Happy

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Happy last won the day on March 20

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About Happy

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  • Birthday 01/04/1999

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  1. The birthday potion is great, but some characters do not benefit that much. The potion is great for MP characters, but for the AP it does not add as much. MPs can use skills by pressing Z, so MP recovery enhanced by potion helps a lot. However the APs are not so much benefited. My suggestion is to add a cooldown reduction on % of skill (except supreme) every 3 seconds for the potion. It would be interesting to create other potions besides the birthday potion that gave the efficiency of reducing skills cooldown.
  2. Happy

    Missions Reformulation

    Updated to English
  3. This suggestion complements the character's renews. [Introduction and explanations] With the arrival of Season V the missions were facilitated thanks to the dimensional portal. They were shortened (much) and the number of monsters reduced more than it was before. This took the game to a mass cycle, not by difficulty, but by the lack of difficulty. The lack of entertainment in the game made him annoying. The missions is one of the main factors that causes the lack of entertainment, since everything revolves around them, from the beginning to the end of the game. One of the things that is very old and outdated is the class missions, something that most people tired of doing. But the question is not to do such missions, but to take their steps. [Dimension’s Door] This mission has an excellent concept, is fun in a way, but it makes life much easier for the players, and in a very subtle way it takes the loss of entertainment, both for speed and ease. My suggestion is that the dimension’s door becomes a level 85 only mission to get specific items needed to fortify the character. [Objectives of recasting a general overview] - [Main form of Up] The missions would return to be the main mode of Up, but for that would be necessary many changes; - [Dynamic Scenario] Missions would be redone on platforms. Currently they are just straightforward scenarios and without any dynamics, I even made some examples that I will show; - [Amount of monsters] The number of monsters of all missions would be increased, mainly from Ellia; - [Limitation of consumables] The potions would be limited again, this would greatly increase the difficulty of the missions; - [Attributes of monsters] The monsters would have increased HP and Defense from Ellia, and would be a significant increase (mainly in HP). I have also elaborated some ideas of new attributes such as the critical resistance that you may have already seen in other topics: [New fixed attributes] It would be those attributes that are already in the monsters. These, they would only count from Ellia. Critical Resistance: When a monster receives an attack of combos, special or active abilities there would be a (%) chance of this attack being non-critical. HP Recovery: The monsters would have a considerable HP recovery, nothing too exaggerated, but something remarkable. In a way that there is a balance between Attack, Defense, HP, Critical Resistance, and HP Recovery (But I ask you to always prioritize the maximum HP of the monsters). - [System of each mission and continent] Each continent or mission would have its battle system, bringing its particular difficulty. - [Better rewards] With that the rewards would also need to improve. The EXP I think would not be that much needed, since if the number of monsters is increased, that would not be so necessary. Assuming a Archimedia mission has 100 to 150 monsters. But in matters of equipment and utilities is something very necessary, but also remembering that each part of the game needs to have its particularity, event rewards should not be given in normal missions, the purpose of them should be only the Up, equipment, fortification and titles . - [Titles] All titles would have changes, as much as the way of conquest, and some new ones as well (I will show my ideas on this in each continent). - [Pathways to New Systems] This would also pave the way for other reformulations and new systems linked to missions; - [Reformulation in quests / tasks systems] With the reformulation of the quests the quests systems could also be reformulated and improved. The mobile has a system that could serve as an example, the requisitions. So prepare to read a lot :D [Missions system] [Titles] - The titles I reformulated according to the concept of the title, and I tried to bring new and different things. - I changed the way of conquest of the same, soon the repetition would be reduced to compensate the difficulty, because it becomes massante to repeat a mission more than 10 times (depending on the mission).
  4. Happy

    Ley Renew and more...

