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CDawg

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Posts posted by CDawg

  1. If I'm understanding your post correctly, your concern is that this Fireworks event is not catered to people who have extra free time? 

    While the top prizes are indeed not necessarily aimed at people who are working and don't have much free time, the crafts included in the Vending Machine are what you would normally see in other events. I personally view the top rewards as an incentive for those who wish to go above and beyond on their farming efforts. The crafting requirements for the necessities are very generous, and all 5 weeks' worth of crafting can be farmed within 3 total hours across 4 weeks (if you choose to farm them in Busan/Centum/Antarctica for example). 

    Events are, at the end of the day, optional to participate in. You are not obligated to participate in reaching the top 5 rankings for the Fireworks event, but I believe that if you are doing the bare minimum with Code:Closers in terms of daily sectors, you will have more than enough to keep up with everything that the event has to offer. 

  2. On 1/13/2022 at 7:22 AM, thesauciestbanana said:

    #1 Basically Babel Tower with less steps. Or perhaps Army Raid but mobs are replaced with bosses.

    First and foremost time limit is simply bad concept and encourages heavy p2w to overcome it in a dungeon. Players' ability to clear dungeons in this game relies not only on purely mechanical skill but also on gear itself. In fact gear is more important here than one's ability to pilot a character. You want challenging content instead of another  Wargames aka snoozefest DPS race against timer? Make bosses hit super hard with similarly deadly mechanics that require precise perfect dodging, but do not for the love of god make them damage sponges with a goddamn stopwatch. Pot/res limits are fine though.

     

    #2 Just wait for MK raid

     

    #3 Babel with... extra steps?

    So, you essentially want to copy/paste it twice and make the dungeon not shit like it is in its current, official form. Seems rather uninspiring imo, but then again it would be an improvement over what Naddic brought.

    I can understand why you would assume having a time limit is a "bad concept", but in no way does it "encourage heavy p2w". First and foremost, C:C is quite honestly extremely generous with the rewards that are given on top of the Code:Fusion crafts, event crafts, etc. It's no surprise that a lot of the top TCP players in this server don't even have to spend a dime on this game to reach the leaderboards. The biggest factors that contribute to their TCP tend to be time and effort, not how big your wallet is. I can personally attest to that. 

    I do agree with you that having better gear does allow for people to clear sectors faster, but it is not the single most important thing. In fact, I've mentioned this before to you in a previous thread where you made a similar comment, but I'll copy paste it here again since you seem to have not understood my point.

    "If you haven't noticed already, this server is quite F2P friendly. Not only are there some people at the very top of the leaderboards without having spent a dime on the game, there are people that actually know how to play their characters which contributes heavily to their scores. Yes, whaling can help people achieve a high TCP, but that does not account for their points in war games. We've already seen how capable certain people are compared to the rest just by calculating their TCP/score ratios."

    In other words, while gear is definitely an important factor, your ability to pilot your character also makes a huge difference. 
    Ex) Violet is well known to be one of the harder characters to play; not just on a basic level, but also on a more advanced level. If I were to compare a Violet with 46mil TCP who did not understand how to pilot her well to a Violet with 44mil TCP who understood her fully, of course the 44mil TCP Violet would blow the 46mil TCP Violet out of the water (and it wouldn't even be close).
     

    I like the idea of having bosses that hit super hard with mechanics that cannot be i-framed, so that characters with few i-frames are not punished unfairly compared to those with an abundance of them. I would absolutely be okay with pot/res limits as well since I believe those would contribute to a harder custom sector. 

    ---------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Idea #1 seems like it'll be a nice "boss rush" type of content where we can finally revisit old bosses that gave us trouble back in the day, but can be appreciated as well thought out fights. Some examples of this would be:
    -Irina
    -Wolfgang
    -Hoffman
    -Misook 
    -Untouchable

    If these bosses were beefed up to the point where fully geared characters would have to go through their mechanics like old times, then I would love that. I'm sure I missed some other mechanically challenging bosses, but it's been a while since I had to go through those mechanics. You could possibly even make a Nightmare difficulty of this with various character bosses that have been introduced during events via event Hell-difficulty sectors or just include them in the 10 stage line up. 

    Since we would want everyone to have a relatively fair chance at getting all of the rewards, I would love to see some sort of system similar to the Babel one where you can obtain a certain amount of tokens (obtainable per stage in various amounts) to craft consumables, cosmetics, etc from the crafting/vending machine. That may be a nice incentive for people to tackle this custom content, much like how people still farm Nightmare Bearland for PNA material. 

  3. 10 minutes ago, Senty said:

    Thank you for the Harpy guide, the detailed information is very helpful and greatly appreciated. The combos you provided have helped me improve my DPS. I feel like I'm getting better at Harpy now haha. :harpylove:

    I'm very happy to hear that! Thank you for the positive feedback, and please let me know if you need any clarifications. :harpylove:

  4. Hello everyone! I've been working on this guide for a few days at the request of some Harpy players. I hope that this guide serves you well!

    Fair warning: it is a very lengthy guide as I wanted to make this as detailed as possible for Harpys across all skill levels. 

    https://docs.google.com/document/d/14DgGO5fWezqeHaFXtuDhqXLTXz7mCnm3DsXhF1VSG44/edit#

     

    Shoutout to @Kalifor helping me create this guide with revisions and suggestions! :harpylove:

    Please contact me via Discord (CDawg #4322) or leave a comment below if you have any questions or feedback.

  5. Very detailed guide, but I have to mention that almost all of the information listed here are very outdated. You'll want to take a look at the current end game in terms of gear, tunes, PNA, chips, skill cubes, passives, etc. If these are skill descriptions of Luna from 2019, she's gotten significant buffs lately so the descriptions should be updated to prevent confusion for any Lunas who stumble across this guide. 

  6. Great detailed guide! 

    Just a small note, however, is that you should remove the tuning option for Aerial critical damage on her core and mods. Because of the lower value (and abundance of Back forced procs on her skills), you strictly want to tune for Back critical damage. 

    I would also recommend emphasizing the importance of skill tuning on core and mods over Back damage, as the diminishing return from that tune won't yield much compared to increasing the damage on one of her main DPS skills. It's understandable if people settle for Back damage tunes if they are not willing to invest in gear skill plugs/equalizers to get Nightmare Rip.

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