Open Feedback Thread (Keep it constructive)

Mu online season 21 - grand opening

LightBringer

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I feel one of the main things with elemental damage is guaranteed hermit point allocation.

It should be a random element, maybe its a higher % chance of the element you have as your primary, but it can still hit other elements.

Also, it doesn't matter what resistances are in play it seems, as Tempest + Wind+ seems to be the only thing wizards use, its why I stopped playing my Wiz, as I wouldn't enjoy relying on one skill so heavily.
 

DarkSacred

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Also, it doesn't matter what resistances are in play it seems, as Tempest + Wind+ seems to be the only thing wizards use, its why I stopped playing my Wiz, as I wouldn't enjoy relying on one skill so heavily.

No one uses these in Wars / meta PvP as they know everyone will be stacked against Fire / Wind.

Watch GiantPenis using both of the lightning skills, hitting for 600-700 crits last night at war and regular hits for 300+ smart Wizards already know what Warriors and Sins have stacked against and having 4 elements to choose from you can wreck up a full group just by swapping away from Tempest.
 

Exwizz

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yeah it really doesn't matter what spells wiz/tao use long as the back it up with the element it will cain.

element is the root of the problem, swap up MC/SC/Elements to how they used to work.

MC/SC should always be the core stat wiz/tao should need to stack not elements.
 

CremeEgg82

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If u would've done this (like alibab, and myself), u would've known the following :

Speaking for myself now (Geralt).

1 round in lair (which for me is roughly 5 hours) costs ME between 2.5 mil and 3 mil gold on consumables (elixirs, wgo, repairing kit, pet food, etc.).
In this time, I probably make back IF IM LUCKY 500k. For example I had 2 elixirs, 2 armours (1 lvl 38 and 1 lvl 44), 2 fierce dragon rings, 1 claw neck and 1 butchers neck drop for me in 8 hours of hunting in there.

"farm content at little to no costs and make huge amounts of money" made me lol irl.

Me and my guildies (cause they hear me bitch about this every ****ing day), even Shane and Jamie can confirm that it leaves u bankrupt. FYI after every round in lair, I go at least 2 hours @ ANTS to make money so I could go back and lvl and hope to get a guaranteed drop.
U watched alibab who is extremely rich and doesn't need to farm gold, cuz he has his acolytes doing this for him and said to yourself, oh look how easy it is and how much money they do cuz they aint using pots.

Please document yourself in the matter before u come and post here.

Apologies that I seem to have displeased you in some way. Nothing that I said was inaccurate, because the costs you associate with hunting are equal to all classes in pretty much most respects.

What isn't equal is the lack of damage you take for the rest of your gear and not needing to leave to repot (especially in areas where they are timed openings or require freedom passes to access, that leaves others with even greater costs), now I don't know if you are 100% capping out, but Alibab with his red horse is completely capping the content and never gets hit unless defiance drops. He still has high element and relatively high DC, he does decent damage averaging somewhere like 250 hits.

Where is the trade off between survivability and offense?

Yes I don't actively play a warrior here, I've got a noob one that I may level at some point. However that doesn't make me any less qualified to objectively critique the playstyle. I have a long history in this game, I have very high level Wiz & War on Korean servers, I worked with QGO, IEnt and Wemade. I also work in development and product management on a day to day basis, I understand how these processes work and how to be impartial and objective.
 

<SOSO>

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defiance is broke stop trying to defend it.
You cannot talk about alibab when you multi... lol
You choose to use drugs, no one forces you to use them, no way should anyone be in a dungeon for over 8 hours without losing dura and having to repair and repot, ridiculous

Take defiance out of the game completely for all I care. Did I use the word "defiance" in my reply ? Please show me where. I was talking about the fact that he thinks we're hunting lair with no costs and GAINING MONEY !

Why I can't talk about alibab when I multi? Just curious.

I have to use drugs otherwise I would've been much better in JP. Did I say that I did 8 hours in one round? Please show me where again.
I did it 4 h , went to town , repair and went back with pass for another 4h. That was the drop accumulated in both rounds combined.



5 hours hunting in 1 stint without going back to town, not bad going.

Take off your pet food, everyone has to pay for that for 5 hours gameplay regardless, level 10 is what 90k per hour, so 450k off. Again all melee class will need to repair a weapon every 5 hours of constant hunting, another 250k off.

Dura loss on weapons only, given you are not taking any damage, unless defiance drops. So around 1.5mill cost to hunt for 5 hours after your 500k regain while hunting. How much exp an hour you are making? 300k an hour to hunt in your best exp place. Given you have moved on from JP where u was finding items/armours constantly, which you managed to easily farm 100mill+ from while making pretty good exp.

You cant expect to hunt everywhere at a profit, no other class seems to be able to do this. Especially hunting for 5hours without having to go back to town. Like you say you can easily offset these costs with an hour or 2 in ants, its how the game should be, best exp = expensive.