    Ah sim! Irei editar no título do tópico.
  5. Hello guys! This topic will be in portuguese Mais um vez trago a vocês um renew, sendo dessa vez a Ley. Não havendo tantas coisas para modificar, visto que o balance que foi aplicado na mesma foi ótimo. Entretanto trarei aqui alguns complementações que irá ajudar a Ley em seu conceito. Introdução Atualmente a Ley possui muitas dificuldades, incluindo na escolha de talentos de sua ST. Isso atrapalha demais, tanto pela bagunça da ST, como também por haver talentos totalmente desnecessários; A Ley também conta com alguns limitações nas suas invocações. A mesma geralmente fica presa sempre as duas invocações Bastião e Haunt simplesmente por causa de seus buffs; O combo da Ley também é algo muito limitado, que não ajuda a mesma em hipótese alguma (pelo menos no PvE) deixando-a em situações complicadas, visto que a mesma é uma maga e não possui um grande spam; Chegamos a esse ponto, redução de cooldown. Algo muito importante para melhorar o gameplay da Ley no PvE, pela mesma possuir o conceito de maga. Veremos agora quais seriam as alterações Reformulação da Árvore de Talentos - Assim como Dio, Ley ganharia dois caminhos na sua Árvore de Talentos. O caminho para Invocadora e outro para Feiticeira; - Suas Habilidades Especiais passariam a ser por nível e apenas de nível único; - Haveria uma separação das Habilidades Especiais, Combos, Ativas e Passivas melhorando a visualização dos seus talentos (Obs: isso seria para todos os personagens, darei exemplo com imagens abaixo). Logo sua árvore de talentos se tornaria mais simples. Invocações - Tanto as invocações quanto os buffs passariam pelos Stages. Isso seria muito bom, pois atualmente é horrível todo stage precisar utilizar as invocações; - A execução de invocação perderia o delay (isso atrapalha muito, já não basta a forma dela invocar ser ruim); - Os talentos das invocações deixariam de existir e todos seus ataques já viriam fixos: Gárgula: O atual talento Sopro se tornaria único. O mesmo reduziria 15% da defesa dos inimigos durante 7 segundos; Haunt: O atual talento Maldição se tornaria único. O mesmo reduziria 15% da defesa dos inimigos durante 7 segundos; Bastião e James deixariam de se obter comandos. É impossível e totalmente inviável utilizar os mesmos. - O comando de invocações estaria na árvore de talentos desde a 1ª Classe, porém para se invocar através do comando seria necessário obter o talento da invocação na aba Habilidade Especial (exemplos com fotos serão mostrados); - Ley poderia invocar todas invocações; - A passivaseria totalmente reformulada. Tais atributos são ótimos e foram melhorados depois do balance, porém como eu havia dito, faz com que o player fique preso as duas invocações Bastião e Haunt. Tal passiva seria reformulada para que a cada classe o player obtenha na árvore de talentos a passiva de Atributo de cada invocação. Ao obter tais passivas, quando utilizar uma invocação, aumenta todos seus atributos (Exceto Dano Crítico) em 5% podendo acumular até 4x (por invocação diferente). Com a duração de 60 segundos. Darei um pequeno exemplo: Ao invocar Gárgula (se estiver com essa passiva) aumenta os atributos em 5% durante 60 segundos. Se durante esses 60 segundos eu utilizar outra invocação (Bastião, Haunt ou James) o buff irá acumular, se for a mesma invocação voltará ao tempo máximo (não iria acumular). - No PvP só se tornaria possível utilizar uma invocação. Combos - Desde a primeira classe Ley passaria a possuir dois combos, na tecla 'Z' e na tecla 'X'. - O combo da tecla 'Z' seria o atual combo da 4ª classe o qual eu apelidei de Etiqueta; - O combo da tecla 'X' seria o atual combo de esferas o mesmo passaria a custar AP (entretanto seria o mais forte e também haveria melhorias nas próximas classes. Mais detalhes adiante). Chegamos na árvore de talentos! Eu sei que a equipe já está trabalhando na reformulação visual da mesma, porém eu precisei fazer algumas coisas para conseguir mostrar os exemplos de como ficaria os talentos da Ley. Quem sabe pode ajudar vocês. [1ª Classe] [2ª Classe] [3ª Classe] [4ª Classe] É isso pessoal!
  6. Minhas ideias de reformulação para as missões (em construção ainda)

    [Arredores dos Muros de Serdin]

    Stage 1 e 2

    NovoMapaArredoresDeSerdin_Stage1_Prt1and2.thumb.png.7bda0b1b0df88856dc708865b55b1d8a.png

    Stage 3 e Boss

    NovoMapaArredoresDeSerdin_Stage2_Prt1_2andBoss.thumb.png.4b6c0821fa3baf5b41e30c6d9a4b0007.png

