I'll start with expanding on Riesens idea of dungeons.
Firstly I think we should have different dungeons for different rebirth stages. So as an example you have a dungeon for rebirth 500, this would mean that everyone in the "dungeon party" would have to be at least reb 500 to enter that dungeon.
A limit of 4 dungeons a day. Have tokens that add 1 dungeon charge, these could be obtainable by random chance from world bosses and from completing dungeons (also random chance).
I don't think there should be a time limit for completing a dungeon, the challenge should come from the monsters overwhelming you and it would be easier to balance and make it possible for players to duo dungeons rather than always requiring a group of 4 to complete it as fast as possible. It also feels like shit to lose to a timer. Although you could have a leaderboard for dungeon completion times to make the players come back to older dungeons if they see that someone beat their time.
The rewards should be consistent, for example 10-15 mdcs for low tier dungeons to make it worth it to complete dungeons every time, with a few rarer rewards such as exp apples and maybe even something such as spells. Have a shop where you can trade dungeon tokens for unique items.
Speaking of spells I have a few ideas for "ultimate spells" obtainable as a rare reward from high end dungeons as spellbooks, you have to get the specific spell book for the spell you want, meaning they can be traded for items and encourages players to keep them and trade it with someone that has their vocations spellbook.
Knight: Bash/Pull. When used on full attack, the knight bashes a target, sending them back a few SQM, if they hit a wall they are stunned for 1 second. When used on full defense it pulls the target on top of the knight. 30 second cooldown, bash can send people down stairs and upstairs.
Paladin: Single target execute, can only be used on players. Executes anyone below 15% health, otherwise deals no damage. 30 second cooldown.
Druid: AOE freeze, freezes the air in an area for 6 seconds, if an enemy stands in the area for 2 seconds they are frozen for 3 seconds, can only be frozen by this spell once. 45 second cooldown.
Sorcerer: It's hard for me to think of a spell that isn't already available to a sorc and one that also fits the theme of a sorc.
Firstly I think we should have different dungeons for different rebirth stages. So as an example you have a dungeon for rebirth 500, this would mean that everyone in the "dungeon party" would have to be at least reb 500 to enter that dungeon.
A limit of 4 dungeons a day. Have tokens that add 1 dungeon charge, these could be obtainable by random chance from world bosses and from completing dungeons (also random chance).
I don't think there should be a time limit for completing a dungeon, the challenge should come from the monsters overwhelming you and it would be easier to balance and make it possible for players to duo dungeons rather than always requiring a group of 4 to complete it as fast as possible. It also feels like shit to lose to a timer. Although you could have a leaderboard for dungeon completion times to make the players come back to older dungeons if they see that someone beat their time.
The rewards should be consistent, for example 10-15 mdcs for low tier dungeons to make it worth it to complete dungeons every time, with a few rarer rewards such as exp apples and maybe even something such as spells. Have a shop where you can trade dungeon tokens for unique items.
Speaking of spells I have a few ideas for "ultimate spells" obtainable as a rare reward from high end dungeons as spellbooks, you have to get the specific spell book for the spell you want, meaning they can be traded for items and encourages players to keep them and trade it with someone that has their vocations spellbook.
Knight: Bash/Pull. When used on full attack, the knight bashes a target, sending them back a few SQM, if they hit a wall they are stunned for 1 second. When used on full defense it pulls the target on top of the knight. 30 second cooldown, bash can send people down stairs and upstairs.
Paladin: Single target execute, can only be used on players. Executes anyone below 15% health, otherwise deals no damage. 30 second cooldown.
Druid: AOE freeze, freezes the air in an area for 6 seconds, if an enemy stands in the area for 2 seconds they are frozen for 3 seconds, can only be frozen by this spell once. 45 second cooldown.
Sorcerer: It's hard for me to think of a spell that isn't already available to a sorc and one that also fits the theme of a sorc.

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