Search the Community

Showing results for tags 'suggestion'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • GC Madness
    • News and Announcements
    • Notícias e Anúncios [PT/BR]
    • Developer's Corner
    • Events & Contest
  • Community
    • Introductions and Farewells
    • General Discussion
    • General Guides
    • Guilds
    • Suggestions & Feedback
    • Off-Topic
  • Support and Reports
    • General Support

Categories

  • News & Announcements
    • Custom Content
  • Community

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me

Found 37 results

  1. Are there any idea of making new dungeon?
  2. if could purchase outfits from 'coordi closet' would be awesome
  3. I want to see effects. Or, wat if they were made available in practice mode somehao? I know they had GC necklace there sometimes.
  4. Hi! ^^ I've realize that in the Coordishop we have only Epic items and not even a single Relic item! And I think we should have some relic items in the Coordishop. There is one group of accessories items that I'm remember that is it was originally Relic in the original GC, and its the Elin & Hadin accessories! (Wings, Spurs and Spaulders) And I think it was Relic because for example the wings was animated and unique! (And it's still animated today! ^^) And it's looks very cool! Here are some screenshot below: What do you think? Maybe it's need to be Relic instead of Epic? Have a nice day! ^^
  5. Hello guys, I am Persian. I am new to this forum but old enough in GC Madness's Discord. I want to share some kind of gameplay which can be adopted into Grand Chase Madness's Unique Event in which not happened on anywhere else. The name of the event is a Lv. 1 Chaser. What is a Lv. 1 Chaser anyway? The Lv. 1 Chaser is an unique gameplay for Grand Chase were players must beat the "lore-wise" dungeons while using a character that is a Lv. 1. As in Grand Chase EXP System explanation, if your level is lower by 30 levels than the mobs, then you didn't gain any EXP at all. While some people says this gameplay looks impossible in Grand Chase, few peoples already beat Counat Collapse (Normal) at Lv. 1. The reason why a Lv. 1 Chaser can be adopted as one of many possible events for Grand Chase Madness are to extend the difficulty of the lore-wise dungeon for players who are worthy enough to beat those dungeons and several chained quests during the event. While the gameplay itself was referring to a game called "Kingdom Hearts" with a difficulty of Critical and Sora's ability called Zero EXP is Enabled for the rest of the game. There are several things you need to know while playing a Lv. 1 character in Grand Chase (they are also based from my experiences as well while playing a Lv. 1 character): They do not have access to an Upgraded Skill Trees (4th Skills and Dodge System included). They do not have access to a Good Gears (They stuck with any gears/accessories which can be equipped at their level range). They do not have access to a Weapon Change System. They do not have access to bonuses stats from advanced jobs. Death is common as mobs that does not kill you in normal run will hits you like a truck. Potions are less effective in this gameplay. That's all about the things to know in Lv. 1 Chaser gameplay. How the event works? Well its not really simple and there are several things during this event that must be considered: Always make a "Warning Sign" about this event on everywhere else as how this gameplay difficulty is too extreme if Grand Chase Madness willing to make this event comes true. At the start of the event duration, every players (accounts) received a mail consist of Lv. 1 Chaser Cube x1. The following cube has a listed item of Level Resets Ticket x1, Lv. 1 Chaser Mission Scroll x1 and Give Up Lv. 1 Chaser Cube x1. The Level Resets Ticket when used, will resets the selected character into Lv. 1, All of their Skill Trees (Including 4th Skills and Dodge System), All of their advanced Jobs and its stats bonuses, and Lost Access to Weapon Change System. Similar how character wiping works but all possession that current player have on that character will stays. For the Lv. 1 Chaser Mission Scroll, make it 20+ chained quests which take places on any lore-wise dungeon starting from Ellia region to Archimedia region (Quest Requirement is up to Grand Chase Madness Staffs). Make sure the quest can only be finished by a character that is a Lv. 1 or if they are playing with more players, the average level of the party in that room must be at Lv. 1, if the party's average level on that room was not Lv. 1 then, their gameplay does not counted on the Lv. 1 Chaser Quest even if the character that is not a Lv 1 quit the room before the screen result. If the character accidentally level up to any level that is not a Lv. 1 then the quest becomes unbeatable and resulting into the game over of the Lv. 1 Chaser Event. The Give Up Lv. 1 Chaser Cube consist of 6 Skill Keys, 6 Extreme Keys, 1 Weapon Change Key, Selectable All Cash Job Mission (related to a character) Cube x1, Dodge System Mission Scroll and 1 Mission Scroll to instantly Lv. Up to Lv. 85. In case a player gives up during the event or failed during the event. How about the rewards for players who complete the chained quest during the event? I personally recommend to make a "limited" stuffs like Crest or Signboard for people who beat this Lv. 1 Chaser Event. Effect of the item is up to Grand Chase Madness's Staffs as usual but make its worthy enough to have. That's all I can give my suggestion to adopt a new kind of gameplay to Grand Chase PC. I don't mind if this proposed gameplay didn't make it to be used as an Unique Event, but hey at least worth it to give the suggestion anyway.
