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Posts posted by ADMIN
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Doppelganger is inteded to be like this because, compared to imperial which everyone should be able to finish it in a party, Doppelganger is an Event designed mostly for TOP guilds, which really need / use those consumables to min-max their performance on important events. So it's nice in our vision to be a bit more challenging than other events.
Though it may see a small nerf (10-15%) in terms of MOBS HP.
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Unfortunately there won't be any webdev anytime soon except of minimal things.
Thanks for the time you've put for the suggestion though!
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Doppelganger event has been released!
Quote from updated info:
Quote15. Doppelganger Event:
- You can join only 2 times per day (3 with VIP PRO) with the same character.
- The player is required to be in a party. Everyone from party must have at least 250 level & at least 5 rr in order to join the event.
- Everyone from party must have event invitation (Dimensional Mirror - obtained from 5x Sign of Dimensions) in order to enter event.
- It doesn't have any cooldown.
- Drop Rate of invitation pieces is low and can be dropped from monsters level 90+.
- Event is medium, you need a decent party to finish it.
- Duration: 6 minutes (starts directly after you join).
- Doppelganger is the most precious Event in terms of consumables:
Potions:
Antidotes - 50 pots per stack.
Elite SD Potions - 9 per stack, 15% SD Recovery.
Scrolls:
Scroll of Quickness: Increase the attack speed by 40.
Scroll of Wrath: Increase the damage by 200.
Scroll of Wizardry: Increase the wizardry damage by 200.
Duration: 3 hours.
Scroll of Defense: Increases the defense by 250.
Scroll of Health: Increases the HP by 1500.
Duration: 12 hours.
Elite Scrolls:
Scroll of Battle: +12% CRIT Damage.
Scroll of Strength: +8% EDR.
Duration: 1 hour.
Elixirs:
Elixir of Strength: +1000 STR
Elixir of Agility: +1000 AGI
Elixir of Vitality: +1000 VIT
Elixir of Energy: +1000 ENE
Duration: 6 hours.
Can't be stacked.Doppelganger Rewards:
2 random items from normal scrolls and potions, 40% chance for Elixir as extra reward, 15% chance for Elite Scroll as extra reward.
Note: Reward is individual, everyone has the same chances for same reward, make sure to have space! -
Get this patch, paste it over client and enter via main.exe not launcher:
https://mega.nz/file/ckx3iAIS#TYBFR1Kf0bzTi0xMolH16TYWqJnYlLmN4DHTWEX-25c
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Should be fixed as well to ask the correct stats, try again.
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DS is designed to be a KS fight, not an "everyone has its guaranteed safe-afk spot for 20 minutes".
Its original iteration from Webzen didn't had any single "spot", everyone was ks-ing each other for the same amount of monsters. We did balanced it so there's both KS & personal spots. Nothing else will be changed there, it's a fight and an event in the end.
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I may add a simulated PK level for that, we'll see on the next patches.
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It is not technically possible to restore the SD.
But should be clear that you should always have some small sd pots on you if you want to fight with 100% sd, especially that you control when you start the challenge.
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Rejected, newbies interested into *total fair* catch-up mechanic should wait & follow Wormhole.
We already do more than we should, for newbies, from all points of views (starting from exp boosts, restrictive pvp, non-pvp events, fairness gaps and so on).
Again, follow model next time.
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The following changes are up from now:
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[UPDATED] Now there's no longer a pause between Imperial Event rounds or the first minute standby of the event.
- Note: This means that once you enter you can directly start the event (without waiting 1 minute) as well as after each gate the timer starts directly and you can continue the event without waiting the extra minute.
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[UPDATED] Now the Imperial Event will be *officially* over ONLY when you kill all monsters (not only the boss monster from last round).
- Note: This is available for the records only, rewards are still given when the bosses does die.
- [UPDATED] Maximum time per round on Imperial Event reduced from 10 minutes to 7 minutes.
- [UPDATED] Medics HP & Bosses HP from Imperial Event slightly buffed.
- [FIXED] Liliputans from Imperial not correctly despawning from the Event.
- [UPDATED] Now if you start the event before the day is over (like at 23:5x+) and finish it after the new day has started, the record will be registered for the previous day not for the day you finished it.
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[UPDATED] Now there's no longer a pause between Imperial Event rounds or the first minute standby of the event.
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Hello, you need to download the manual patch (24 November) and paste it over the client.
