Showing Posts For RedHellsing.3652:
as I saied its not sure I might be wrong but the mats combination and the huge amount of gold needed for them make me think that it is the Zap
Ahmm I belive that I found the recipe for the Zap, its unknown recipe yet and I checked everywhere even wiki doesnt have it in their unknown result recipes.
Its definetly the most expensive recipe I have ever encountered.
I wont say the recipe until ill try it myself or some1 beat me to it but if it is the Zap so the mats atm more expensive than buying it from the TP normally, Trust me that this recipe is expensive as kitten and if it is truly Zap so you better buy it from TP than make it.
First of all i want to say that not all of the bosses are boring just some of them, Most of the bosses use same pattern, AOE attack which is pretty much avoidable while not spammed constantly, snipe attack which is abit hard to avoid since most of the time the projectile is small, I think that each boss/final boss should have at least 2 unique attacks for example, death ray that goes clockwise which requires to escape clockwise and not stay in one spot this effect will cancel the feeling that you are just auto attacking the boss in one place, Another example is completion of tasks as finding a hidden item in the map that will prevent the boss from healing, destroying X number of healing pillars that spawn every X time and so on.
So far bosses in dungeons have same mechanism (again most of them) dodge->auto attack>dodge and revive if someone fails.
You can also add a block mechanism instead of just dodging, For example block can neglect 50% of the damage and while you are in your blocking stance your endurance wont be filled and when you block an attack your endurance is drained by 20-55% depending on the power of the attack, This mechanism will prevent excessive use of the block, on top of that you can put a unique block ability to each weapon which cause different effect and % of blocking damage.
Those are just some of the ideas I could think of now but I am sure that if your Dev team will sit together and think about those things you will be able to come up with more.
I agree that dungeons have to be hard on explorer mode but you made them hard the wrong way, people want dungeons that are hard in term of using tactics and not auto attacking extremely high health mobs which is very annoying.
I know I am asking for a lot but please consider at least some of my ideas since I truly believe that they will only benefit to the game.