  6. Hello to everyone who read my another suggestion which focused on Pet especially on the Pet Glyph System. Today I want to share the MK-2 variant of the original glyph. These Glyph are: 1. Red Glyph MK-2 Reduce enemy defenses by 4% [Basic]/8% [Epic]/10% [Relic] for 5 seconds when the pet hits something. 2. Yellow Glyph MK-2 At the start of the stage, Pet MP Gauge starts at 10% [Basic]/20% [Epic]/30% [Relic]. 3. Green Glyph MK-2 Reduce MP Pet Gauge usage by 5% [Basic]/10% [Epic]/15% [Relic] when used. 4. Blue Glyph MK-2 Grants MP Usage Reduction for the user by 4% [Basic]/8% [Epic]/10% [Relic] for 10 seconds when the pet hits something. 5. Purple Glyph MK-2 Increase MP Regeneration for the user by 10% [Basic]/15% [Epic]/20% [Relic] for 10 seconds when the pet hits something. That's all what I can suggest for the Pet Glyph MK-2, maybe the MK-3 variant in the future. If this glyph going to be released sooner or later, let the GCM Staffs choose which method for players to obtain them and the value could be changed as well if it too strong or too weak.
  7. Hello there, I am back with my another ideas regarding to the "Achievement" which consist of 64 new achievements which might be fits on Grand Chase Madness. There are 9 sections I made and it is very recommended to use CRTL+F if you want to jump with the keywords Section X where X starting from 1 to 9. Take your time and make sure to make another suggestion regarding about Achievements. Proposed Achievements for Grand Chase Madness Section 1 – Land of Judgement [5] 1. Achievement’s Name: Newcomer of the Lisnar Requirement: Deal 1.500.000 Damage to Harkion in a single run on any character. Target: Dungeon (Land of Judgement). 2. Achievement’s Name: Getting Hang-on from the Judgement Requirement: Deal 7.000.000 Damage to Harkion in a single run on any character. Target: Dungeon (Land of Judgement). 3. Achievement’s Name: Experienced of the Judgement Requirement: Deal 12.500.000 Damage to Harkion in a single run on any character. Target: Dungeon (Land of Judgement). 4. Achievement’s Name: Harkion Experts Requirement: Deal 20.000.000 Damage to Harkion in a single run on any character. Target: Dungeon (Land of Judgement). 5. Achievement’s Name: Master of Judgement Requirement: Deal 30.000.000 Damage to Harkion in a single run on any character. Target: Dungeon (Land of Judgement). Section 2 – Lore-wise Dungeon – Normal Difficulty [6] 1. Achievement’s Name: Bermesiah’s Dungeoner Requirement: Clear all dungeons on Bermesiah’s region on any character in Normal Mode once. Target: All Bermesiah’s lore-wise dungeons in Normal Mode. 2. Achievement’s Name: Silver Land’s Dungeoner Requirement: Clear all dungeons on Silver Land’s region on any character in Normal Mode once. Target: All Silver Land’s lore-wise dungeons in Normal Mode. 3. Achievement’s Name: Ellia’s Dungeoner Requirement: Clear all dungeons on Ellia’s region on any character in Normal Mode once. Target: All Ellia’s lore-wise dungeons in Normal Mode. 4. Achievement’s Name: Xenia’s Dungeoner Requirement: Clear all dungeons on Xenia’s region on any character in Normal Mode once. Target: All Xenia’s lore-wise dungeons in Normal Mode. 5. Achievement’s Name: Alcubra’s Dungeoner Requirement: Clear all dungeons on Alcubra’s region on any character in Normal Mode once. Target: All Alcubra’s lore-wise dungeons in Normal Mode. 6. Achievement’s Name: Archimedia’s Dungeoner Requirement: Clear all dungeons on Archimedia’s region on any character with Normal Mode once. Target: All Archimedia’s lore-wise dungeons in Normal Mode. Section 3 – Lore-wise Dungeon – Champion Mode Part 1 [6] 1. Achievement’s Name: Champion of Bermesiah Requirement: Clear all dungeons on Bermesiah’s region on any character in Champion Mode once. Target: All Bermesiah’s lore-wise dungeons in Champion Mode except Trial Forest and Trial Tower. 