Took off my pet food -450k , took off my wep rep -250k (although not every melee class looses dura like warriors, but that's ok).
That's 2.250.000 gold to be more accurate, not 1.5 mil. 5 dc elixirs IV = 1 mil ; 5 speed elixirs IV = 1 mil ; repairing costs per round 250k (because we do take dmg from the generals, we are not going 131 MR anymore because it was too slow).
Thats ~ -350k / hour which if u look @ it from outside doesn't look much , but it's actually a lot. I didn't say I want to make profits while making good exp but something more of a -100k or -150k / hour . Not 350k.

I would've moved back to JP in an instant if there wasn't so many ppl hunting the **** out of that F6.

Anyways , these are just the facts from my point of view.
 

CremeEgg82

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To be fair, changing item refines would also alleviate the defiance issues.

Personally I don't see what was wrong with the original defiance and might skills. They gave a boost to one side of the coin (Offense or Defence) at the expense of the other.

If the intentions behind a number of these changes were to create a more role and group focused game, I would say that has probably not worked out as planned. We are not looking at Tanks, Healers, rDPS and mDPS as required roles in group content. Tanking just means whomever gets closest, the aggro doesn't really work the way it is here. Tanks if they want to be effective shouldn't just have to be the nearest to the mobs, they should have to generate threat and if your rDPS out bursts you they should get punished for it.
 

flintxx007

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yeah it really doesn't matter what spells wiz/tao use long as the back it up with the element it will cain.

element is the root of the problem, swap up MC/SC/Elements to how they used to work.

MC/SC should always be the core stat wiz/tao should need to stack not elements.

Cant believe im saying this but i totally agree MC/SC and DC should be king over element stacking. Elemental attacks should be extra damage to mobs that are weak to it. Also there should be a cap to how much elements you can stack. Start by removing it from the hermit.
 

Dygd

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im waiting for the QQers to punch through a weapon reset nerf, then i quit
 

CremeEgg82

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im waiting for the QQers to punch through a weapon reset nerf, then i quit

I'm personally not against it, I think it needs a balance, like a chance to break. Although I actually advocated for the new refine system from Korea (https://imgur.com/a/sf2f4).

You no longer have levels and exp on weapons, you need Fragments 1/2/3 etc to refine. The first 9 stats you have no chance to break, it works or it doesn't. The next 10 (from 10-19) you have a chance to lose stats, but not break, so fail/success/-1. From 20 onwards you have the chance for the weapon to break, so fail/success/-1/break. Master refine and weapon resets no longer exist.

There are some more points to it, that probably couldn't be easily implemented here, such as for early refines you get a secondary stat every 5 successes, then as you get more successful you get a secondary stat every success. Things like Lifesteal/Manasteal/Armour Piercing/Crit Chance etc.

There is also a system in place in Korea that allows you to transfer stats from one weapon to the next, there are some penalties and I believe you can break the weapons as well. But basically you have a few different types of orbs, you can then select to remove stats from one weapon and store them in the orbs to transfer to another weapon. This is how the very high (100+ refined) weapons happen in Korea, you take the risk and expense on lower items and then attempt to transfer it to the higher ones.

Yes a lot of this allows for a lot of power growth, but in almost all steps there is a risk, not just reward. Weapon refines, Item refines, Orbs etc in Korea all carry a chance of breaking the item/weapon. The risk reward keeps the economy going as well as broken stuff needs to be replaced.
 
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<SOSO>

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What isn't equal is the lack of damage you take for the rest of your gear and not needing to leave to repot (especially in areas where they are timed openings or require freedom passes to access, that leaves others with even greater costs), now I don't know if you are 100% capping out, but Alibab with his red horse is completely capping the content and never gets hit unless defiance drops. He still has high element and relatively high DC, he does decent damage averaging somewhere like 250 hits.

I can assure u that he takes dmg and so do I now. We moved from MR 131 down so we just get dmg from generals because we were killing them too slow. Also I believe I had the first red horse on the serv (Jamie cand confirm/infirm this), and I made it 90% from JP, as I geeked as soon as I could and was one of the first players to hunt there.
I think I've answered some of ur concerns about the gold that we *dont* make in there in my previous reply to LionsM!ght. I am spending arround 350k / hour of hunting in there. Ofc we are high lvls because unlike some ppl, we've put the money and the time in it. Wizzies (even lower lvl thn us) still make more exp / hour thn us, taos with pets make great exp too, the only ones in my eyes that need to leech atm are sins, who dont have great aoe skills, idk how much exp/h they make if they try solo banyo mobs.