    [Templo Oak] Em construção

    image.png.fb4ab549196b91436c3399df011a82da.png

  7. Happy

    Characters Reformulation

    Vai ter sim! Os próximos: Zero a Uno.
  8. Heyo guys! Continuing what I had posted on Dio, in this topic will be a possible renew for the other characters. But before that I need to explain some things. [Introduction] When I did this renewal, there were some things that led me to this: [Unbalance]: Everyone knows that the MP characters were the weakest, with the exception of some classes, that made the game revolve around only the AP / Hybrids. However here in Madness this is no longer a problem. [Misapplied concept in game]: Many characters have misapplied concepts in the game, or even that they were lost. Therefore one of the objectives is to improve the concept of the character, being he Warrior, Guardian, Magician or Priest (Support). The characters have great concepts, but they were not well placed in the game as the AP / Hybrid characters that have a variety of combos and special abilities, leading to the player often choosing the same. [Monotonous / massante gameplay]: Most of the time the game comes down to the same cycle, of course, there will always be one, but this will depend on the missions and the character itself (I'll talk more about it in the topic about reformulating the missions ). One of the things that gives a lot of desire to use the character is the possibility of several different combos. Currently, there is a huge imbalance between the use of Special Abilities and Combos. Admittedly, some characters will use more skills or combos than others, but most are useless, leading to total addiction to potions and pets. [A balance; withdrawing the use of special abilities by pressing 'Z' (???)]: Well, after many reflections, I could see that MP characters have what AP / Hybrid characters need, and the same for AP / Hybrids. In short, MPs have difficulty in their gameplay, but they have little variety. AP / Hybrids have great variety, but are very easy to play. Withdrawing the use of special abilities by pressing 'Z' would be intended to bring a balance between the combo and special abilities. However, this takes us to missions, because most of them were made for spam of special abilities, without mechanics and dynamics, which also leads to a mass game. Formerly the missions were very difficult, but the rewards were not good. Currently the normal missions are easy, but without good rewards. How to use something that is useless? In the vast majority of characters, the combos are useless, with no function. Many characters, like MPs, suffer from this. The AP also, since they can often use all Special Abilities, however they must wait for Cooldown and / or escape. By reading the renovations, you will notice that most passives will have function in the combos, precisely with the purpose of being more used. This will also lead us to reduce the cooldown (not the current cooldown), as some characters rely entirely on spam for special abilities (Magicians). All this will be in the passive. Withdrawing the use of skills by pressing 'Z' would give the ability to make Special Abilities more effective. For example, adding effects, buffs or debuffs. With all this renewal the characters of MP can end up getting stronger than the AP / Hybrids, even because they can carry more skills and use more times. Removing the use of skills by pressing 'Z' would help bring that balance. Admittedly this would be a very drastic change, so there's the choice. Now, let's go for the renovations! Note: You will see a new attribute that I created, I would only explain in the topic about the missions, but here it is: Critical Resistance: New fixed attribute of monsters. Reduces the chance of a critical hit. Just to understand when they read the passive. I make a 4 passive pattern for each character. Passives would have requisitions to obtain, both of level and of class. The Ultimate Skills would undergo changes and become more efficient, but the cooldown would also increase (for about 80 seconds ???) [Elesis] [Lire] [Arme] [Lass] [Ryan] [Ronan] [Amy] [Jin] [Sieghart] [Mari] [Rin] [Edel] I could not do it for all of the characters, but I think based on those you can do it. Change what you need
  9. Happy

    Dio Renew

    Hello guys! I am from Brazil! I don't speak english very well... so this topic will be in portuguese. Minha linha de raciocínio é essa: - Elaborar sistemas únicos para os personagens, fazendo com que o dano seja algo difícil de ser alçando; - Levar os jogadores a aprenderem a jogar com os personagens; - Retirar o dano bruto logo de inicio; - Criar uma jogabilidade dinâmica e menos massante. Retirar a dependência total de habilidades especiais. Eu possuo outras reformulações já elaboradas, porém escolhi postar o Dio primeiro, pois o personagem é o mais discutido. Apesar de saber que o servidor possui balanceamento, particularmente acho bem chato todos personagens possuírem a diferença apenas em Habilidades Especiais e seus efeitos, e não em suas funções e sistemas. Se vocês gostarem, eu posto as outras reformulações. *Tudo que será citado aqui, será para [PvE]* *Leia tudo para melhor compreensão* Objetivos: - Aumentar a dificuldade de se jogar com o personagem; - Retirar o dano bruto logo de inicio de combate; - Reformular o sistema de Orbes; - Elaborar um sistema único para o personagem. Explicações: Dio não deixará de causar alto dano, porém terá grande dificuldade para chegar a tal ápice, porém quando o mesmo chegar, causará até mesmo mais dano do que antes. Deixando de ser um mero apertador de teclas. Para se jogar com o Dio após essa reformulação será necessário usar a mente e estratégia, principalmente em grupo. [Mudanças Gerais] [Reformulação do Sistema de Orbes] [Nova Barra in game] [Alterações e adições da ST] [2ª Classe] [3ª Classe] [4ª Classe]