2. Achievement’s Name: Champion of Silver Land Requirement: Clear all dungeons on Silver Land’s region on any character in Champion Mode once. Target: All Silver Land’s lore-wise dungeons in Champion Mode except Trial Forest and Trial Tower. 3. Achievement’s Name: Champion of Ellia Requirement: Clear all dungeons on Ellia’s region on any character in Champion Mode once. Target: All Ellia’s lore-wise dungeons in Champion Mode except Trial Forest and Trial Tower. 4. Achievement’s Name: Champion of Xenia Requirement: Clear all dungeons on Xenia’s region on any character in Champion Mode once. Target: All Xenia’s lore-wise dungeons in Champion Mode except Trial Forest and Trial Tower. 5. Achievement’s Name: Champion of Alcubra Requirement: Clear all dungeons on Alcubra’s region on any character in Champion Mode once. Target: All Alcubra’s lore-wise dungeons in Champion Mode except Trial Forest and Trial Tower. 6. Achievement’s Name: Champion of Archimedia Requirement: Clear all dungeons on Archimedia’s region on any character in Champion Mode once. Target: All Archimedia’s lore-wise dungeons in Champion Mode except Trial Forest and Trial Tower. Section 4 – Lore-wise Dungeon – Champion Mode Part 2 [6] 1. Achievement’s Name: Will of Samurai Requirement: Clear Gaikoz Castle – Champion Mode 5x. Target: Dungeon (Gaikoz Castle – Champion Mode). 2. Achievement’s Name: Silver Land’s Fighter Requirement: Clear Victor’s Fortress – Champion Mode 10x. Target: Dungeon (Victor’s Fortress – Champion Mode). 3. Achievement’s Name: Victory for Bermesiah Requirement: Clear Battle for Bermesiah – Champion Mode 15x. Target: Dungeon (Counat Collapse – Champion Mode). 4. Achievement’s Name: Challenging the Gods Requirement: Clear Fortress of Ascension – Champion Mode 20x. Target: Dungeon (Fortress of Ascension – Champion Mode). 5. Achievement’s Name: Barakhufu’s Flaw Requirement: Clear Seth’s Pyramid – Champion Mode 25x. Target: Dungeon (Seth’s Pyramid – Champion Mode). 6. Achievement’s Name: Protector of Counat Requirement: Clear Counat Collapse – Champion Mode 30x. Target: Dungeon (Counat Collapse – Champion Mode). Section 5 – Character – Part 1 [5] 1. Achievement’s Name: Newcomer Requirement: Have 4 Characters. Target: 4 Characters out of 20. 2. Achievement’s Name: Keep Growing! Requirement: Have 8 Characters. Target: 8 Characters out of 20. 3. Achievement’s Name: More than Half! Requirement: Have 12 Characters. Target: 12 Characters out of 20. 4. Achievement’s Name: Almost Finished! Requirement: Have 16 Characters. Target: 16 Characters out of 20. 5. Achievement’s Name: Collection Finished! Requirement: Have 20 Characters. Target: 20 Characters out of 20. Section 6 – Character – Part 2 [5] 1. Achievement’s Name: Time to Starts Growing! Requirement: 1 Character has reached Lv. 85. Target: 1 Lv. 85 Character out of 20. 2. Achievement’s Name: Few Characters Maxed! Requirement: 5 Characters has reached Lv. 85. Target: 5 Lv. 85 Characters out of 20. 