Posts by Nessi

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    Hey there,



    I wanted to share my experience and opinion regarding the season server after playing it for 3 weeks.



    First of all, I’d like to say that the server was a fun project for me and I enjoyed it. I will mostly comment and make suggestions on high lvl content, since I pretty much rushed everything up to lvl 90.



    Heaven’s Liar:

    The decision to change the exp-rates was a very good one in my opinion, but I don‘t really understand why hl2, especially Zin mobs, got their exp decreased again. This makes the lvling process to reach the high lvl runs (100+) significantly harder. Sure New forest (95 map) compensates that, but if you are not playing sura the amount of time and gold you need to spend, to tank there is absurd. Imo the exp-nerf is not needed. If people want to lvl up fast they should be able to on a season server.



    95 Map:

    I believe the respawning mobs (mobs spawned by En-Tai-Annihilator) got their exp gain removed. I guess that was to prohibit afk farming there, but on the season server this made lvling to 120 a lot slower/harder, especially once the maps got crowded. Maybe increace the exp rates of Annihilators to speed up the lvling process. This increase in lvling to 120 is pretty important, because all the bosses from high lvl runs are 120 and become significantly harder without the ability to poison them.



    Devil’s Catacomb:

    One change I would suggest for this run on the season server is a 100% drop rate for the soul crystal key. The Frequency by which people can do it is already limited via the relic drop from demon tower. Imo there is no need to have a second barrier to enter the run. Especially with such high rng on the drop%.



    Hell Run:

    Due to the boss dmg and resistance in his „def state“ this is still a pretty hard run on the season server. Especially for classes other than Sura, the time and money for preparation is pretty high. I believe if he would do similar dmg as the boss in ice run, this problem would be „fixed“ for Warrior and Assasin. Furthermore I think the high bell resistance is long overdue for change (same goes for Ice run boss).



    Ice Run:

    Still a very nice and enjoyable run. One little tweak I’d suggest is making Ice Grail drop 100% from boss, similar to the Flame Key in hell run.



    Erebus Run:

    Not too hard, not too easy, good drops, low item requirements in comparison to other runs. Pretty good overall.



    Ochao Run:

    After completing this run many times I am a bit confused. The run seems still very hard overall. The 2 death rule applies, Jotun hits very very hard and overall it's a multi person run for sure. I don’t really understand why the drops from Jotun are still that bad. I was under the impression, when the Season server gets merged, people should have caught up to a degree with S1 players. I have done a good amount of Ochao runs and the drop has been very disappointing. With the few moonstones I have received, it is pretty much only depending on being VERY lucky to upgrade pvp and pve Items before the server-merge. At the current rate of drop, combined with the upp% to +9 I would probably just barely make my full set before the merge. Keep in mind I others will need much longer untill they complete their first ochao run. Imo the drops for the moonstone should get adjusted a bit. This way it won’t be a exclusive item and cost 20+ won (This suggestion is based on the impression, that Season server players should be able to make +9 high lvl gear without grinding months).



    Hydra Run:

    Still a very balanced run. Not to hard for lvl 100 chars, if they come in a group. Drops are fine. No suggestions for change here.



    Meley Run:

    Oh boy here we go again. So, this run is borderline impossible for the casual lvl 105 players. This is fine in my opinion, it should not be a easy run, if no thought has been put into the mechanic/gear for it. However, the one thing I would adjust is the entry cost. Sure, we haven’t done many runs, but so far, the drops of Flame of the Dragon have been pretty low, and considering the entry cost for it I would rate the gold gain about cutting even. Lowering the crating recipe to maybe 2/1 Fkey and 1 ice grail would help here a lot and make it possible to make a good DSS ring before the merge (blue dss rolling is no joke and a similar change has been done with the Hydra ticket). Basically no one is doing this run for profit, only if they desperately need DSS-changers. Most importantly, this change would encourage casual players to try the run, and adjust their gear while being able to test new item-sets without spending 10w+ every time they enter with 3 or more people.



    Ice Witch:

    Very hard Boss, still needs a big group, especially if it is contested. Drop is accordingly. Overall fits well.