There is also a system in place in Korea that allows you to transfer stats from one weapon to the next, there are some penalties and I believe you can break the weapons as well. But basically you have a few different types of orbs, you can then select to remove stats from one weapon and store them in the orbs to transfer to another weapon. This is how the very high (100+ refined) weapons happen in Korea, you take the risk and expense on lower items and then attempt to transfer it to the higher ones.

Do this and the rich (irl) will become richer and even more OP in game. They will simply offer stupid prices to ppl to buy their weapons and just transfer them to their weapons and make them half shot ppl.
 

CremeEgg82

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Also I believe I had the first red horse on the serv (Jamie cand confirm/infirm this), and I made it 90% from JP, as I geeked as soon as I could and was one of the first players to hunt there.

That pretty much proves my point though, what other class could have done that amount of money in JP? I concede you are now spending more in Lair for a higher exp/hour than other areas. But the fact that so much easy mode was gained in places like JP/ZT has put warriors in an advantageous spot.

I take all your other points on board, I think the fact that we now have a level 70 that has done 33% so far today is stupid. I don't know the exact times but it looks like 60-70 has been quicker than 45-60. The hermit and element stacking has increased character power exponentially each level, yet for 13 levels the exp curve doesn't increase. Meaning they can kill quicker and quicker each level with no increased requirements.

The longer the server goes on the further balance slips out of line.

EDIT: Sorry its 33% today so far......
 
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<SOSO>

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That pretty much proves my point though, what other class could have done that amount of money in JP? I concede you are now spending more in Lair for a higher exp/hour than other areas. But the fact that so much easy mode was gained in places like JP/ZT has put warriors in an advantageous spot.

I take all your other points on board, I think the fact that we now have a level 70 that has done 33% so far today is stupid. I don't know the exact times but it looks like 60-70 has been quicker than 45-60. The hermit and element stacking has increased character power exponentially each level, yet for 13 levels the exp curve doesn't increase. Meaning they can kill quicker and quicker each level with no increased requirements.

The longer the server goes on the further balance slips out of line.

EDIT: Sorry its 33% today so far......

We were playing 20 from 24 h / day. We geeked JP for weeks like that.
I can do 100+ mil in 4 days easy if I want to in ants.
U can't compare ppl who are willing to do something and put in the time and effort in to achieving that something with others who sit arround sz and complain how unbalanced the game is because of this and that. At the end of the day it's as simple as that.
U have some valid points and I understand most of them although when I open up the rankings and see wizzies on top, and not warriors, I wouldn't worry so much about defiance.
If u change it now, it will cause more chaos as it will be unfair to the lower lvls, rather thn to myself and alibab and prob raw , exo who are fairly high lvls.
 
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CremeEgg82

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We were playing 20 from 24 h / day. We geeked JP for weeks like that.
I can do 100+ mil in 4 days easy if I want to in ants.
U can't compare ppl who are willing do something and put in the time and effort in to achieving that something with others who sit arround sz and complain how unbalanced the game is because of this and that. At the end of the day it's as simple as that.
U have some valid points and I understand most of them although when I open up the rankings and see wizzies on top, and not warriors, I wouldn't worry so much about defiance.
If u change it now, it will cause more chaos as it will be unfair to the lower lvls, rather thn to myself and alibab and prob raw , exo who are fairly high lvls.

I don't disagree with everything you have said, but balance is not equal to commitment.

You can still balance a game regardless of commitment.

I applaud your ability to play for that long, and back when Mir came out I would have done the same, fact is I have a job that ranges from 50 to 90 hours a week, I also raid mythic in wow 5-6 hours a week and have other commitments. I do not begrudge others that can invest time, that isn't a part of any of my arguments.

If I want something I too will grind for it, that is one of the things that pulls people to Mir. But that doesn't mean we can't have a better balanced game.

I don't expect to put in 2-3 hours a day and be at the top of the rankings, or to have all the best gear and not have to worry about cash. All of those things come from commitment and putting the effort in. The same as most things in life, you get out what you put in.
 

Tango_GreatWall

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@Jamie:
The way I see your modification for this server from original Mir3:
Mobs are strengthened and increased on lvl and damage, so I guess you shift AE from 1-1 damage to 2-2 in order to improve PVE.
Being able to stack elements in a particular one is cool but should never affect PVP so much.
My suggestions for this :
Rewind AE to 1-1, and make hermit points less for AE (for example, you can add MC from 1 to 3 , but AE maybe 1 to 2 points)
Give more damage increase if the target is a mob to make sure less AE kit or MC kit can have a better performance in PVE.

Regarding Sin's Leveling:
I'm fine with Wiz with lvling advantage coz this is their nature with mass aoe skills.
But, sin should be able to have abt same exp per hr with War and Taoist when soloing.

I solo Banyo Cave at abt 30M per hr with ex potions, but the hunt gold stacks......coz it takes minutes to take one mob solo.
Maybe shift exp in Goru could be better?
 