3. Achievement’s Name: Some Characters Maxed! Requirement: 10 Characters has reached Lv. 85. Target: 10 Lv. 85 Characters out of 20. 4. Achievement’s Name: All Characters Almost Maxed! Requirement: 15 Characters has reached Lv. 85. Target: 15 Lv. 85 Characters out of 20. 5. Achievement’s Name: All Characters Maxed Already! Requirement: 20 Characters has reached Lv. 85. Target: 20 Lv. 85 Characters out of 20. Section 7 – Refinery [20] 1. Achievement’s Name: Refinery Time! Requirement: Successfully reinforce something 100x. Target: Refinery. 2. Achievement’s Name: More Reinforcement Success! Requirement: Successfully reinforce something 300x. Target: Refinery. 3. Achievement’s Name: Too Much Success! Requirement: Successfully reinforce something 500x. Target: Refinery. 4. Achievement’s Name: Can’t Stop Getting Success! Requirement: Successfully reinforce something 800x. Target: Refinery. 5. Achievement’s Name: Master of Refinery Requirement: Successfully reinforce something 1000x. Target: Refinery. 6. Achievement’s Name: My First +17! Requirement: Successfully reinforce something into [+17] once. Target: Refinery. 7. Achievement’s Name: Another +17s! Requirement: Successfully reinforce something into [+17] 10x. Target: Refinery. 8. Achievement’s Name: Not Enough +17s! Requirement: Successfully reinforce something into [+17] 20x. Target: Refinery. 9. Achievement’s Name: Keep Getting Tons of +17s! Requirement: Successfully reinforce something into [+17] 50x. Target: Refinery. 10. Achievement’s Name: A Hundred of +17s! Requirement: Successfully reinforce something into [+17] 100x. Target: Refinery. 11. Achievement’s Name: Transmute Time! Requirement: Successfully transmute something 100x. Target: Refinery. 12. Achievement’s Name: More Transmuted Items! Requirement: Successfully transmute something 300x. Target: Refinery. 13. Achievement’s Name: A lot of Transmuted Items! Requirement: Successfully transmute something 500x. Target: Refinery. 14. Achievement’s Name: Can’t Stop Transmuting Items! Requirement: Successfully transmute something 800x. Target: Refinery. 15. Achievement’s Name: How Many Items I Transmuted! Requirement: Successfully transmute something 1000x. Target: Refinery. 16. Achievement’s Name: Releasing the Stones from Unused Gears! Requirement: Successfully release stones from something 100x. Target: Refinery. 17. Achievement’s Name: Can’t Stop Changing Properties! Requirement: Successfully release stones from something 300x. Target: Refinery. 18. Achievement’s Name: How Many Times I Changed My Properties?! Requirement: Successfully release stones from something 500x. Target: Refinery. 19. Achievement’s Name: Bad Luck Forced Me Doing This! Requirement: Successfully release stones from something 800x. Target: Refinery. 20. Achievement’s Name: Bad Luck Forced Me Doing This! Requirement: Successfully release stones from something 800x. Target: Refinery. Section 8 – Speedrun Champion Mode [6] 1. Achievement’s Name: Newcommer Speedrunner Requirement: Finish Gaikoz Castle on Champion Mode in less than 1 minutes 30 seconds. Target: Dungeon (Gaikoz Castle – Champion Mode) 2. Achievement’s Name: Beginner Speedrunner Requirement: Finish Victor’s Fortress on Champion Mode in less than 1 minutes 30 seconds. Target: Dungeon (Victor’s Fortress – Champion Mode) 3. Achievement’s Name: Intermediate Speedrunner Requirement: Finish Battle for Bermesiah on Champion Mode in less