How Long?

Xx69xX

Golden Oldie
Golden Oldie
Dec 2, 2005
2,152
159
250
How long before we can expect anything to be done about these spells? I know you are working on it. But last night at 9pm, there UC was 155 at one point. I know and read that Monday was 250.. but that's 4 days later and 100 ppl less. spells keeps ppl interested as ****!

Just my opinion that maybe sometimes you have to put something in the game quicker than other things. If you could change the drop rates or something for the time being, a reboot takes what 5 mins? after adjusting them while the games up....

I don't care about this personally, I don't mind grinding, but I want the UC to stay high, more important to me.
 

Babyhack

Devilsoul Owner
VIP
Feb 4, 2004
5,343
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285
Dublin, Ireland
The user count is always low mid week , this is normal.

As for a reboot taking 5 minutes (man I wish it was that simple) There are so many things that need to be done and checked when do a reboot, it is not someting as simple as closing and reopening the exes.

There is a planned reboot of the server this weekend.

Also what do you mine by "what is being done about these spells" this could mean a large number of things

BH
 

rainstone

LOMCN Veteran
Veteran
Feb 10, 2014
770
9
79
I have been busy with my job recently and do not pay much attention to the game recently.
I know BH you have done a lot of jobs... But I really want to know to catch up main changes.
Is it OK that you could sum up the major change at next reboot?
The user count is always low mid week , this is normal.

As for a reboot taking 5 minutes (man I wish it was that simple) There are so many things that need to be done and checked when do a reboot, it is not someting as simple as closing and reopening the exes.

There is a planned reboot of the server this weekend.

Also what do you mine by "what is being done about these spells" this could mean a large number of things

BH
 

Guccci

LOMCN Veteran
Veteran
Mar 8, 2014
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He's probably talking about the lack of them still dropping.
 

omenking

Dedicated Member
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Oct 18, 2013
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Or maybe he's asking about when skills will be craftable, is that due in the next reboot?
 

Xx69xX

Golden Oldie
Golden Oldie
Dec 2, 2005
2,152
159
250
Or he could be on about skill power, AB, or anything else to do with spells.

Sam has already said monsters next then skills after that.

BH

I was refeering to the craftable spells, but as i said, "whatevers being planned". Why cant you lower the rate until this is ready, if the reboot is planned for this weekend, i cant see how it could hurt to lower spells for a while. Kinda like you did with gems until they came into game in terms of the putting them bk up when they are able to come into game another way
 

FaithKING69

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Loyal Member
Feb 4, 2014
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Annnd again sins geting piss on face. We waiting for changes for ages. Tht shud be sorted months ago but u prefer make some fking monstars. GJ

I dnt even play much now cos its boring playing solo all time. GL
 

Samuel

Mir Chronicles Dev
VIP
Feb 8, 2011
2,614
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Annnd again sins geting piss on face. We waiting for changes for ages. Tht shud be sorted months ago but u prefer make some fking monstars. GJ

I dnt even play much now cos its boring playing solo all time. GL

And my forum reading has been far more pleasant since you left :).

I wouldn't expect craft-able skills in the next couple of updates... Craft-able skills will be post 2.0, we are currently releasing 2.0 content over the next couple of updates...

This weekend is planned for mobs, which include:
- Adjustments to LostShop (Spawns, difficulty have been lowered, some of the maps are now r/table).
- Adjustments to JinchonTemple (Spawns, difficult have been lowered, some of the maps are now r/table).
- Oma Lair added.
- Numa Desert added.
- Hell Cave added.
- Demon Cave added.

After this there will be a focus on the 2.0 skills that have been planned:
Warrior:
- SlashingBurst (Big shoulderdash that pushes mobs to either side of you (creating a passage)).
- FrozenSword (A heavy hitter with a chance of slow, with a cooldown).

Assassin:
- Ghost (Mir3 moonlight, that makes you completely invisible to mobs and players unless your in x radius).
- Hemorrhage (A heavy hitter that has a chance to cause bleeding, with a cool down... Bleeding will tick health away but also cause flinch whilst it does it).

Taoist:
- ThousandSwords (FireBang type skill with a small cooldown).
- EnergyShield (A castable shield that protects its owner from death (will revive you if you die whilst its up), has cooldown).

Archer:
- IceTrap (Archer sets the trap, only the caster can see it, those who run in its radius set the trap off causing an explosion and chance of slow).
- AttunedBody (Similar to attuned mind, but hp instead of mp).

