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-   -   How would you fix Lunia? (http://ggftw.com/forum/lunia-general-chat/88637-how-would-you-fix-lunia.html)

Griever 12-30-2010 06:51 AM

How would you fix Lunia?
 
-Different Damage formulas/outputs in Stage and PVP. (i.e. instead of Fog doing 500000 damage in "Balanced" PVP, have it do a couple of hundred. You can still keep the high damage in Stage/Myth though.)
-Make the SP Bar on the right useful for something:
-Increase damage done by combos in PVP/Stages. Higher SP Bar = Higher Combo Damage Multiplier
-Penalty damage done by spamming. Lower SP Bar = -50% Damage on skills. This would encourage comboing.

-Only 1 enemy per stage. This 1 enemy has a crapload of HP and the only way to efficiently kill it is to combo. You CAN spam it, but that's just silly and it would take a long time.

Veloze 12-30-2010 08:36 AM

Quote:

Originally Posted by Griever (Post 1435520)
-Only 1 enemy per stage.

huhwhat?
Why?

Ashee 12-30-2010 08:42 AM

-making it more combo based and giving special rewards as its the only real thing which makes lunia different from other games
-nerfing all skill damage in pvp
-get rid of the def system
-nerfing equip and cs stats (maybe the stats back to the ones of random boxes..)
-adding more stages with less enemys, like splitting up certain ones and making more raids
all day myth grinding is just boring

Light 12-30-2010 08:55 AM

  • Remove Myth
  • Remove Damage Boosts (1000, 1500)
  • Smarter monster AI
    • Not just spam skills at random, but make some skill combos.
    • Targeting weaker players if possible
    • Take advantage of any elemental weaknesses
    • Ect.

Raids and Bonus stages need to be the center of Lunia again.
Plus it would help fix PvP significantly.

If there are other overpowered buffs or broken stats characters have, then I'm not aware of them and they weren't listed.

Saibak 12-30-2010 09:39 AM

Let´see:
  • Replace the current monster AI (Artificial Incompetence) with actual Artificial Intelligence.
  • Remove guild MP potions and raise the bonus of Mana Regeneration.
  • Revert the "balanced" skill damage back to the "non-balanced" one but keep the current monster´s stats, except for Bonus stages, so you have to combo in order to beat stages efficiently.
  • Lower Dark Eir´s, Arta´s and Gaon´s skill damage to match the damage of the other characters.
  • Add a few mini-bosses in stages that have the ability to combo YOU.
  • Lower the exp of easy and normal mode even more and limit the monster drops: For example, on easy mode you will only find <name of set> I + II (for example, Elven Fairy I + II), on normal mode you can find I, II and III sets, and hard mode drops everything.
  • Redo all maps from Episode 7, Myth, Bonus 1, 2 and 3 to get rid of the horrible square rooms.
  • Redo all Myth episodes so they´ll match the layout from stages: A single myth episode consists of ten sub-stages.
  • Boost the stats of raid equips, so they´re a good alternative to stage and bonus gear.

Griever 12-30-2010 10:01 AM

Quote:

Originally Posted by Oshawott (Post 1435556)
huhwhat?
Why?

Because having more than 1 is just an inconvenience when they all die in 1-2 hits.

Minuss 12-30-2010 10:31 AM

Remove Myth
- COMPLETELY CHANGE PVP
- no equips in pvp
- everyone has same stats in pvp
- none of this endurance skill bullsht

- make combos relevant in stages/raids etc instead of moving and spamming 1234567890 qwerty
- make having different types of classes necessary for raids instead of it just being based on damage. Such as the old myth, a tank-sieg a healer-eir then the dps. something like that

Zinc210 12-30-2010 03:28 PM

We need really gimmicky stages/pvp modes to keep things interesting. Even with all said changes and more focus on combos, its all just the same thing.

Especially with Bosses. It's all dodge and spam. We need something new, interesting, and innovative. =/

Y'know, I don't see too much point in comboing enemies that isn't what we already have. With a full party, it's just getting the monster airborne and spamming to abuse the multiplier (with enough players, its always gonna stay in the air unless someone flubs it with the wrong skill). If monsters are allowed to attack while airborne or just drop at some point, but, from what I can see, it would limit the need for really extensive combos on such enemies.

EDIT: Also, stat system needs tweaking, IMO. I'm sure you can understand why.

Gladiat 12-31-2010 11:25 AM

So much stuff needs to be fixed...

Rollback to OB and game is fixed!

But on a serious note...