than 2 minutes. Target: Dungeon (Battle for Bermesiah – Champion Mode) 4. Achievement’s Name: Experienced Speedrunner Requirement: Finish Fortress of Ascension on Champion Mode in less than 2 minutes. Target: Dungeon (Victor’s Fortress – Champion Mode) 5. Achievement’s Name: Expert Speedrunner Requirement: Finish Seth’s Pyramid on Champion Mode in less than 2 minutes. Target: Dungeon (Victor’s Fortress – Champion Mode) 6. Achievement’s Name: Counat Speedrunner Requirement: Finish Victor’s Fortress on Champion Mode in less than 6 minutes. Target: Dungeon (Victor’s Fortress – Champion Mode) Section 9 – Logged In [5] 1. Achievement’s Name: 1st Month Already?! Requirement: Logged in for 30 days. Target: Logged in. 2. Achievement’s Name: 3 Months Anniversary For Me Requirement: Logged in for 90 days. Target: Logged in. 3. Achievement’s Name: Half Year Anniversary! Requirement: Logged in for 180 days. Target: Logged in. 4. Achievement’s Name: Almost a Year Anniversary! Requirement: Logged in for 270 days. Target: Logged in. 5. Achievement’s Name: 1 Year Anniversary for Me in Grand Chase Madness! Requirement: Logged in for 365 days. Target: Logged in.
  8. Well, there has been a few Fashionistas, so I have enough information to give a meaningful critique. There are two main things that I notice which I believe needs to be addressed for a smoother flow in judging future Fashionista contests: 1) In our specie - Humans, women are made beautiful; as such there will almost never be a male winner when they will have to be compared to the female characters. Therefore, if someone wants a higher chance at winning they will have to dress a female character. You probably realised this and decided to make one winner this time around a male character out of pity, for Torsion's character is easily the ugliest winner so far (imo, for nothing matches). Some possible solutions would be to make one of the three winners a male character at all time; or just choose one male and one female character to be the king and queen for that month - you can perhaps add another winner to the runner ups. 2) You have a wide range of costumes to decide on what is "creative" and as such it is difficult for you to judge; so many times your innate biases (which we all have) play a big part in judging - the main one being cuteness or what you consider to be cute. If we look at all the winners so far we can see the common theme of what you consider to be cute. Also, please post the pictures of the previous winners (as you did before) so we can see why they won for many of us aren't able to scroll through the pictures to see what the winners looked like. A possible solution would be to have a different theme for each month for e.g. a September month can have a theme of unusual creatures; as such one of the past winners - Siegraine would win due to their character being a creature with vampire teeth, rabbit ears and angelic wings. Other months would have easier themes such as August would be Swimsuit themed and December would be Christmas themed. By doing this, players will then be focused on being creative in combining their costumes to produce the desired theme of the month and you will know what you are judging. Cheers, Ikta
  9. Hello is it possible to add achievements rankings? there is a player that is very obsessed on his/her achivements and please add gacha sealed on archievemnts on how many gacha got.