Link:
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Patch is now live!
Let us know if you find anything wrong after it.
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Release date: 24.11.2020 at 17:30 - There will be a small server restart.
Congrats to OneWar, Snook and Venom for finishing the Stage 2.1!
News:
People that progressed through Stage 2.1 can use /stagereward to get their reward based on the progress, after the Patch is up!
Make sure to update the client via Launcher / Manual patch after it will be up.
Changelog:
- [UPDATED] You can now continue to reset up to 20 resets.
- [UPDATED] EXP for Stage 2.1 (15rr) is now removed. 15th reset does have the same exp table like 14th reset.
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[UPDATED] 3rd Newbies EXP boost added:
- 0rr: 500% EXP (constant level 1-350).
- 1rr: 500% EXP (constant level 1-360).
- 2rr: 500% EXP (constant level 1-370).
- 3rr: 500% EXP (constant level 1-380).
- 4rr: 500% EXP (constant level 1-390).
- 5rr: 500% EXP (constant level 1-400).
- 6rr: 400% EXP (constant level 1-400).
- 7rr: 400% EXP (constant level 1-400).
- 8rr: 300% EXP (constant level 1-400).
- 9rr: 300% EXP (constant level 1-400).
- 10rr: +200% EXP
- 11rr: +200% EXP
- 12rr: +150% EXP
- 13rr: +100% EXP.
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[UPDATED] Released Sign of Dimensions in drop (mobs level 90+) - for Doppelganger.
- Note: We're going to release Doppelganger Event either tonight at 00:00 or tomorrow, we are a bit late with it.
- [UPDATED] Droprate of Jewel of Bless, Jewel of Soul & Jewel of Life slightly nerfed across all maps, keeping the tier drops the same.
- [UPDATED] Illusion of Kundun has been buffed. It will also drop any ancient tier now.
- [UPDATED] Released GGDs.
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[ADDED] Banned Build at CS will now also be shown on website -> Castle Siege.
- Note: Maximum time to ban a build on Sunday reduced from 16:45 to 16:00.
- [FIXED] Some of the items that got their level modified in previous patches (like kundun / kb / etc.) were still having the initial level on client-side, showing wrong CM rates when being used.
- [FIXED] Change Race to correctly return the ML Points.
- [UPDATED] Vote now requires at least 4 resets.
- [UPDATED] Selling items on Market now requires at least 3 resets.
- [UPDATED] Now you can sell characters on Character Market that have at least 8 resets.
- [UPDATED] Now you can no longer sell Small Wings/Capes on Market.
- [UPDATED] Now you can no longer get a Target on Mercenary Quest that is already being targetted for Quest by another mercenar.
- [UPDATED] Now Event Entries will reset at 00:00 instead of 22:59.
- [UPDATED] Now after each CS Erohim will be buffed in terms of DEF & HP (no matter who is winning).
- [UPDATED] Now Reset Fruits will reset 600 points per fruit instead of 210.
- [UPDATED] Reset Fruits have been removed from Old Boxes 1 & 2.
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[ADDED] Character Lock System V2:
- Now it will also prevent the locked character to move items (from vault, character equipment / inventory / store, etc.)
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Now after you use /lock for the first time it will work like this:
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The permissions will no longer be disabled when you use /lock, basically nothing will happen in that moment.
- This means that you won't have to use /unlock every time you relog char / move from (to) gens-maps, etc.
- Now, every time you LEAVE ACCOUNT (select server, x game, dcfriend, etc.) there will be an auto-lock on your account, as long as the /lock was used at least one time.
- The password from the auto-lock is the same password you used last time for the /lock.
- After your account is logged off, the next time you (or someone else) does enter it, it will firstly have to /unlock the account in order to further use it (no matter if you/he change server, relog, etc.).
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The permissions will no longer be disabled when you use /lock, basically nothing will happen in that moment.
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This improvements are meant to help with the following things:
- Improve the quality of life for those that use /lock (so they have to /unlock the character only when they leave account instead of every time they warp to other servers, etc.)
- Provide high level of security for your account (so people that disconnect you & want to steal your things they must first pass the /unlock password).
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Note: From now on, if you choose to use this system (which is highly recommended for those that share their account/pass with others) you will have 95% security to your in-game things.
