utangka
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Experience rewards from altar raid bosses must be significantly reduced
utangka replied to utangka's topic in Suggestions
That's right. Altar raids are a double-edged sword. They can also make the dominant side even more dominant. -
That's a good point. I especially agree that Beast Garden needs an experience boost. Beast Garden also seems to need an increase in the daily quest rewards.
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Experience rewards from altar raid bosses must be significantly reduced
utangka replied to utangka's topic in Suggestions
I do agree, to some extent, that altar raids are a fast way for players who are at a disadvantage to catch up in level with those who are ahead. However, altar raids come with a major risk: if they are taken over by the opposing side midway, the loss is significant. Altar raids are also difficult to defend against enemy attacks during the process. This is often because many players are logged in mainly on support characters used for altar raids. In addition, even players who are at a disadvantage mostly farm badges in the field rather than engaging in real field hunting. I believe the communities among disadvantaged players have also shrunk significantly. In any case, this is an issue that requires further thought. !!!!! That said, I firmly believe that increasing field experience is absolutely necessary!!!!! Field hunting rewards players directly in proportion to the time they invest. Clan members who log in can immediately join party hunting, hunt together, and naturally build an active community. For this reason, increasing field experience is extremely important. The bottle system seems designed so that less important characters keep their inventories full, allowing players to concentrate bottles on a few key characters for leveling. This system itself is not bad. The bottle system should remain as it is. However, the experience gained in field zones such as Ketra, Varka, Giants’ Cave, Tower of Insolence, and Antharas’s Lair should be increased overall. This would allow players to level up through a variety of hunting options, instead of being forced to rely solely on altar raids. -
The Dion server is not in a good state. Most players now run nine accounts by themselves and play only solo. Players hunt only altar raid bosses and no longer do field hunting. Party play has disappeared; everyone simply runs nine accounts alone, farming badges to kill altar raid bosses. Primeval Isle is no different—it has become nothing more than a place to farm talismans. The excessive experience provided by the Ketra and Varka altar raid bosses has eliminated field party play. As field party play has disappeared, the number of PvP encounters with enemies has dropped drastically. There is less time spent talking with friends and clan members. Everyone just hides and farms badges on their own. In addition, allowing unlimited accounts on a single computer has become poison to the Dion server. Lineage II is a game where multiple players form parties and hunt together across many different fields, but the Dion server is no longer like that. Like the Talking Island server, it is becoming barren and dried up. At this point, reverting the unlimited-accounts-per-computer policy is extremely difficult. That makes the situation even more disappointing. 1. Experience rewards from field monsters must be significantly increased. Bottles are not the solution. Bottles are not enough. Players should be able to level up at a reasonable pace without being forced to hunt altar raid bosses. Simply hunting together in the field while talking with friends and clan members should be enough to level up. 2. Experience rewards from altar raid bosses must be significantly reduced. Party play while hunting field monsters should provide the best experience rewards. Just as the experience from the Antharas raid boss was reduced, the experience from altar raid bosses should also be drastically lowered. Altar raid bosses should be reduced to content mainly for obtaining items such as the Researcher’s Earring. 3. Primeval Isle should also have its experience rewards increased, similar to Ketra and Varka, so that party hunting can take place there. As it stands, Primeval Isle is still a hunting zone with poor experience rewards. Players go there only reluctantly for Primeval Talisman farming. 4. Abandoned hunting zones should also provide better experience rewards. Experience should scale smoothly across hunting zones— Antharas’s Lair → Tower of Insolence → Giants’ Cave → Ketra / Varka / Primeval Isle— so that players can hunt in a variety of locations. When field hunting disappears, the game disappears with it. As a player who truly loves the Dion server, I am writing this in the hope of doing even a little to help save it. If you have any good ideas or suggestions, please leave a comment.
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Turn on Antharas respawns on both Dion and Talking Island.
utangka replied to utangka's topic in General Discussion
Look at the screenshot. The server is bustling with activity as players battle to capture Antaras. -
Can't connect to server disconnect
utangka replied to NitroRiderStream's topic in General Discussion
Chat is better. -
The Antharas raid on Dion server has been running for several months. To suddenly turn it off because a few enemy clans asked for it feels like "GM interference in the game". This is unfair. On Talking Island server, Antharas has been respawning on a consistent schedule for years. For years!!! Fairly!!! Every 10 days!!! So why is Antharas respawn disabled on Dion, but still enabled on Talking Island? It would be fair if both Dion and Talking Island had Antharas respawns on. If it is hard to change while respawns are active, the fair way is to announce a consistent respawn schedule. [If even this is not accepted, then please also turn Antharas off on Talking Island.] [That would at least be fair.] (If Antharas respawns are turned off, then for some time there will be no Antharas on Dion or Talking Island. The result is clear. Players who already own Antharas Earrings will make huge profit from price increase. Item balance will be broken.) (Do you think this is a good outcome?) Key Point: Turn on Antharas respawns on both Dion and Talking Island. No problem—just turn it on, whether respawns are consistent or random. Please share your opinion. We love the Dion server and the Talking Island server.