  10. Greetings fellow Chasers, I haven't played in a while but I come bearing ideas for this, arguably, best 2D side scrolling game ever: Apart from current Normal and Hell Modes in Angry Bosses, we can perhaps add an Extreme Mode where all the bosses will have their OG skills activated - that brought a world of pain in the old days. For examples, Samsara can OHKO you when he does the jump attack if you're close and his laser can nearly kill you if you have full HP; Starklin dragon summon can OHKO you; Yamini, apart from her Death Sentence OHKO skill, she can have her Cursed Fate buff whereby she would regain HP if she hits you; etc. So basically, this mode can become a true End Game Event dungeon which is a revamped Angry Bosses with limited or no use of potions, no revives, most bosses if not all will have one or more OHKO skills, etc. As for the loot, you can add items dropped from bosses which can be used to forge their respective coordi sets and for those who don't have any atm, can drop other useful items (maybe gear); and perhaps a small chance to drop those Single Property scrolls when you clear. Also, you can add a new Crest and Achievements for this mode. I have a lot more ideas in terms of skill/mechanics that the bosses can use which are already in the game but can be used a bit differently if not the same, just beefed up a bit; but I'll wait after you peeps drop the AI revamp on the monsters, then give my feedback and ideas then. And oh, the recently added Action Missions which give buffs if completed, would be a game changer in an Extreme Mode for sure; so many will want to do them. Also, if the idea of adding an Extreme Angry Bosses mode is good, then this concept can be applied to existing Event Dungeons for those who have BiS Gear and want to hone their skills while reaper even better rewards. As of now, all can drop their ideas of what other skills/mechanics an Extreme Angry Bosses mode can have along with possible loot ideas in the comments. Cheers, Ikta
  11. This is something I felt that was needed in the game for a long time: Now, there are 2 skill tabs, lets say I'm playing as Asin who gets a total of 160 skill points (SP); and I go to skill tab 1 and allocate all 160 SP on his 1st job skill tree, then I go to skill tab 2 and the 160 SP that I used in skill tab 1 is also allocated to his 1st job skill tree - this should not be so. What I should be able to do in skill tab 2 is have my 160 SP resetted, so that I can now allocate those SP to lets say...his 2nd job skill tree or a hybrid skill build. Therefore, if I wanted to play his 1st job, i'll go to skill tab 1 and if I want to play his 2nd job or hybrid skill build (which one chooses), i'll go to skill tab 2. This idea is to allow characters that have one weapon 1 and 2 jobs - Asin, Lime or characters that can take different skill tree paths - Dio, Ley; to be played as though they are characters with more than 2 jobs which have the weapon change system (one do not use SP reset card for Elesis,Mari,etc, to be able to enjoy all their jobs). Hence, we will be able to play both jobs/skill paths of these characters at any time without having to use an SP reset all card every time. If this idea is good and not expensive to implement, we may need at least 3 skill tabs. Thanks, Ikta
  12. Sigh...(there will be no TL;DR...if you make it to the end, you are a mature person and I will give you cookies), As a self-proclaimed Dio-sama and former Dio main for 2~3 years in old GC, I've played both Weapon Force and Devil Force as well as Hybrid Force (keke), so I know the ins and outs of the former cover boy (no homo), mostly PvE wise. Dio isn't an easy character to master, his mobility skills are average (unless you go full weapon force), he has no passive skills to get out of cornered situations so he has to use the dodge system; all his skills miss most of the time, so you got to learn all the mobs' and bosses' patterns; and it is very difficult to land skills at the back to get proper damage however, in a party this becomes very easy and he appears to be broken especially if he lands "that skill" from behind. Now, these days, I hardly play Dio, the most I'll use him for is in the Hungry Pets' Revolt event so I can catch up on some anime (with subtitles) while playing (oooh gawd, why did I say that, now his particular skill that is OP in that event will soon not work anymore just like "that skill" in Monster Train 301 on the Death Furnace bosses, smh). Anyways, I'm tired of noobs perceiving Dio as a broken character because of a skill that makes them go "what the who" when they see it in action; then they go on forums and cry - "my Arme can't do that; all my Arme can do is debuff bosses, heal herself and party members, buff herself and party members and do above average damage" (thank gawd for this nerf); or my "Ronan too weak, all he can do is buff himself and party members, heal himself and party members while making them invincible, plus make himself and party members nearly immortal for the entire fight duration and at the same time do fairly high damage". And then there are the noobs who'll level a Dio but give up half way because he's too hard to use early on and they can't comprehend how to