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How much did you spend gearing for Counterforce?
Just trying to get an idea of the average amounts people spend in gold gearing up for Astera.
For Claire I think it's 75 CF, Elchulus 80 CF, and Macha 120 CF.
I'm on the grind right now to get the requirements for the full Astera area (stuck at Claire at the moment).
Kommentare
I think 100 is a pretty low estimate it gets stupid expensive in the +15-+20 range 1m per try (not including mats) and likely to max out the meter on each plus. Ithink it's 10 or 12 attempts to max out the fail meter at +20.
I now sit at 100 CF exact. (+16 Innocent Cry, +15 Frozen Dagger/Thorn, and +14 Woeful Belt). There's no need for me to enhance them further as it's enough to gain entry into everything. I'll bump them up more when Agares comes out.
Vinditcus gotta introduce a new way for players to make gold. OJ drops from 90 are worthless since 90lv players get that +12 gear. 95 gear is oversaturated the market for now since it has been 2 years and most players probably will not change since +12 out do +8 -+10 dulla. (Reforging is way out of range for starters)
Beating bosses and also buying campfire bonus leave rewards barely enough to repair gear afterwards. So everyone is just selling Scroll to make just a bit of gold.
Please lower the prices for superior campfires, increase the odds of the explosion campfire or sudden gold drops in dungeons. I been playing since those were implemented and I never gotten any of those yet... Also give us a counter for Penny pincher title! I been burning and giving those stupid spirit things and nothing yet.
The stat doesn't even help you in the lower level raids? Feels like you get no reward.
If the rings didn't cost 50-100m base, it would be a little bit better.
It's around 1000 you really shouldn't even start burning spirit remnants until you get 1000 to burn all at once.
Well, I heard that they are changing the special raids to require CF. rip
That is right.
To be more specific they're deleting the current special raids and replacing them with two new ones (one of Havan and one of old Glas).
They will have crit rate of 173, crit resistance of 127, and counterforce resistance of 20 (so you need 120 counterforce to do full damage).
Level requirement will be 100 instead of 90 of the old ones, and the bracelet boxes will drop ONLY in these new special dungeons, so bracelet prices are expected to skyrocket.
No idea what they were smoking when they've made these decisions (like they could've easily just left the lvl 90 special dungeons alone, for the more casual farmers?), but as of now it is what it is.
My sources:
http://www.inven.co.kr/board/heroes/2471/41952
http://www.inven.co.kr/board/heroes/2471/41953
I like the idea of making older bosses relevant at least. Having 20 CF means you'd only need 90 to gain entry via quick battle which isn't all that bad. Regarding the bracelet boxes though, are you saying that the masterpiece bracelet boxes will no longer drop in Season 2 and Season 3 fights? They're being restricted to just two raids? If so, I "would" be okay with this if the drop rate was good enough and if they removed leather bracelets making copper the common, silver the rare, and gold becoming the super rare. I can kind of see why they're putting a CF resistance on them which is to prevent players from steamrolling the boss in 5 minutes. However, people with 120CF are usually OP to the point of having enough ATT, ALR, and ADD that they can already melt a boss's HP.
I do have a suggestion that could replace/fix counterforce. My suggestion is to scale the player's damage based on the difference between their level and the boss's level. Make these new bosses level 110, and make it so for every level the boss is above the player, that's -5% damage up to a max of -50%. Level 100 players will only do 50% dmg. When the level cap is raised to 105, max level players will then be doing 75% of their damage. Finally when the level cap is raised to 110, max players will match and cap damage at 100%. This would force new content to be consistently challenging until two or three later expansions have been released. This also fixes the CF problem and makes it so that player level is a factor in determining dps potential.
Oh yes for sure it is nice to be able to interact with the older bosses without one-shot K.O.-ing them, and I'd certainly like to see more and more of the special raids coming. But also for that same reason I feel that they should've just left the old special raids which are more accessible (stat-wise), and made the new special raids an additional content instead of making it the replacement content of the older special raids. That'd mean that everyone gets more contents to enjoy, so I don't really see the good in deleting the older special raids for the new ones.
And yes, that patch note says the droppage of masterpiece bracelet boxes will be confined to just the new special raids; it will no longer drop in any other dungeons in the entire game.
And I surely like that idea much more than the way CF works now; that way anyone could reach the max damage potential just by leveling up their characters, without having to spend bucketloads of gold and going through even more RNG than they already have to. What could I say, I just wish Nexon could agree with that.
To possibly answer the underlined part, I agree that more content is good, but I also think that the current special raids were poorly executed to begin with. All these fights boil down to is rounding up both bosses in a corner, transforming/stimulants, and beating the ever living **** out of them while tanking hits. It's a pretty brain-dead process and it's the reason why I never really bothered with special battles. Overhauling older bosses for current max level stats is definitely better imo. But instead of just Havan and Glas, they should have added in many more bosses.
If they added in bosses like Siggy, or Irukul, they would need some of their mechanics adjusted. Like in RAR siggy, people just power through his petrification phase because it only recovers 1 bar which can easily be re-dps'd. Make it so he recovers his HP to full & gains 10% attack power upon failing to break his stone skin. This gives people an incentive to do mechanics and punishes people that try to whale through them. My idea for Irukul would be to make it so he has a 90% damage reduction on him from the start and for every rock dropped on him, his reduction is lowered 15%. This makes people have to drop rocks, unless they wanna spend the whole raid only doing 10% dmg. I've got ideas for other bosses, but these are just two examples.
I agree that they were quite poorly made - so little attention and effort had taken place in making them that even the simplest things like setting up a campfire is a hassle on some of the maps (Desert Contract and Shining Keaghan). That and I wonder if they could've done some further re-work so that the bosses don't become entrance/corner sandbags like you've mentioned. Perhaps that's why the new specials raids feature one boss each instead of two.
Yeah it's a bit disappointing that there's only two so far I'd like to think/hope that they are indeed planning on bringing more specials based on the older contents and this is just the start. Whether that's true or not, guess we'll have to see. Whatever the case I hope that this time they don't just wing 'em and call it a day.
I was saying a lot of gold to get to 100 CF +best
I hate when they remove maps in this game.
I feel ya, it seems like wasted effort on their end.
I would agree with you if the current special battles were more than just brain-dead sandbag fights.