, especially with the new skills. Problem is, I focused on AGI and DEX which arenn't helpful or even counterproductive for 1h (AGI evade bonus) as you want to get hit as much as possible to proc your counter hit and possibly spikes. Instead, I would have to focus on END and STR to have a chance.

Yes, I know I could spend about a month retraining 10 stats a day, but that, just to try things out properly?
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post Feb 1 2012, 23:00
Post #2831
shintsu



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First i want to say nice upgrades the last 2 releases (IMG:[invalid] style_emoticons/default/smile.gif)

suggestions.
- Show Cool down timer in buff screen of your special attacks
- Allow special ability to be placed in the quick bar
- Allow spells like Regen and Flame spikes to be used in auto cast slot
- Make it possible to enable/disable auto cast while in battle
- Allow you to take 2 weapon sets into battle that you can switch under battle
- Allow the smith to salvage unwanted gear into materials for a decent fee
- Have the ability to manually drink potions to regain health and other stats outside battle
- Have a Boot camp where you can for a fee and some stamina train proficiency

request for attention

I notice that the dual wielding game play is a bit dull compared to other skills since you don't see much happening. Since it only uses critical hits as special.
Would be nice if you give a option like bleed or poison as a counter to attacks.

Something else Make the health potion more useful.

I am a pure Warrior so i got high effort in HP but not so much in MP. But still i use MP pots because they are way more effective! while i should expect them to be less effective for a warrior or more like HP potion is more useful when you are a warrior.
Here a small calculation

Lesser Health potion

120% = 3782 HP
10 Turns

Lesser mana potion

40% = 114.8

114.8 / 37MP = 3.1casts X 18turns X 120HP = 6701 HP over
55 Turns

As you can see the magic potion gives a lot more health netto.
Not only that you can use it for a longer period, here you see you get a HP boost for 55 Turns while health potion only 10. So for long battles i need to use Magic potions.

My request is to extend the time a health potion is active or have like in the past quick boost potion and a longer paced one thus making them more useful for item world, grind fest, and the later arena's.
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post Feb 2 2012, 01:11
Post #2832
skillchip



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Why not let hourly encounters heal you since arenas don't anymore?
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post Feb 2 2012, 01:37
Post #2833
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that would be good
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post Feb 2 2012, 18:21
Post #2834
Genoside



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As a melee leveling I make absolutely no use of Spirit until Spark of Life, so my suggestion would be to unlink Spirit Tank and Overcharge boost and also have the Spirit Gem powerup restore some overcharge also. Being able to get some points in OC Boost would help while grinding because using Shatter Strike anywhere aside from the first attack of a round is inefficient, so it would allow you to bank some OC during a round instead of capping out. Shatter Strike also being a bit less expensive (75 or so, it's very powerful while grinding so it still has to be high cost) would be amazing.
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post Feb 3 2012, 01:33
Post #2835
Raidy



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in the

character -> inventory panel

can we get the option to view by

all,
locked,
unlocked

or something similar
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post Feb 3 2012, 12:43
Post #2836
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I hope that the future of MoogleMail system,
one-time can send various projects(postage additionally increased),
this can save a lot of time and error. (IMG:[invalid] style_emoticons/default/smile.gif)
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post Feb 3 2012, 17:03
Post #2837
Ichy



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Reduce Monster HP by 5% for every Gold Star (IMG:[s14.directupload.net] http://s14.directupload.net/images/120203/o9qc3bi7.gif)
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post Feb 3 2012, 17:38
Post #2838
varst



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QUOTE(Ichy @ Feb 3 2012, 23:03) *

Reduce Monster HP by 5% for every Gold Star (IMG:[s14.directupload.net] http://s14.directupload.net/images/120203/o9qc3bi7.gif)


Then you're going to lose your 100% EXP bonus (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Feb 4 2012, 17:20
Post #2839
LangTuTaiHoa



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Some I think might be helpful:

_ Hotkey(s) for melee skills. It's a little troublesome when you are using numeric keys to attack monsters and suddenly need to click 3 times (1 to skill menu, 1 to select skill and 1 to confirm).

_ For mages: make AOE spells on quickbar 1-clickable (like cure, shadow veil,...). Because it will strike on all enemies anyway (misses can still occur). It will make doing long battles a little faster and save our mouses (lol), since we will need fewer clicks. And of course if there is at least one coalested mana-ed monster, then the MP should be reduce to 50% (we will target that monster anyway).


Hope these can be implemented.
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post Feb 4 2012, 17:50
Post #2840
aiwotorimodose



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QUOTE(LangTuTaiHoa @ Feb 4 2012, 22:20) *

... to 50% (we will target that monster anyway).
...

that's not always the case, sometimes it's faster to end the round by casting an AoE on a certain monster then killing the lower health monster with coalesced mana in progress. also if more than one monster has coalesced mana on them, how do you choose?
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