    Overall Suggestions:



    Upgreade Materials:


    I expected this server to be a bit faster pace compared to S1, which it was. One thing that many people were struggling with, were upgrading materials. I don’t think it would harm the market if the drop rates for them would get increased. This would also solve the problem, that poly marbles are still very expensive.



    Enhance Change scroll:


    I expected the Changer drops after lvl 90 to be like the low lvl area. After all it is the most used and most important item to create and improve high lvl pvp and pve items. Giving metinstones a higher % for them would only make players, especially casual ones, unlock high lvl runs and their drops faster and more consistently.



    Sash System:


    The amount of fine cloth needed to successfully craft a 25% sash is way too high at the moment. This should not be an end game item. This spot should be reserved for a perfect Sash with good 75 weapon absorption. I managed to make 2 custom Sashes(which barely covers my own needs), while farming the best fine cloth farming spot consistently. My suggestion would be to increase the % for combining 2x 10% sashes. Or/On top of that increase the Fine Cloth drop from bosses in dungeons like Orc maze/Azrael/Ice run, on the 90 maps and for the low lvl bosses like Tigris etc..



    In conclusion the server is enjoyable, however imo a lot of my suggestions would make it a better experience for casual/new players who aim for high lvl content.



    Cheers

    Since we sadly missed out on this weeks budokan event main show, here is how it usually turned out:


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    A change to the White Flag mechanic would improve the pvp experience for sure in my opinion. Using 100+ per person per NW seems borderline abusing and takes the fun out of it.

    Ah and did I forgot to mention, that healer mage actually has 4 passive effect from S skills? thunder bold, dance with the wind, reflect an blessing. Thats right, healer mage gets 5% skill dmg, 10% crit dmg, 10% crit dmg res and 20% crit dmg increace on thunder bolt when fully buffed. (dragon mage can get 3 out of these 4, but thats not the topic here). This should not be a thing at all, since it is way too strong for anyone to have 4 passive effects, which give 20-40% crit increace on all skills + 10 crit res against everything and 10% crit dmg on hits.


    I wonder what other people think of this underpowered healer mage class at the moment.


    Ares  SoulleS  bombardieru  Shadow  Desired @basicall everyone who plays pvp.


    Maybe its time for a poll on the topic of nerfing healer mage/removing 2 of the 4 passive effects.


    Kind regards

    I'm happy someone finnaly brought this up.


    So first of all lets talk about healer skills.


    They have the highest elemental dmg on avegare compared to every other class and on top of that, every skill is a point and click, which makes it almost impossible to miss the dmg. Luckily it doesnt stop there. On top of all of this, the element that healer mages uses is ice. Ice is (besides dark and earth) almost impossible to resist since, the only way to get ice resist is via mystic stats in armour/necklace and via the dss (combinded these can make 43 res (33 is more realistic tho)). Other elements like wind... have a combind realistic res of 88. All of this combined with the very low cooldown in 2/3 and a relatively low cooldown on 1/3 skills healer mage has no right to get aoe skills again when they are S.


    Of course if the element dmg would be lowered/gets changed the aoe argument would make some sense, but lets not pretend you are here to make balanced suggestions.



    So now lets get to Natures enchantment.


    I agree it is a rather useless skill. Most classes have one of these skills tho. This was mostly fixed, by adding one of the two passive skills each class got from S skills on top of the "useless" skill. (taichi, reflect...). So the fix to make this skill usefull again would be, to move the 5% skill bonus from "dance with the wind" to "natures enchantment". Both skills would be very nice to have " after this change. The value could get increaced a bit, when it was changed from ap to magical attack i think the value didnt get adjusted.


    Kind regards

    Not really a guide, but i figured the forum was missing information about the S skills, their passive bonus and which elemental dmg they do. I guess you can discuss which order you think makes the most sense.


