This thread is for posting feedback on the Upcoming Update, Information of which can be found Here.
Implemented on Next reboot
Client
- Collect all button.
- Delete all button (Cannot delete items with either gold OR items)
Items
- DarkArmours Penalty adjusted from 15% to 10%
Monsters
- High level Lengendary Bosses (Not Subs) are Guaranteed to drop at least one Mythical Item.
Mechanics
- Player Gold Cap raised to 500,000,000 to match Guild's Cap
- Trust Merchant Gold Cap raised to 500,000,000 to match players new Cap.
- Potion's have been changed to apply the stat Life Per Second rather than its own independent timer.
- Healing is now a buff that applies the stat Life Per Second instead of its own independent timer.
- New Stat added, Max Life Per Second however will not take effect until further testing. (Green Poison may play a roll in reducing this)
- Event Stat: Luck removed from the game, (Random stat will be applied).
- Monsters have had their regen changed
- Old Regen: 1HP + 2.5% of Max Life per 10 Seconds (Effected by Green Poison)
- New Regen: Life per second (Not effected by Green Poison) .
- New Regen: Out of Combat Regen, (If monster has not been hit for 10 seconds it will regen much faster).
World
- New Caves added with the focus on Soloing
- Minimum Level 40
- Maximum Level 50
- Experience is rewarded on attack/damaging instead of on kill. (Not including Legendaries/Bosses)
- Several floors, Sub and Boss included (Solo able by all classes).
Can you expand on how green poison and life regen will now work?
Will it just be a seperate damage source, ie 3 dmg per second, while bosses still regen? How will this factor in bosses such as behemoth that spawn monster at certain health stages, green poison plays a critical part in killing this boss, this change sounds like it will now be considerably harder to kill as it will go below and back above health spawn points?
New cave mechanic sounds very interesting
@Jamie/Hello if you have time pls dont forget http://www.lomcn.org/forum/showthread.php?96320-BigMap-Transparency
Also I don't quite understand the part about exp is rewarded on attack/damaging rather than kill, would'nt this render slashingburst useless? / make the cave afk leveling?
You mention the new caves being targeted towards solo leveling - what is going to stop a complete stomp of these caves by guild groups?
The level range covers quite a large portion of user base surely.
I'm assuming if you don't hit it yourself, you aren't getting the damage exp.
- Player's Passive Regeneration has been removed.
- Player's now have "Out of Combat HP/MP Regeneration", this stat scales with level. (Replaces the old Regen).
I'm assuming if you don't hit it yourself, you aren't getting the damage exp.
I hope these caves caves have lots and lots of mobs Jamie ,as a level 40-50 cave covers 90% of active users , the cave will surely just become a PK festival , and in no way a viable experience? Should be a cave for 40-45 and 45-50 imo , as you will get groups of players rolling over every single casual player in the cave to kill the boss. Defeats the point of a solo cave when you have to group to stop yourself getting PKd which will inevitably happen
- Old Regen: 1HP + 2.5% of Max Life per 10 Seconds (Effected by Green Poison)
New Regen: Life per second (Not effected by Green Poison) .- New Regen: Out of Combat Regen, (If monster has not been hit for 10 seconds it will regen fast). (Not effected by green poison)
Bingo.
Updated:
To be honest this solo leveling cave sounds like a brilliant idea.
The damage exp is given to only the person doing the damage, am I right to assume there is no group bonus or guild bonus on that damage exp??
A very clever mechanic that I've not seen in mir before. hope it works out well.
Just one thought...
Is it exploitable. in the sense that...
Kill mob to 90% dead. leave it alone for x seconds to "regen fast" then do the 90% of damage exp again?
I guess the question is, can a single mob give unlimited exp if its allowed to regen to max again?
Do you have a date in mind for this update by any chance?
Well,
Regen takes 10 seconds to start, then you need to wait for monster to Regen (lets say another 20 seconds), if it takes you longer than 30 seconds to find another mob instead of killing it, i suspect you are in the wrong cave.
These mobs just won't Regen, Simple.
I think what you meant to say was "thank you for pointing that out, ill remove regen from them to avoid people mass luring and exploiting regen exp"
Most welcome.