Wizard:
- MagicBooster (6-6 MC per skill level totaling in at 24-24 at level 3).
- TwinDrakeFlame (2 powerful hits, the second hit cuts amc, has a chance to cause third degree burns that add a 1.2x damage multiplier to fire type skills).
- Stupidify (Chance based (like TU) when applied it will remove the advanced AI for x amount of time, amount of time and chance of success are based on skill level).

Once the above is done and in, then we will be looking at craft-able skills and new leveling system.

ETA for above completion, mid to late July

Sam
 

CraiG^

Legend
Legendary
Jun 22, 2003
3,142
34
275
Scotland
And my forum reading has been far more pleasant since you left :).

I wouldn't expect craft-able skills in the next couple of updates... Craft-able skills will be post 2.0, we are currently releasing 2.0 content over the next couple of updates...

This weekend is planned for mobs, which include:
- Adjustments to LostShop (Spawns, difficulty have been lowered, some of the maps are now r/table).
- Adjustments to JinchonTemple (Spawns, difficult have been lowered, some of the maps are now r/table).
- Oma Lair added.
- Numa Desert added.
- Hell Cave added.
- Demon Cave added.

After this there will be a focus on the 2.0 skills that have been planned:
Warrior:
- SlashingBurst (Big shoulderdash that pushes mobs to either side of you (creating a passage)).
- FrozenSword (A heavy hitter with a chance of slow, with a cooldown).

Assassin:
- Ghost (Mir3 moonlight, that makes you completely invisible to mobs and players unless your in x radius).
- Hemorrhage (A heavy hitter that has a chance to cause bleeding, with a cool down... Bleeding will tick health away but also cause flinch whilst it does it).

Taoist:
- ThousandSwords (FireBang type skill with a small cooldown).
- EnergyShield (A castable shield that protects its owner from death (will revive you if you die whilst its up), has cooldown).

Archer:
- IceTrap (Archer sets the trap, only the caster can see it, those who run in its radius set the trap off causing an explosion and chance of slow).
- AttunedBody (Similar to attuned mind, but hp instead of mp).

Wizard:
- MagicBooster (6-6 MC per skill level totaling in at 24-24 at level 3).
- TwinDrakeFlame (2 powerful hits, the second hit cuts amc, has a chance to cause third degree burns that add a 1.2x damage multiplier to fire type skills).
- Stupidify (Chance based (like TU) when applied it will remove the advanced AI for x amount of time, amount of time and chance of success are based on skill level).

Once the above is done and in, then we will be looking at craft-able skills and new leveling system.

ETA for above completion, mid to late July

Sam

Great news, although IMO this wiz one seems a little OP.
 
Last edited:

Jest

LOMCN Veteran
Veteran
Oct 29, 2005
682
8
105
You needed like level 55 or something stupid to get level 3 MB anyway so I don't see anyone getting that
 

lancelot1

Golden Oldie
Golden Oldie
Sep 26, 2007
610
3
105
Why the cooldown, even a short one, on ThousandSwords? It's not like we have any alternative DD AoE to fill the cooldown time with.
 

FaithKING69

Dedicated Member
Dedicated Member
Loyal Member
Feb 4, 2014
254
0
42
And my forum reading has been far more pleasant since you left :).

I wouldn't expect craft-able skills in the next couple of updates... Craft-able skills will be post 2.0, we are currently releasing 2.0 content over the next couple of updates...

This weekend is planned for mobs, which include:
- Adjustments to LostShop (Spawns, difficulty have been lowered, some of the maps are now r/table).
- Adjustments to JinchonTemple (Spawns, difficult have been lowered, some of the maps are now r/table).
- Oma Lair added.
- Numa Desert added.
- Hell Cave added.
- Demon Cave added.

After this there will be a focus on the 2.0 skills that have been planned:
Warrior:
- SlashingBurst (Big shoulderdash that pushes mobs to either side of you (creating a passage)).
- FrozenSword (A heavy hitter with a chance of slow, with a cooldown).

Assassin:
- Ghost (Mir3 moonlight, that makes you completely invisible to mobs and players unless your in x radius).
- Hemorrhage (A heavy hitter that has a chance to cause bleeding, with a cool down... Bleeding will tick health away but also cause flinch whilst it does it).