Lionsm!ght

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@Jamie:
The way I see your modification for this server from original Mir3:
Mobs are strengthened and increased on lvl and damage, so I guess you shift AE from 1-1 damage to 2-2 in order to improve PVE.
Being able to stack elements in a particular one is cool but should never affect PVP so much.
My suggestions for this :
Rewind AE to 1-1, and make hermit points less for AE (for example, you can add MC from 1 to 3 , but AE maybe 1 to 2 points)
Give more damage increase if the target is a mob to make sure less AE kit or MC kit can have a better performance in PVE.

Regarding Sin's Leveling:
I'm fine with Wiz with lvling advantage coz this is their nature with mass aoe skills.
But, sin should be able to have abt same exp per hr with War and Taoist when soloing.

I solo Banyo Cave at abt 30M per hr with ex potions, but the hunt gold stacks......coz it takes minutes to take one mob solo.
Maybe shift exp in Goru could be better?

removing the 2nd teleport from goru mobs would increase the exp rate by about 20-25% in that cave having not to mess around following them etc.
 

Piff1

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I questioned early doors when people would start using properly rare items, look at level 50 plus people still using serpent rings and arisu braces is broken.

Noobs feel shafted as some people are getting boosted to 42 ish in one day while other new people have to build a kit and go through the motions which takes ages.

For me if exp is gonna be so high in the higher caves it needs to be increased in pt / ants / banyo etc to compensate.

It’s going marble style where only a few caves are worth hunting meaning you can’t get any mobs as people stupidly high lvl are clearing people out of noob cashing / exp areas.

Increased exp would spread people round different caves, as much as I enjoyed standing watching a group kill banyo mobs which was allowed as they used me for the group exp, it’s not exactly what I had in mind when I started the server.

---------- Post Merged at 08:24 AM ---------- Previous Post was at 08:21 AM ----------

Only way to fix elements is to bring high mc / dc / sc kit In down the line that can’t be refined. makes elements a thing you do early doors till you get a nice kit but then becomes redundant later in game. Will give noobs easy access to the kit they need as well

So you suggest making the HP / DC / AC / MR / EXP should be X10 of normal like Banyo has been made.

And how would you suggest lower level would actually be able to kill in these caves? Get real.

JAMIE: When are sin's getting looked at? It's beyond a joke now we are laughed at in PVP and the slowest PvE levelers ingame currently.. " Assassin " Please... Make the class what it says on the label it's getting boring to point now people are considering Quitting / Re rolling. ( Even the 2nd highest sin ingame GrandLion ) Feels like it's taking way to long to get this sorted and now we've just been pushed aside why you clean up all this other **** even though Sin's have been waiting about since level 45+ lol.
 
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Tango_GreatWall

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removing the 2nd teleport from goru mobs would increase the exp rate by about 20-25% in that cave having not to mess around following them etc.
It's a good ideal, but if remove the teleport skills, even remove 2nd teleport, maybe the cave will become another wiz with war lvling zone.
Maybe avoid mobs crowded in one area when respawns could be better.
 

Piff1

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It's a good ideal, but if remove the teleport skills, even remove 2nd teleport, maybe the cave will become another wiz with war lvling zone.
Maybe avoid mobs crowded in one area when respawns could be better.

Goru mob's have a big chance of critting you on teleport like RedCave mobs on Mir2.. Would love to see a wizz try and lure up more than 4-5 mobs in there at a time.
 

Fleshwerk

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I'm personally not against it, I think it needs a balance, like a chance to break. Although I actually advocated for the new refine system from Korea (https://imgur.com/a/sf2f4).

You no longer have levels and exp on weapons, you need Fragments 1/2/3 etc to refine. The first 9 stats you have no chance to break, it works or it doesn't. The next 10 (from 10-19) you have a chance to lose stats, but not break, so fail/success/-1. From 20 onwards you have the chance for the weapon to break, so fail/success/-1/break. Master refine and weapon resets no longer exist.

There are some more points to it, that probably couldn't be easily implemented here, such as for early refines you get a secondary stat every 5 successes, then as you get more successful you get a secondary stat every success. Things like Lifesteal/Manasteal/Armour Piercing/Crit Chance etc.

There is also a system in place in Korea that allows you to transfer stats from one weapon to the next, there are some penalties and I believe you can break the weapons as well. But basically you have a few different types of orbs, you can then select to remove stats from one weapon and store them in the orbs to transfer to another weapon. This is how the very high (100+ refined) weapons happen in Korea, you take the risk and expense on lower items and then attempt to transfer it to the higher ones.

Yes a lot of this allows for a lot of power growth, but in almost all steps there is a risk, not just reward. Weapon refines, Item refines, Orbs etc in Korea all carry a chance of breaking the item/weapon. The risk reward keeps the economy going as well as broken stuff needs to be replaced.

Did you say 100+ stat wep on official?