- The only things that can't be protected with /lock are the items from main-vault (which can be accessed / moved / stealed from website). Everything else (extra wares, equipment, store, inventories, etc.) are protected.
- So in order to bring it to 100% make sure to not store VERY IMPORTANT items on your main-vault (ware 0), while using the new /lock.
- Note2: All the existing locks have been removed. If you choose to use this new system you have to use /lock again.
- Note3: IMPORTANT! MAKE SURE TO NOTE YOUR /LOCK PASSWORD EVERY TIME YOU SET/CHANGE IT! IT WILL ALWAYS AUTO-LOCK WITH THE LAST PASSWORD USED ON THE /LOCK!
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[ADDED] Live Stream notice during CS.
- Note: If there will be a Live Stream ongoing during CS it will be announced (with link) every time Teams Score / TOP3 Killers / TOP3 Stampers is announced globally.
- Note2: If there is no Live Stream ongoing it will also announce that Live Stream is OFF, on the same moments.
- + Other small fixes / adjustments / improvements.
The following changes will be up tonight at 00:00 (so it won't affect the current day ranks) - except of statues reward which will be up from now.
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[UPDATED] Now there's no longer a pause between Imperial Event rounds or the first minute standby of the event.
- Note: This means that once you enter you can directly start the event (without waiting 1 minute) as well as after each gate the timer starts directly and you can continue the event without waiting the extra minute.
- [UPDATED] Now the Imperial Event will be *officially* over ONLY when you kill all monsters (not only the boss monster from last round).
- [UPDATED] Maximum time per round on Imperial Event reduced from 10 minutes to 7 minutes.
- [UPDATED] Medics HP & Bosses HP from Imperial Event slightly buffed.
- [UPDATED] Now statues from Imperial Event have a chance to drop Jewel of Chaos as well.
Dynamic Characters Balance tweaks
Based on the Council's feedback for 10-15rr & our own view related to chars, this are the following tweaks for Stage 2.1:
In order to reduce the "gap" between high level chars and lower level chars into events / challenges, all characters except RF (that will gain Level*5 ASR Level*3 DSR) will now gain Level*0.5 PvP ASR & DSR. The difference will be made in terms of AGI, which was also tweaked across all chars.
DL:
- [UPDATED] Nerfed Chaotic damage by 45%.
- [UPDATED] Buffed PvM damage by 6%.
- [UPDATED] Buffed Fire Scream damage by 10%.
- Note: We've been witnesses to DL domination since 5rr. His time is over for now and we may touch him again later on. The biggest problem on DL was that usually chaotic was bugged so we've made the balance around Fire Scream. Apparently chaotic is working up to 80% of its potential (probably the balance-load of double servers helped) so this was the main reason of such insane damage.
- Note2: What we want from DL is to have 2 type of gameplay on PvP, the higher-risk higher-reward that's based on Fire Scream (getting closer for full dps) and a weaker but safer option with Chaotic when kiting / waiting SD to be burnt and then switching to Fire Scream as finisher. After this changes, Chaotic is just a bit worse than FS, in terms of DPS (Damage*hits per second).
SUM:
- [UPDATED] Increased damage taken from rest of classes on PvP by 5%.
- Note: We're keeping the small part left of the damage buff she received but we're increasing the damage she takes, to preserve the glass-cannon identity that we want for her.
BK:
- [UPDATED] Reduced damage taken from rest of classes on PvP by 6%.
- Note: BK currently needs a bit of help to stay alive in PvP, we may remove this buff later on.
AE:
- [UPDATED] Nerfed PvP damage done to BK, RF & MG by 8%.
- [UPDATED] Buffed PvP damage done to SM, DL, SUM by 10%.
- Note: The highest DPS that AE can put on PvP depends on her close-range position, so we're nerfing the cases where she basically don't need to do anything to profit from the max dps (vs melees) and buffing the cases where she actually needs to position herself to profit from max dps (vs ranges).
RF:
- RF is currently over performing but it is as we wanted him to be, until at least next stage when we'll start looking at him. It is his time to shine.
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5 hours ago, Chukundah said:
after that , it comes down to stats + items , i dont want ur invitations for anything , what i said is not a lie , if u have better gear+stats and a good macro settings on ur gaming mouse u can perform better than someone that dont have
Those that depend on macros to play BK will never play it at its full potential, and if you as player can't pass a macro level on combo you shouldn't play BK at all.
What is actually a macro?