    Assasin:

    https://gyazo.com/2450b2bbd6712c24566f2fc97fa75e65

    https://gyazo.com/8daadfd0223b4d2683eebffb959579b2


    Sura:

    https://gyazo.com/7b67232002fdfdf8be951f3c570dbd7b

    https://gyazo.com/06c783144b2acba1fbf50c006728af68


    Warrior:

    https://cdn.discordapp.com/att…932497678356/s_skills.gif

    https://gyazo.com/8c4fd756fe7382681fd8a00657607002


    Mage:

    https://gyazo.com/aa55383aa3779fac1c91bf977e1a6d69

    https://gyazo.com/5697a62d58ef080cc05b35dfcf584e83


    Missing skills: enchant damage ( no passive, only increaces crit%), Inferno (would be nice if someone could add), Thunder Wave (would be nice if someone could add)

    then why u cry for cheaper changers or higher rate to catch 3 stats? :/ my idea its better :D buying with 10-15k tp a item wich add 30 days more on ur costume its better then buying one with 7.2 and give to general store 100-150won monthly, well this for those people wich really made costumes with 3x10 and hairstyles 10demi 2vs, and here its a quality of life, not rising chance to catch better stats

    let me be very simple: more expensive changers AND higher rates. The only thing that changes is the amount of changers you need to achive the 3 stats. The money you would spent would not be affected at all.


    Is this really that hard to understand?

    I prefer to keep it this way because is a good money sink.

    I know and i agree, thats why i suggested to increace the price by factor 2 accordingly. Less changes, same money spent.


    The 15% seems a bid odd, most of the time it costs about 6-10w to get 3 stats, so 600 to 1k changers.

    Another suggestion to improve quality of life:


    can you double the rate to get 2x stats and 3x stats into costume/hairstyle via "Reset Costume Bonus" changing? Rolling for 3 stats is very time consuming at the moment. The price should be doubled as well of course.


    PS: any chance you could tell us what the current % to get 2x and 3x stats into costumes is?



    kind regards

    Is it possible you can tell us how specific the sash system is? You said earlier, that 22% skill dmg in a weapon gives 6% skill dmg on a 25% sash. Does this mean values like 5,5 get round up to 6, or does it just display 6% and still gives 5,5% skill dmg increace? If this is the case and values get round up, does that mean, that 22, 23, 24, and 25% skill in a weapon leads to 6% skill in the sash? Also does the same apply for rarity stats? (for example 5avg becomes 2,5-->3 avg)


    Thanks

    I suggest that the marked poly in the Picture gets changed for the "To-Su" poly from map2. Materials could stay the same. It would be a real shame if the best poly in game pre update would get removed.

    I suggest that the marked poly in the Picture gets changed for the "To-Su" poly from map2. Materials could stay the same. It would be a real shame if the best poly in game pre update would get removed. Also would be great if the bonuses added are more equel for polys. Some give up to 500 ap while this one giving 75ap is pretty much a joke. Im not asking for 500ap on all, but who will care for a poly that gives 75ap.


    PS: Elspeth Black orc is no where near top 3, thanks to poor hit animation hence low attackspeed. The fact that there are below 10 on the server atm is due to the reason, that it is sipmly too expensive, compared to others, to craft them. You may ask yourself why is that? The simple answer is: The materials needed for them, which get farmed by low lvl players, already sell for a very high price.

    On that note, can you make all the old hairstyles which are crap (10vs class) into "normal" changeable hairstyles? Im referring to the ones for 2,9k tec (30d). Ofc the price should also be adjusted.


    Kind regards

    There is also Dulaan and Chris having the same title.


    The only reason i have the GA Rank in the forum is, because i wanted to change some Forums, reorganise it a little bit and didnt want to bother Dulaan or Shadow with it when i can do it on my own.

    Aha now I understand. Was just confusion, because you carry different titles ingame and on forum exclusively.

    Cheers

    I like the change to DC run A LOT. This run was never intended to get done solo. The soul stones you drop were intended to get split by 8 players evenly. Now we have a run concept that has been fine-tuned so people can farm it solo without crashing the market.

    PS: I am confusion, is Shadow or Elspeth GA of the server? Both carry the same title for a long time now. Would be nice to get some clarity on the hierarchy.

    These runs were never intended to get done solo. These are suppose to be group runs and finally are at the current state. I advise sharing those 10-15 polys among 8 player group. Ýou save a lot of money this way.