- May 13, 2014
- 698
- 25
- 95
SabukWall / Guilds Buff suggestion:
Guilds over 40-45 players should not receive a buff, smaller guilds to receive a buff as previously trialled (unless you hold Sabuk, Sabuk holders can have both the Sabuk buff and a guild buff assuming they meet the member requirements)
Sabuk Wall holders should be given the Sabuk Dungeon and quest line that goes with it offering them a private levelling ground, some bosses on each of the 3 to 4 floors and finally the challenge of taking on the Sabuk Lord quest which runs the risk of locking the dungeon for the remainder of the week.
Monsters in the dungeon should be comparable with other hunting grounds capping out with a mix of level 70-75-80 monsters on the 3rd and 4th floors (this would need expanding upon tweaking as the server matures or an extra floor adding as people push beyond level 80 keeping Sabuk relevant)
Bosses again should be comparable with the Sabuk Lord being available as a weekly quest, completing the quest would open the KR and give the guild access to it once every 24 hours that week. Failing the quest would lock the whole dungeon till the start of the next week. This offers the risk / reward element. Take a chance and get the KR open early meaning you can try the boss several times that week, or lose and potentially lock the dungeon till the next week.
This would balance the whole guild/buff situation but still ensure that those holding Sabuk Wall get a buff and a special dungeon / quest line to enjoy as a side benefit for holding and defending the wall.
Guilds over 40-45 players should not receive a buff, smaller guilds to receive a buff as previously trialled (unless you hold Sabuk, Sabuk holders can have both the Sabuk buff and a guild buff assuming they meet the member requirements)
Sabuk Wall holders should be given the Sabuk Dungeon and quest line that goes with it offering them a private levelling ground, some bosses on each of the 3 to 4 floors and finally the challenge of taking on the Sabuk Lord quest which runs the risk of locking the dungeon for the remainder of the week.
Monsters in the dungeon should be comparable with other hunting grounds capping out with a mix of level 70-75-80 monsters on the 3rd and 4th floors (this would need expanding upon tweaking as the server matures or an extra floor adding as people push beyond level 80 keeping Sabuk relevant)
Bosses again should be comparable with the Sabuk Lord being available as a weekly quest, completing the quest would open the KR and give the guild access to it once every 24 hours that week. Failing the quest would lock the whole dungeon till the start of the next week. This offers the risk / reward element. Take a chance and get the KR open early meaning you can try the boss several times that week, or lose and potentially lock the dungeon till the next week.
This would balance the whole guild/buff situation but still ensure that those holding Sabuk Wall get a buff and a special dungeon / quest line to enjoy as a side benefit for holding and defending the wall.