It is a registered sequence of keys pressed either by keyboard or mouse, or both, that goes on an repeat loop, based on the speed and etc. you initially set.
Why it sucks compared to *good* player skills?
- If you get "stucked" (which always happens on PvP, the moment your character stops from attacking by having a "hurt" animation) your macro will continue its sequence and combo will fail (as you are stucked, can't get out those skills) -> combo fails. If player skill is involved -> player does stop the combo sequence during the stuck moment and continue after it -> Combo succeeds.
- If you get stunned (by BK mace ML, sleep, ice arrow, etc.) your macro sequence will continue but your skills won't -> combo fails. If player skill is involved you can control it, either restart it if you don't have time or finish the remaining skills -> Combo succeeds.
- If you get "pushed" by either other skills (earthquake, lightning, other bk/mg weapon skills) or even by your own weapon skill (cyclone/etc.) - your character will move a bit before continuing the actions you put him to do - your macro sequence will continue but your skills won't -> combo fails. If player skill is involved, you can control it, same story.
- If you miss the cyclone skill (purely "MISS", due to ASR/DSR PvP) - your macro sequence will continue but combo won't work as 1st skill missed. If player skill is involved then you do another cyclone until you don't miss so your combo can work.
And so on, just the most important aspects where macro sucks, which are in most of cases. The only actual use for such macro where it does help is on PvM or stationary targets that doesn't attack back.
5 hours ago, Spawn said:this offer is only valid for him or any person who eats it ?
Especially for him, but for anyone that thinks he can beat good (even if rusty) BK skills with a "macro", and only with a macro. I don't neglect people's actual real skill on BK, as I know very few BKs, but for sure I know that any decent BK can beat a macro and I'm personally up to prove it anytime, and I'm sure Gion is up as well, not sure if Legion wants / have the time but he's another good BK I trust on the job.
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2 hours ago, Chukundah said:
as long every BK has a gaming mouse to create macro and adjust whit in game speed , everyone can be "OP" whit bk 👍
I invite you to create any macro you want and then choose a duel with either me, gion or legion on same build / items / and so on as you choose (2 chars cloned). If you lose you're out from this community if you win I give you 5000 credits. Normal duel first to reach 10 points. Let me know if you agree so we can set it up and stream it as well, if you don't then just never post anything as you're talking more than playing.
- Zutto and Knightmare
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I don't mind free chat topics, but the idea of having all chars same on resistance / damage is wrong.
Classes must look like following (for PvP):
Melee:
SMG: Medium to play at full potential, High burst damage, Low resistance.
VRF: Easy to play at full potential, Medium damage, Medium resistance.
ABK: Hard to play at full potential, Medium-High burst damage, Medium-High resistance.
Range:
SM: Medium to play at full potential, Medium damage, High resistance.
AE: Easy-Medium to play at full potential, Medium damage, Low-Medium resistance.
DL: Easy to play at full potential, Medium-High damage, Medium-High resistance.
SUM: Easy to play at full potential (normal PvP), Hard to play at full potential (Duel, CS): High burst damage, Low resistance.No PvP / Low-PvP, untouched builds:
EMG
ARF
ERFThen the difference between some "more similar" chars are in terms of other utilities (CS impact / roles, different events impact, buffs, etc.) and PvM / Hunt power.
Our tweaks will always keep this details in mind, as the final result.
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I'll have a look at it this days and come back with a reply.
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29 minutes ago, Phantomel said:
DL is indeed a bit too much right now. He's not lacking damage nor survivability. You should really look a bit into it. Either make him tank and nerf his damage a bit more, either cut a bit from his defense. He also has a huge range on chaotic. I wasn't even seeing him on map with camera full zoomed out and I was somehow taking damage, plus that they have the horse skill in case things get close to them. Elves started falling of, but they are still op in PVM. The rf's started scaling and actually feel decent right now. Bk has his problems with his gap closer, and I dont think they are top pvp(as they should be, considering we're not getting any credits from DS tops, it still takes us A LOT to kill a golden, no chance of getting the statue in bc and so on). Antidotes are definitely a must, and some times they are not enough and can't compete with a good SM/MG/DL who can just kite us infinitely. Strike of destruction's rate of applying the debuff is next to zero, considering the low attack speed on it and the HUGE animation time. If you chase a DL you can't hit anything on it due to the fact that we dont have any slow and our gap closer has 2 range, and sm can just slow tp kite attack. Things are a bit easier with mg's if you have antidotes and get in their range. I didn't have a chance to pvp with summoners(close to me in terms of reset) so I can't share my opinion on them. That's just my two cents about pvp right now. Overall DL feels like the jack of all trades.