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Suggestions for Soul Bow DPS Balance for Archer Classes
utangka replied to 김남효's topic in Suggestions
I think this is a very serious problem. On the Lineage 2 main server, the only difference between a short bow and a long bow is the difference in firing speed, and there is no difference in delay. In other words, the number of shots per hour is the same. When I tested it myself, on the Dion server, the number of shots per hour for D-grade, C-grade, and B-grade short bows and long bows is the same. However, the number of shots per hour for A-grade short bows and long bows is different. carnage bow > soul bow This is a big problem !!!!!!!!!!!!! OMG If users spend a lot of time and adena to make an A-grade long bow, but it has a significantly lower DPS than a B-grade short bow, then this is a big bug. 😞 This is an urgent problem that needs to be patched immediately. -
This is not an Olympiad story. This is a story of a multi-party vs. multi-party war. Do you think you can block the Psychic Dance debuff (30 second reuse time) with a guard talisman that can only be used once every 10 minutes for 10 seconds(max 2 talismans, once every 5 minutes)? I understand you thought you were talking about the Olympiad, man
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Psychic Dance skill is too powerful. 1. The debuff duration is too long at 1 minute. If Blade Dancer decides to continuously cast Psychic Dance on only one enemy, that character will be unable to do anything due to fear. It is more powerful than professional debuffers such as Necromancer Silence or Overlord Seal of Silence. Because it lasts for 1 minute. It breaks the balance. Things to fix Psychic Dance debuff duration should be changed to 15 seconds. (Professional debuffers such as Necromancer Silence or Overlord Seal of Silence have a debuff duration of 24 seconds, but it is abnormal that Dancer's debuff lasts 1 minute, which is longer than professional debuffers. Honestly, since it is a probabilistic fear, it would be appropriate to have 15 seconds instead of 7 seconds.) 2. Is it normal for the Psychic Dance skill range to be 800? The range of the main attack skill of the Summoner, a magician, is only 750. The special debuffer Necromancer Silence has a range of 600, and the debuff range of Overlord Seal of Silence is around 300~400. Is it normal for a dance skill, which is not a magic skill, to have a longer range than a magician's debuffer? Is it normal for a dance skill to have a longer range than a specialized debuffer? Things to fix Psychic Dance's range should be changed to 150, the same as Arrest, or to less than 400. (If you are not a magician, you should not be able to apply debuffs from afar. If a dancer wants to apply debuffs, the dancer must take the risk.) 3. The fear activation probability is too high. The fear activation probability is too high, so there is not much you can do while the debuff is active. Things to fix Psychic Dance's activation probability should be changed to 20% or less. (When fear is triggered at 20% for 15 seconds during the debuff, the target will fall into fear 2.2 times. A normal wizard casts one magic shot per 1.3 second when fully buffed. That means, cast magic 11.5 times in 15 seconds. 20% of 11 times is 2.2 times. If it's 2.2 times, it means that you will be in fear for 3 seconds each = 6 seconds, and you will not be able to do anything. 6 seconds is similar to 7 seconds of fear for other classes. Honestly, this is also on the same level as a wizard, so it's excessive. Otherwise, the wizard has to choose to remain still for 15 seconds, which is equivalent to being under the Silence debuff for 15 seconds.) 4. Blade Dancer is already a very good character who has a fixed party spot with Fury, Fire, Warrior, Concentration, Mystic, Siren, Berzerker, etc. Leave the party assistant character as the party assistant character. I suggest this for the infinite development of Dion x3 server.
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Rather than nerfing the debuff, it would be better to slightly increase the debuff reuse delay. And I can accept a summoner-level re-summoning delay. In the Olympiad, it is very difficult to patch all classes to maintain a similar level. It is impossible.
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And also 3) If you upgrade EPIC jewelry to solve the debuff problem, users without EPIC jewelry will be trash. If the gap between light users and heavy users (who have EPIC jewelry) becomes too big, light users will leave. Also, newbies will not come in. If light users leave, heavy users will also leave because they will have no one to brag about EPIC jewelry. Just like the company that created Lineage 2 ruined Lineage 2, if the operators of Dion Server and Talking Island Server start to make a huge gap between light users and heavy users, I will leave this server without any regrets.
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This is ridiculous. What the... I started playing Necromancer because I was attracted to the Necromancer's Transfer Pain skill. However, if you suddenly change the summoning delay to a long one like this, enemies in war will kill the summons first and then the Necromancer quickly. A Necromancer without summons and with weakened debuffs will be trash. If you're going to patch like this, give Necromancer characters corresponding compensation. 1. Free class change (regardless of 1st or 2nd tier), 2. Learn skills without skill books when changing classes, 3. Maintain buff slot skills without buff slot books, 4. Return dyes to 100% of the adena purchase price. 5. Maintain level when changing classes for characters above level 79 on the Dion server. Whether it's the Dion server or the Talking Island server, there should be rewards. If this sudden patch without these compensations is going to make many users leave again.
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Saturday is good. One day olympiad is good.
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Suggest:Siege/Oly time be adjusted earlier by 4 hours
utangka replied to Tenkafubu's topic in Suggestions
good idea.