I stopped actively playing almost a year ago because I reached a point where I no longer had any content left to enjoy. In PVE, activities became repetitive: killing Hyperion, doing the daily SWB, and completing BM missions.
On the other hand, PvP, in addition to being practically dead, was very uneven and frustrating. Classes such as Gunner, AT, and SM have obvious advantages over the rest, while others such as Ranger or Bard have been consistently ignored.
PvP
1. Missions and motivation
It would be beneficial to implement missions that encourage PvP in the open world, both in groups and individually. This would promote participation and dynamism between factions.
2. Class Balance
The current imbalance between classes is evident. From the overpopulation of gunners to the scarcity of bards, a thorough review of the balance is necessary.
Dominant classes (based on my personal experience):
Gunner: deals excessively high damage and abuses the use of GS. Has advantages in both PvE and PvP.
SM (Spiritmaster): Although easy to use, abuses fear. While there are ways to counter it, it remains a very powerful class.
AT (Aethertech): Has virtually no counter class. Stands out for its high damage, resistance, and ease of use. Unlike the SM or Gunner, the AT has no class that directly counters it.
Less played classes:
Ranger: I don't have direct experience, but I've noticed that it's one of the least used classes.
Bard: I consider this to be the most limited class.
In PvP, it suffers from a clear disadvantage: poor skill optimization, low survivability, and dependence on level 50 gloves to obtain the necessary attack speed.
In PvE, it is useful, but always falls short in terms of DPS compared to other magic classes. Its healing function is overshadowed by clerics and chanters.
In addition, its silence skill has the longest cooldown of all classes (45 seconds).
Its level 65 armor sets do not provide the attack speed that the class needs (should have).
For all of the above reasons, it is necessary to review and adjust the overall balance of the classes, including how GS affects them.
3. PvP Instances
PvP instances should offer more attractive rewards.
Some, such as the Arena of Chaos, have been without players for years and could be removed or replaced with more useful content.
When Runatorium was implemented, the original rewards from the instance were not included. So I thought, why implement the instance if it's practically the same? It was a disappointment for me.
Incorporating those rewards (for example, the Cunax set) would motivate more players to participate.
Including the Runatorium gloves would benefit classes such as the bard, who currently has to resort to level 50 gloves to maintain their performance, this is in case the bard gloves are not updated in their respective sets.
In arenas, it is annoying when the opponent quits before starting and you don't receive the full reward.
If the opponent leaves the arena before it starts or does not enter, the player should receive the full reward.
🔹 Sieges
Currently, sieges have lost their purpose. Most players only participate to earn honor points; the strongholds themselves are no longer relevant, except to the legion that manages to conquer them.
It even seems that there are agreements between players to negotiate conquests.
Suggestions:
Reset Balaur strongholds before each siege to generate more competition and dynamism.
Grant additional rewards for actual participation in the siege, just as honor points are calculated based on individual contribution.
🔹 PvE
1. Rewards and farming
It would be advisable to expand the methods for obtaining tempering solutions, cerenium medals, and AP.
Some ideas:
Allow the possibility of obtaining a tempering in SWB (raffled among the 24 players).
Implement similar rewards in Cantalonice and other events.
Maintain the Ghera map with new camps or instances for farming AP and cerenium.
Implement rewards for killing bosses and mini-bosses on the Sarpan, Tiamaranta, and Inguison maps. Make it possible to kill mini-bosses without a group, as there are bosses that are based on groups, such as Omega.
Killing mini-bosses on those maps would be great for players in general, but especially for PvE players or those who are just starting to gear up.
And make the rewards useful, such as mana stones, BM, or some new item that can be exchanged for reward boxes.
For example:
NewItem x50 = 1 Eternal Box
NewItem x100 = 1 Mythic Box
2. New instances and equipment evolution.
It would be interesting to implement PvE instances from later versions, such as Makarna, along with a system that allows for the evolution of the Hyperion and Dainatum sets.
There was an item that consumed experience to improve armor; something similar could be applied here.
This would not only revitalize PvE, but could also have an impact on PvP, although it would need to be analyzed.
🔹 Future of the server and its version
I would like an update to version 4.8
But I don't see it as necessary, and besides, many players would regret the loss of maps such as Katalam and Danaria.
But they were able to implement Ghera, and it's a map that should be used a lot to add content and new events, which is something I forgot to mention. I think it's time to stop exploiting the same events year after year, especially since some of them are very boring, such as the Valentine's Day event and its poor rewards. And the Anniversary event shouldn't be just another event. They should consider the Anniversary to be the most important event and reward players with good rewards, not just candles that give buffs.