L.E: I know some people will say that BK have huge damage, but come on guys, use your tools and dont stay in their melee range ^^
^ this is how a feedback should look like, when you're starting such topics, not some random rants that you are beaten by x or y (so nerf them) or that your character needs a "buff" because why not, it's free to ask for - be sure that they are ignored. So, take notes from this guy.
About DL - It is indeed true that DL still overperforms in PvP at the current stage even after the latest nerfs from previous stage and for sure will be looked into again on the next stage patch.
About BK - if people can't do 2-3 combos in a row, the character is a waste. If people can do 2-3 combos in a row (which sadly very few of current BK players can do it) they are ... hard to win against. BK is a character where mistakes can't happen (outside of bad rng of the combo hit-rate) if you want to get its full potential, even 1 missed combo can cost you your death. It is indeed the hardest character to play, gear & level, but it pays off a lot if you can master it, especially on team vs team events where buffs transforms it in a monster, hard to kill and hard to stay in its range.
About VRF - It is the easiest to play melee character from the game, that does have DPS, gap closer & ice chance on a single skill (chain drive), compared to SMG which does use 3 different skills (cyclone - gap closer, ice skill - ice, fireslash - DPS) or BK that has to master its combo skills. Apart from this reason that it is too easy to play, he's biggest weakness for PvP is that he is fully depended on having cape level 3 (which is a huge upgrade from the level 2 cape, compared to rest of classes). More than that, he's the only melee that scales into mid-late game due to skill damage % on chain instead of the pure, constant damage of SMG/BK.
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2 minutes ago, ICrit said:
You just love to hate.. Got it, lol. The balance would be kept even if alts are involved, why, cause the alts are conditioned by the same system in the same way as the newbies.
Uhm, that's a new thing to hear, putting up ALTS with w2/w3, exc sets, weapons, rings & so on versus REAL newbies with non-exc medal items means being threat in the same way, okie.
QuoteOfftopic: that MG is not me
Nickname doesn't matter, there's only one guy from Iasi with your way of "typing", MU connection & some IT knowledge, the same old ego that people who got to see it ran away. Not even mentioning the "corruption" level.
So yea, hate is never "for free", don't get me wrong.
Wish you the best.
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This is what a flex means, trying to shine with easy piece of codes that you don't have any idea if they are compatible with our emulator or not. Why Gion said that? Simple, we don't have direct source code access (which none of the respectable emulators does offer, lul), so we're limited enough to our lua extension. And, if you would even read what Gion referred to is the possibility to "make sure" that such feature would not be abused by alts / different connections from same person, but hei, why to read when we can just throw some random code and prove what we're made of.
Unless you want to impress some other people from here go for it & continue, you may get some fans. If you do it for "us", you can stop and better focus on your "projects", if they still exist.