Taoist:
- ThousandSwords (FireBang type skill with a small cooldown).
- EnergyShield (A castable shield that protects its owner from death (will revive you if you die whilst its up), has cooldown).

Archer:
- IceTrap (Archer sets the trap, only the caster can see it, those who run in its radius set the trap off causing an explosion and chance of slow).
- AttunedBody (Similar to attuned mind, but hp instead of mp).

Wizard:
- MagicBooster (6-6 MC per skill level totaling in at 24-24 at level 3).
- TwinDrakeFlame (2 powerful hits, the second hit cuts amc, has a chance to cause third degree burns that add a 1.2x damage multiplier to fire type skills).
- Stupidify (Chance based (like TU) when applied it will remove the advanced AI for x amount of time, amount of time and chance of success are based on skill level).

Once the above is done and in, then we will be looking at craft-able skills and new leveling system.

ETA for above completion, mid to late July

Sam


LMAO so u wont make any changes to sins ? Only add 2 rare as fk skils?

GL than. I will play less same as 500 other users. Hope this making u happy :D
 

lancelot1

Golden Oldie
Golden Oldie
Sep 26, 2007
610
3
105
You know Faith, you could just man up and decide to not play at all until Sins can one-shot everything.
 
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davey_boyy

Dedicated Member
Dedicated Member
Sep 8, 2011
324
1
44
And my forum reading has been far more pleasant since you left :).

I wouldn't expect craft-able skills in the next couple of updates... Craft-able skills will be post 2.0, we are currently releasing 2.0 content over the next couple of updates...

This weekend is planned for mobs, which include:
- Adjustments to LostShop (Spawns, difficulty have been lowered, some of the maps are now r/table).
- Adjustments to JinchonTemple (Spawns, difficult have been lowered, some of the maps are now r/table).
- Oma Lair added.
- Numa Desert added.
- Hell Cave added.
- Demon Cave added.

After this there will be a focus on the 2.0 skills that have been planned:
Warrior:
- SlashingBurst (Big shoulderdash that pushes mobs to either side of you (creating a passage)).
- FrozenSword (A heavy hitter with a chance of slow, with a cooldown).

Assassin:
- Ghost (Mir3 moonlight, that makes you completely invisible to mobs and players unless your in x radius).
- Hemorrhage (A heavy hitter that has a chance to cause bleeding, with a cool down... Bleeding will tick health away but also cause flinch whilst it does it).

Taoist:
- ThousandSwords (FireBang type skill with a small cooldown).
- EnergyShield (A castable shield that protects its owner from death (will revive you if you die whilst its up), has cooldown).

Archer:
- IceTrap (Archer sets the trap, only the caster can see it, those who run in its radius set the trap off causing an explosion and chance of slow).
- AttunedBody (Similar to attuned mind, but hp instead of mp).

Wizard:
- MagicBooster (6-6 MC per skill level totaling in at 24-24 at level 3).
- TwinDrakeFlame (2 powerful hits, the second hit cuts amc, has a chance to cause third degree burns that add a 1.2x damage multiplier to fire type skills).
- Stupidify (Chance based (like TU) when applied it will remove the advanced AI for x amount of time, amount of time and chance of success are based on skill level).

Once the above is done and in, then we will be looking at craft-able skills and new leveling system.

ETA for above completion, mid to late July

Sam

This all sounds very good and nice.. BUT you getting your prioritys wrong yet again!! the number one thing to get done and above all else is get current skills ingame we need NOW!! not in 1 month not in 2 months... content can wait!! we don't need more caves we need easier lvling 44+ and for ppl to have full skill sets for their lvls, bit stupid adding new skills when no one even has lvl 42 skills when their 45/46 and been playing for 5 months.

Rarity of skills books is the number 1 thing that has failed the server and caused the user count to go down I guarantee it just a bit of advice.

Edit sorry did you mean that by mid to late july we will have in new lvling system and craftable skills? or did you mean that will be done AFTER?
 

Clintus2

Dedicated Member
Dedicated Member
Jan 31, 2014
394
4
45
Great news, although IMO this wiz one seems a little OP.

when having over 45mc makes so little difference to having 30 i cant see this being OP. remember MC is not the the same as DC unfortunately.

Max wizzies are hitting is 110 -120 with only one non aiming skill. all classes have something which in shop kit hits over this, and as for AB well........

Basically what I am saying is, wiz spells are so Underpowered even with "high" MC that it really is nothing to get excited about.