use him even when they get "that skill"; they will then go on the forums and cry "Dio is for noobs, that skill needs to be nerf, its so unfair GCM staff, we demand you nerf Dio" so he can no longer say - "All I want is pure Destruction" to say "All I want is pure Soy". Advice for crying noobs Noobs don't realise that this game is meant to be played with people and not to be solo'ed. All characters become OP in a party, some even become broken depending on the combination of characters in that party; and yes, all characters can solo, but some are easier to solo with than others and as such, people say they are OP and needs to get nerf. All I can say to you noobs is to learn your character properly and compare apples to apples; don't compare a damage dealing character like Dio to support characters like Arme, Ronan, Ryan (this guy suck, may there be hope in his revamp), etc. If you are going to compare Dio to another damage dealing character then lets look at Rin - I can spam two 4th skill and two 3rd bar skill with just a pet that restores 8+ bars of MP and one MP potion if necessary; oh what's that? onrush suddenly not looking hot, is it? And why is there no call to nerf Rin and to prevent this spamming of two OP 4th skills in a row, which I can easily get back attacks with? Also, what noobs fail to realise is that "that skill" (its onrush if you didn't know btw) is equivalent to the MP/AMP characters spamming 2 or more 3rd bar skills in a row. Lets buff Dio and make Noobs cry less...wait...what? Now, since I've hardly played Dio in the past 2 years I don't know how much buffs/nerfs he has atm however, I must say that the recent potion revamp was an excellent move for it will now hinder all those OP MP/AMP characters from going berserk with the spamming; and also preventing the onrush skill from doing more damage (one would think noobs will rejoice at this but nope, they still need to cry to keep the song of the "Onrush too OP" going). The next balance should be to MP pets, perhaps the ones that restore a lot of MP will do little damage and vice versa? And pets that restore AP can perhaps do more damage when equipped to an AP character? Having said all that, lets look at possible buffs: 1) Make onrush hit 100% and not go through the target regardless of the distance you are from it. Bosses already jump around and teleport away and now immune to onrush (Death Furnace bosses), so this would be most helpful to the noobs who want to onrush and don't know how, resulting in them crying less. 2) Buff the skill - Blink (both vertical and horizontal) so that when you use them near an enemy, they could help activate the Marble gauge in PvE; the skill is useless in PvE thanks to the dodge system. This will help the noobs greatly to get out of cornered situations when they run out of dodges. Plus the skill takes up a slot in the skills' tab where a damage dealing skill would be, resulting in Dio possibly doing less damage which make noobs rejoice. 3) Buff the damage output of his Weapon Force 4th job combos, its so pathetic that after anyone experienced it, they immediately go hybrid force or devil force; after they had played around with it for a few hours or so, of course. Lets face it, those combos are arguable the best looking ones in the game (heeellloo, cover boi). Plus you'll think that a 4th job's skill tree, whereby all the skills except for two, that make up his entire combos would do something special - maybe you can make his combos restore AP/HP like with Asin's (Mugen) nimble stances; this might make people not build the OP hybrid force by going full, fun, weapon force, resulting in noobs crying even less. Soooo yeah, TL;DR: No cookies for you; learn to play your class before you cry "my class weak and the onrush class OP"; compare apples to apples; balance MP pets (maybe); my favourite Dio skills are Haunting Shock; Blink (vertical and horizontal); and Innocent Fear - this is arguably the coolest looking skill Dio has which make creatures bow in his presence as he sits on his throne, too bad it's meh; buff Dio; and don't nerf my nearly broken Ronan for he's my new main and I want to play him a bit more before you do that, but if you do, I'll just main the broken Veigas. Furthermore, every character becomes broken with my skill level, so nerf everyone just in case noobs see me make bosses drop like flies on a zapper with certain characters. And oh, when are those Blue Fox accessories for Asin gonna hit the coordi shop?; I've been waiting at least 5 years in total to get them for my Asin. Bonus: this is what my Dio looks like; a future Fashionista winner - A thing of beauty: Cheers, Ikta
  13. 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 ???). - All types of passive, buffs, debuffs, shields would go through the stages (currently some buffs leave Stage, Ronan received that addition with his renewal in the 'Holy Bless' ability). [Elesis] [Lire] [Arme] [Lass] [Ryan] [Ronan] [Amy] [Jin] [Sieghart] [Mari] [Ley] [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
  14. I would like to eventually be able to create another copy of a character I already own. This is so I can have different paths for the same character without having to go to another account.