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14 minutes ago, ICrit said:
Just implement a system where the goldens do reduced dmg and take increased dmg to/from characters that are 'lower' while they do increased dmg and take reduced dmg to/from characters that are 'higher' based on the total number of points a player has (str+agi+vit+ene+lvl-up points);
An example using lua script files and settings files from data folder or wherever you have them would be something like this:
-- monsterDmg is the dmg the monster has assigned per file settings -- minPoints is a constant that you can come up with depending on what type of golden we\'re talking about (Eg: for golden + 1 the points a player would have at 1 or 2 resets) -- maxPercentage a safeguard to not punish your higher reseted players let\'s say 500% - you can also insert a maxPoints to check against -- player - the Player object stats table that contains str, agi, vit, ene, cmd and level up points def function getDmgDone(monsterDmg, minPoints, maxPercentage, player) local totalPoints = player['str'] + player['agi'] + player['vit'] + player['ene'] + player['cmd'] + player['lpoints'] if (totalPoints < minPoints) then return monsterDmg else local percentage = minPoints * totalPoints / 100 if (percentage > maxPercentage) then percentage = maxPercentage end return monsterDmg * percentage / 100 end end -- The same function can be applied for defense of a monster against a player -- Eg function in case you want a maxPoints check also def function getDmgDone2(monsterDmg, minPoints, maxPoints, maxPercentage, player) local totalPoints = player['str'] + player['agi'] + player['vit'] + player['ene'] + player['cmd'] + player['lpoints'] if (totalPoints < minPoints) then return monsterDmg else if (totalPoints >= maxPoints) return monsterDmg * maxPercentage / 100 end local percentage = minPoints * totalPoints / 100 if (percentage > maxPercentage) then percentage = maxPercentage end return monsterDmg * percentage / 100 end end -- For the dmg taken by the golden function you just change the monsterDmg with the player['dmg'] eg: def function getDmgTaken(minPoints, maxPoints, maxPercentage, player) local totalPoints = player['str'] + player['agi'] + player['vit'] + player['ene'] + player['cmd'] + player['lpoints'] if (totalPoints < minPoints) then return player['dmg'] else if (totalPoints >= maxPoints) return player['dmg'] * maxPercentage / 100 end local percentage = minPoints * totalPoints / 100 if (percentage > maxPercentage) then percentage = maxPercentage end return player['dmg'] * percentage / 100 end end -- You are free to play with this code however you see fit and you could potentialy load the minPoints, maxPoints, maxPercentage variables from a settings files depending on the golden/monster in question -- EG (based on whatever I think may be in the code): -- in a header file, or whatever kind of file is used to populate your C/C++ structures is used -- lobj->loadSpecialMonsterSettings('...whatever path'); // this function populates the structure/sub-structure/class/whatever with multiple instances of other sub-structures/sub-classed that hold the monsterID, the minPoints, the maxPoints and the maxPercentage [from the said settings file] -- .... here goes a lot of shit ton of code for whatever purposes and stuff ... and wherever/whenever it gets to the function that computes the dmg the monster does/takes, right before they start or inside it wherever you see fit: -- .... code that's used before the call to the function to get monster dmg against player -- -- /* you can insert the mentioned above functions here like: -- here is the block of code that you would call in a way to compute that monster dmg modification -- if (lobj->SpecialMonsters->isSpecialMonster(lobj->monster->getId()) { -- char[] luaFunction = "getDmgDone2"; -- Array<vector> functionArgs[6]; -- Array<vector> playerTable = ['str' -> lobj->player->getStr(), 'agi' -> lobj->player->getAgi(), 'vit' -> lobj->player->getVit(), 'ene' -> lobj->player->getEne(), 'cmd' -> lobj->player->getCmd(), 'lpoints' -> lobj->player->getLvlUpPoints()]; -- functionArgs['monsterDmg'] = lobj->monster->getDmg(); -- functionArgs['minPoints'] = lobj->SpecialMonsters->getMinPoints(lobj->monster->getId(); -- functionArgs['maxPoints'] = lobj->SpecialMonsters->getMaxPoints(lobj->monster->getId(); -- functionArgs['maxPercentage'] = lobj->SpecialMonsters->getMaxPercentage(lobj->monster->getId(); -- functionArgs['player'] = *playerTable; -- lobj->monster->setDmg(lobj->callToLuaFunction('..path to lua file', luaFunction, *functionArgs)); -- } -- -- And that is end of the code of block -- you can use the block here before this return -- return lobj->monsterDmgDoneTopPlayer(lobj->monster->getDmg(), lobj->player, lobj); -- -- ..... other code or whatever ..... -- -- double monsterDmgDone(monster, player, lobj) { -- or you could call that block of code here to compute the monster dmg modification -- ... code bla bla ... -- or you could call that block of code here to compute the monster dmg modification -- return whateverComputedMonsterDmg // you could use that block of code as a function and wrap the whateverComputedMonsterDmg in that function -- } --
Weird flex, mister Fr33. We know what things to do and how to do them here, but thanks for the "lua lesson".
ONTOPIC: This is a hard server in the end, even though newbies does receive a lot of boosts, they must still work for what they achieve in game. After few resets goldens are easy anyway except of GGD's and BoK+5 which require way more resets to compete for them.
In the end there's wormhole for newbies that want a "fair catch-up" mechanic in terms of goldens/bosses, etc.
Feedback from Players
in Suggestions
Posted
Finally you can use your brain for constructive things apart from crying, nice.
I like this idea.
Also interesting point, thought it's either disabled for all monsters or for none, and I believe there are a lot of people that like to see HP bar of mobs outside of bosses.