-Kill Myth
-Remove damage jumps at 501, 1001, 2001 etc.
-Remove guild mana pots
-NERF NERF NERF Equips and CS gear
-Less stat boosts from Rebirths
-Smarter AI
-Remove endurance frames (that's what the potion is for)
-Fix stat system
-Less SP boosts from Rebirths
-Solo mode for the storyline, where each room has 1 high HP monster, and it gains HP and damage boosts depending on the level of the player
-More skills for enemies that are able to chain together for combos
-Monsters that require a certain number of air combo hits to kill (So you can spam them for 10 years and still not kill them)

Endgame 12-31-2010 11:59 AM

-Remove Rebirth and associated skills.
-Get rid of Myth, Legend, etc.
-Ditch Dark Eir and buff Eir's offensive spells.
-Make other characters viable healers so we can do away with the notion that Eir is the sole healer and should lack offensive capabilities because of it.
-Attacks that apply debuffs that reduce healing recieved in order to counter healers in PVP.
-Put the focus back on stages.
-Completely revamp Episode 7.

Griever 01-01-2011 06:11 PM

Quote:

Originally Posted by Gladiat (Post 1436408)
So much stuff needs to be fixed...

Rollback to OB and game is fixed!

But on a serious note...

-Kill Myth
-Remove damage jumps at 501, 1001, 2001 etc.
-Remove guild mana pots
-NERF NERF NERF Equips and CS gear
-Less stat boosts from Rebirths
-Smarter AI
-Remove endurance frames (that's what the potion is for)
-Fix stat system
-Less SP boosts from Rebirths
-Solo mode for the storyline, where each room has 1 high HP monster, and it gains HP and damage boosts depending on the level of the player
-More skills for enemies that are able to chain together for combos
-Monsters that require a certain number of air combo hits to kill (So you can spam them for 10 years and still not kill them)

This, make it so you can only take off like 25% of HP before you need to combo.

Quote:

Originally Posted by Endgame (Post 1436430)
-Remove Rebirth and associated skills.
-Get rid of Myth, Legend, etc.
-Ditch Dark Eir and buff Eir's offensive spells.
-Make other characters viable healers so we can do away with the notion that Eir is the sole healer and should lack offensive capabilities because of it.
-Attacks that apply debuffs that reduce healing recieved in order to counter healers in PVP.
-Put the focus back on stages.
-Completely revamp Episode 7.

Healing has already been nerfed in PVP to the point of uselessness. This would just be crippling Eir. Besides, healers have hax damage in PVP now so they don't really even need to heal to keep up with other classes.

d4rka2n 01-01-2011 11:12 PM

Quote:

Originally Posted by Gladiat (Post 1436408)
So much stuff needs to be fixed...

Rollback to OB and game is fixed!

But on a serious note...

-Kill Myth
-Remove damage jumps at 501, 1001, 2001 etc.
-Remove guild mana pots
-NERF NERF NERF Equips and CS gear
-Less stat boosts from Rebirths
-Smarter AI
-Remove endurance frames (that's what the potion is for)
-Fix stat system
-Less SP boosts from Rebirths
-Solo mode for the storyline, where each room has 1 high HP monster, and it gains HP and damage boosts depending on the level of the player
-More skills for enemies that are able to chain together for combos
-Monsters that require a certain number of air combo hits to kill (So you can spam them for 10 years and still not kill them)

Gonna add to your list glad.
-Remove instant cooldown when u res in stage and pvp
-Pre-required skill trees ( Kinda bullshet to add all point into 1 skill and overmax it so that each time u use that skill it does op dmg -_-, add some pre-require to balance damage output..)
-Reduce overall skill damage to prevent 1 skill from overkilling or dealing too much damage
-Reduce passive percentage? ( For some characters like sieg's Wind passive probably is an example ).
-Reduce pro fort duration and increase cooldown.
- Change HP / MP increase passives into percentage based.
- Change MP regen into percentage based ( like 0.4% or 0.6% w.e etc better than having a fixed amount which is pretty useless after u mp hits 100/4900 or something ).
- WE NEED MOAR SKILL EFFECTZ ( Remove endurance bullshet, if u get hit u get hit u don't fking tank it ) - Exception of krieg, hes a tank but nerf his dmg.
- Make a fixed stat amount...like 1 str = 00.05% skill dmg or something, and 1 vit = 6 hp 1 int = 6 mp and 1 dex = -00.01% cooldown. ( So if you have 10k Dex its 100% cooldown, seems fair? ) ( Vit characters are like 1 vit = 12 hp or something, they're tanks damit. and Int is u know etc...).
-Change critical hit rates....501 dex is + 20% already ( 1k de is like 21% wdf is that scaling...) 1 dex = 00.02%? ( Dex characters are double rated like 1 dex = 00.04% )
- Remove ultimate cores for ultimate skills and make the cooldown like 15-20 mins ( Regardless if your in stage or in square or offline, its 15-20 mins per use so pick ur uses wisely! ) other than that they needa input some way to interupt ( Sieg's ult is counterable and cancelable like eir's and dainns -_-, just hit them before they cast within 1 sec of time.)

