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Prototypemind

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Prototypemind
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  • Just delete Delia.

    Miri's big advantage over Delia are almost no native hit drag, and definitely zero when her flaming attacks are active, and no need for ridiculous pauses before every big hit on 3rd/4th smash. Delia has to left click back into the combo each time where as Miri can jump right into hers at any point and keep it going by right clicking. Delia was questionable on release because of her need for speed, but Miri just makes her getting a revamp pretty much a necessity to get her in a good place. It's so clear how much she, Tiede, and Whip were rushed in comparison to Miri and especially Blute. Delia is definitely in mothballs now other than for farming during events.
    Rezi
  • I guess I just forgot about the normal raid limit

    Can't believe it's only two runs of S3 raids with VIP. I started back playing semi-regularly during the merger with +1 raids, so I didn't even pay much attention that unlike pre-Rise, S3 raids only offer 1 run per day without VIP. Previously all raids were two normally and three with VIP. Every time I think I've seen Rise at its worst there's a little something special to just jab the knife in a little worse.
    Rezi
  • Player Retention; Why do you keep playing?

    Combat, characters, and fashion. Nothing out currently can really match on any of those fronts.

    That said, I'm very much awaiting the Bless relaunch, and Kingdom Under Fire 2 coming to NA/EU. If those turn out as well as they look to Vindi will become an afterthought again. Killing 8-man and dumbing down everything before S3 has taken a lot away. Only having one boss for 95 essences is also horrid. I've been grinding Dulla on one char for an essence and I'm utterly tired of him at this point. Making all of the old content worth next to nothing is just bad design. At least in BnS and GW2 the old areas still give valuable mats and the like. Season One is also the pinnacle of atmosphere and layout, not to mention boss design as a whole. Even the area bosses are nothing but cheese now. Anyone who doesn't cover half the zone with ridiculous size and melee reach covers it up with massive AoE, or worse still all of the above.

    Vindi offers a lot that nothing else out does, but the devs and director have screwed it up so hard that I'm just waiting for something to get me to jump ship completely.

    Things like this are yet another reason I don't want to invest another dollar in any Nexon title: http://forums.vindictus.nexon.net/discussion/12775/really-nexon-fix-the-broken-autoban-system

    This company does not give af about its customers, and I'd be daft to be concerned about helping their longevity.
    Sir_Render
  • Really Nexon?! Fix the broken autoban system!

    This is yet another reason I no longer spend a dollar on this game. Permabans can result from a second wrongful ban like this. No fault of your own, but you only get one 'free' pass even if you aren't at fault. I'm typing this around this horrible blowout deals pop up that won't die on mobile, so yet more unprofessional design and implementation making for headaches and then some and lessening interest in any of their titles. All of this is sad.

    I hope we see this corrected and the OP get their Golden Time rewards. Be assured this will be updated on the Vindi Reddit, so whatever happens here is going to be a permanent record of how you treat your players. I'm this case so far the answer is very, very poorly.
    FreakingAngelSir_Render
  • Enhancing past 12

    Bowtacojr wrote: »
    They don't want any potential of you being viable with lower tier, more easily obtainable gear. The new design requires you to get into S3 content if you want higher enhance items, meaning more time invested to get items with higher rarity..

    This would be more true is they didn't shower us with free enhancement items and gear via events.

    They don't shower us with enough by any means. The end game for most players is going to be +15 or higher. More speed, more damage, and those glows and effects to entice. It's a very, very slow roll to get there for most players without throwing cash at it. It is true and has been for a long while. They used to shower us with them. Players who have been here much longer than I have talked often about how many runes they had sitting around from old events because they only play one or two characters. Events like the Chieftain event where we got runes galore don't really happen anymore. The Rubber Chicken event took 80 of each item to get runes, with which dropped from a boss being random. One area allowed for 4 of said items at a time, with 7 runs per day max. Any runs elsewhere yielded fewer than that, but with the 50/50 odds even if it worked out perfectly that meant 40 runs. Hunter isn't a long run by any means, but it's not nearly as quick as something like Nightmare at the Ruins was when it had two bosses. It's one thing to farm something, it's another to have to live in the game to take advantage of an event.

    This current +12 rune and +10-15 box is the first we've had since last summer, while KR gets those boxes at least twice a year if not more. They also have a larger population, which means more people taking on the RNG so mats and items are more plentiful. We don't get enough compensation to overcome the RNG here. Even if we did, players having to risk items they've worked for days, weeks, or months to create is not a good model. It makes people quit, and their change with one maximum restoration just makes people feel like a failure is hitting a wall, with even fewer chances to reach a high enhance for every hour put in. The +13 runes are nice for at least giving people a weapon to take on all current content with, but the carrot is out there and people will want it. Even TERA doesn't destroy items on failure. BDO still has some foolishness with it, so Vindi isn't alone, but that doesn't make it a good system. BnS is grindy and then some, but at least players don't lose what they've built up because some drunk blacksmith slips with his hammer. The other annoying thing is how fickle RNG is. I have three +15s and only one of them is on a character that I really wanted it on + the weapon that I wanted to go see to 15.

    Players shouldn't have to rely on chance in a game like this. We should have a system like TERA/BDO where failures increase your chance of success on the next try. I wouldn't even care if the fail stacks, etc., stop stacking once you hit +15, but effort and time should be rewarded. The most efficient way to get geared in this game is to swipe your card, sell NX items, and buy what you want from others, and that will never, ever be a good design in my eyes. Nexon is fine with the whales whaling I guess, but even that doesn't seem sustainable considering that they had to merge servers and the game is still not that populated. Leading up to S3 there were boats in all areas pretty much any hour of the day, and even more so when S3 first dropped. Rise could have been something to restore that momentum, but bad decisions with it and the continued forced use of the Nexon launcher--which still does not exist in KR--have undermined any possibility of that.

    Watching items destroyed is never going to endear people to a title. We don't get enough resources to offset the issues that causes, especially with the low drop rates on 95 essences and a lower population, and even if we did they do not and have not in a long time showered us with enough runes to help players reach the carrot. Attaining the best gear comes down to RNG, to luck, and maybe even to account-based modifiers that we never get to see. That is not a good system. Real life has enough areas that lack reward for effort, it's poor judgement to throw that a players so heavily in a game.
    boddole