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Gaddy

Member Since 21 Feb 2004
Offline Last Active Today, 03:16 AM
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Posts I've Made

In Topic: Training Weapons, 1A

24 January 2026 - 01:17 PM

I agree.

 

Area Mastery and Area-Weapons:

Area-specific gear seems like the next step in making it to where the game has longevity, and crafting would be a route to force that to be a mastery topic. (e.g. - You've beaten the area and bosses enough to craft gear they drop into gear to kill them more quickly.)

 

Torch:

Rangers and mages would benefit greatly from a "Torch" replacement since Flaming Arrow and Flame do not have the modifiers they would in a more sophisticated system. Sadly, it seems very doubtful since rangers get a lot of bias against them since old times had them OP and PK-focused. 

 

Mana:

I think another concept would be to have more monsters drop mana. The sprinkling of gold-swap drops around the game has been a nice innovation, and I think players have gotten used to them enough for it not to be making tons of litter, but Short Swords, Spider Venom, and some others still seem too frequent for the low value and inventory space. I'd rather see large mana drops off training monsters so that mages and clerics could have more sustainable training.

This would better balance mana-users in training, especially in areas that require keys or longer trips to reach. It doesn't boost their damage or speed - just ability to participate by having mana be less of a constraint.

Mana drop recommendations: Pygmy Statues, Torturers, Modern Art Sculpture, Demonic Soldiers, Tomb Spirits, Skeleton, etc.

 

 

Of these, I think the area-specific weapons would be the best addition. In my opinion, more multipliers make things more fun to make, and I think more crafted gear extends the game well.

You can also adjust which classes can use the weapons as a way to support class diversity, training, etc.


In Topic: Training Weapons, 1A

22 January 2026 - 11:54 PM

Yea, damage multipliers are way more powerful than base damage or stat mods. It definitely makes many boss drops feel pretty pointless in comparison.
On Main, thats kind of balanced with crafting and coin trades, but it would make it harder if it took a group to get the drops rather than being a quick solo run like it is on Main.

In Topic: Training Weapons, 1A

21 January 2026 - 02:50 AM

Looking at the other post, it seems like you think I requested the Erebus Lance nerf. Thats a complete misunderstanding of the situation.
I pointed out Boo to staff as a crit that appeared to have too much XP for the game time. I was saying that I thought staff or someone may have cheated. I flagged similar concerns with staff behavior earlier on 1-Alt and Main.

As I said in that post, I am in favor of faster training, and I didnt ask or bring up nerfing the Erebus Lance. I disagree with making training even more of a grind.

However, Stig said he thinks it is good for leveling to be such a long task in that post. And even though it seems like he is the only one with that opinion, hes the one who decides about updates. So, we are all out of luck on the topic unless he feels differently one day

In Topic: Training Weapons, 1A

20 January 2026 - 11:40 PM

Which Main player requested nerfing of weapons or training gear? They should be on everyones PK list for that nonsense.
Neither Main or 1-Alt seems to need to be made less playable or to have training drawn out even more. I do not know why the training weapons were nerfed, butso it goes.

In Topic: Main Xp Token Request

16 December 2025 - 07:32 PM

Really cool to see Kashtils Key added to Main.
I would still really like to see it broadened through the concept posted and supported here though