windcurse 01-01-2011 11:16 PM

Making comboing is a focus in myth didn't really fix it, it was the same old same old except that Asuka was more useful and Arien became crappier. It's the focus on damage that ruined the game. Back then, moves would be more than "this move does more damage than that one but covers less area and has less cd"; for example, many of Tia's and Sieg's moves were used for utility rather than damage save for the special ones like Dfist and Backstab. Myth is the purest form of linearity and button mashing in the game, since it's the main focus of Lunia nowadays, everything centers around doing the most damage. Every skill needs to do massive damage and be unneccesarily long such as Kali's notes compared to Dainn's firebomb
tl;dr - get rid of myth

d4rka2n 01-01-2011 11:19 PM

Quote:

Originally Posted by windcurse (Post 1437351)
Making comboing is a focus in myth didn't really fix it, it was the same old same old except that Asuka was more useful and Arien became crappier. It's the focus on damage that ruined the game. Back then, moves would be more than "this move does more damage than that one but covers less area and has less cd"; for example, many of Tia's and Sieg's moves were used for utility rather than damage save for the special ones like Dfist and Backstab. Myth is the purest form of linearity and button mashing in the game, since it's the main focus of Lunia nowadays, everything centers around doing the most damage. Every skill needs to do massive damage and be unneccesarily long such as Kali's notes compared to Dainn's firebomb
tl;dr - get rid of myth

Rada...Basically I'm say this, Every character made after dacy ( Or was it krieg first w.e as long as it is before yuki ) Had nothing to do with the storyline / screwed the entire game afterwards with myth. Thats all i can say.

Seiskyo 01-02-2011 08:33 AM

I wouldn't say that the new characters messed the game up. The new chars increased the player base, in my opinion. There are enough people, who think "Nevermind this game. There is no paladin/archer/gunner/spearman etc."

Naps 01-02-2011 09:53 AM

Quote:

Originally Posted by Gladiat (Post 1436408)
Rollback to OB and game is fixed!

This :py16:

I really dislike the new viewing angles :S
And like everyone says, trash myth and everything that's related to it (damage boost, stat buffs etc)

Griever 01-02-2011 11:11 AM

Quote:

Originally Posted by Finkster (Post 1437544)
I wouldn't say that the new characters messed the game up. The new chars increased the player base, in my opinion. There are enough people, who think "Nevermind this game. There is no paladin/archer/gunner/spearman etc."

I'll have to disagree. When Allm spamreleases new characters, it shifts their focus from balancing the game and stages and focusing on actual development, to balancing characters.

Minuss 01-02-2011 12:28 PM

Quote:

Originally Posted by Griever (Post 1437597)
I'll have to disagree. When Allm spamreleases new characters, it shifts their focus from balancing the game and stages and focusing on actual development, to balancing characters.

^

I agree
10char

Endgame 01-02-2011 12:47 PM

Quote:

Originally Posted by Griever (Post 1437184)
Healing has already been nerfed in PVP to the point of uselessness. This would just be crippling Eir. Besides, healers have hax damage in PVP now so they don't really even need to heal to keep up with other classes.

Alright then, scratch that part about the healing debuffs.

crazyhealer 01-02-2011 03:06 PM

The game can't go back to how it is like in OBT. Too much difference. Well, at least bring in more raid content like bapho. Heck, do people even go in there nowadays? What this game need is more variety and more content.

Stats, Equips: Just make it the same as old times. At least give them a random stat instead of stats being reused or just double here and there. Equips stats are retarded seriously.

Stages: Since this game is based on stages, i don't know why am i soloing x-10 bosses in the early stages. As for myth, i don't see why remove it. Removing it = loss of content. What lunia need now is content. More to do other than myth. At least upgrade the old raids to suit the higher lvl. Like bapho upgrade for lvl 80 peeps or something.

PVP: Easy, everyone's skill dmg is based on lvl 1. Add in defense for pvp equips.

Now who would like to propose this idea to ALLM? Need refining though. :D


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