  15. Rufus has a very good combo, whether at a range or in close vicinity to an enemy but there are a couple of issues with his combo in certain situations (ex. clipping through enemies and not getting the combo the player wants). As such I would like to suggest that Rufus get the ability to switch between combos via the use of the 'z' or 'x' key, seeing as Rufus is one of the few characters without the use of the 'x' key this wouldn't be an issue of key overlap. It would also reward more skilled gameplay and timing between the range combo and the melee combo. example key input: Melee combo: z+z+z Range combo: x+x+x
  16. We all know that every characters have their perspective design when successfully reinforced weapon to +17. So I kindly suggest, regarding the design or the "+17 effect", When using 4th Skill or IS I was wondering it would be so nice if the effect will appear (not just in taunting) *sounds cool*
  17. 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]
  18. (5x) Singe Property Scroll FORGE to (1x) Single Prop Select Scroll How is it?
  19. It would be so nice if "Mini Dolls" are visible in rooms and character view just like in dungeon runs (floating around )
  20. As GCM has released the Custom Client which enables the developers to create anything they'd like, I thought to put a spotlight on an issue i see and provide a suggestion to solve the problem. Problem: At the time of this post, if you go to most of the dungeons it would be hard to find people that are doing runs, which results in you having to do so many solo runs, personally that gets lonesome and boring after a while, though with people fighting with you, it makes for a more fun and immersive experience! Solution: A party board which allows us to quickly search for all publicly available dungeon rooms! Context: With this feature players would be able to play with each other and spend more time in the game, it would also greatly help the first time impression for new players as they wouldn't be bored doing dungeons alone. Possibilities: This feature can start small where it provides a simple listing of the available dungeons, as there isn't a very large amount of players in dungeons at once, however... in the future adding search filters would be beneficial as the game players increase.
  21. I suggests, if this dialogue can be replace with something else that doesn't require to click it. Maybe some simple animation that says that you acquire the item. I find it annoying, tiring and non-sense when you want to open several of them. I don't know if it will coincide with the suggestions about having a batched-opening of items. I just want to share my views about this. Thank you!
  22. IF POSSIBLE! I would like to suggest to add PAUSE BUTTON in-game. PAUSE BUTTON will be able to use in SOLO RUN only ( not in PvP or any team up ) CASES 1. If you have an emergency/urgent calls. 2. If someone ask you something. 3. If you want to go to the bath room ( ETC)... ( I don't see any CONS as of now ) IF THAT'S THE CASE, you can PAUSE it immediately to prevent your character from dying (especially in TOD) *And since it's a SOLO RUN, no one will get annoyed with you. P.S. This game is online and real-time. So, there's a doubt but IF POSSIBLE I'm looking forward with it. THANK YOU!!
  23. Would you mind adding "Double Scroll Event" for this coming maintenance.
  24. Adding SP Reset Card (not SP All Reset Card) in Hero Shop or a mission item? Possible?
  25. Is it possible to add a mission item for acquiring seal breaker scrolls in GP Shop? Just like Hidden Power Mission (Extreme Skill Keys). I don't care if its difficulty is the same with Hidden Power Mission as long as we can acquire Seal Breaker Scrolls. 1 Mission = 1 Seal Breaker Scroll.