Posts by LightSM

    I started playing when there was 3.0 in retail, so I prefer 3.0 and 4.0 and I agree when you say that everyone wants their own version of aion classic. I also agree when you said that we are already far from aion 2.0 due to the introduction of the two new classes. At this point they can do something interesting, or they put the bard, the gunner, the painter and the aethertech in aion classic and vice versa the browler and the revenant in the retail suitable for their respective patches in order to have two different versions of aion. Similarly with regard to the honor points system, which will be different from that of retail. Finally, I think the big difference is made by the siel, because at least at the beginning from what I know Aion could only be accessed by subscription, so putting this aspect of the siel as I proposed is an aspect present at the dawn of aion.

    We already strode too far away from Aion classic.


    It is funny how people who quit retail and came back to classic constantly shout for the changes that ruined retail to be implemented into classic.


    As it is for me, just bring back open world drops how they used to be. I wanna be able to come online, just farm some monsters with actual drops for an hour and log out. While moving all drops from mobs to daeva passes might be a nice business model and a common excuse against bots, it used to be a core part of Aion. I am very happy that I was able to reexperience that on NA with 1.5 and 1.9.


    In the end we will just have two retails, Original and Classic. Two parallel worlds, similair and yet different. Both full of kinah buyes, both full of tool users. Weird stuff.

    In reality, some aspects of retail have also been included in the classic, such as the set change system. I don't think you move away from Aion classic, if you were to add the other classes, which have been included in retail, but simply create a version of Aion in which there are aspects of retail, such as classes, but you keep aion based on the other points. The honor point system I propose is very different from that of retail, let's say that when you destroy an enemy player you get both abyss points and honor points, while if you are killed you don't lose abyss points, but only lose honor points based on rank. This will not create a problem compared to what has happened in retail. As for the Kinah and the drop of the items and it is linked that their reduction is due to the bots, if you put that the siel you have to have it mandatorily every month to be able to access the game it is obvious that there will be a heavy reduction of the bots. And this reduction of bots will be there because it is logical that even bots in order to play must buy the siel.

    Attention I want to point out that the system of honor points that is added, if the proposal passes is not like in retail where to make honor points you have to do certain things, here even by killing players at any time you get honor points, but if you are killed you lose honor points. In addition to this, the rank system from the officer star 1 up to the governor is managed through honor points and is valid for accounts, i.e. the honor points you accumulate with a class are valid for all the classes you have in your account. This is a very unique aspect and allows the player to connect with whatever class he wants to play and rank comfortably.

    I am a princess and want all things I like to be done......

    How about go and play retail? There are most of the things you suggest.....

    I don't really like retail, but precisely because it is no longer aion because of the transformations and then if for this reason I also have the retail account, but I prefer the classic.

    I answer your individual answers.

    1. I think differently, I think that these classes can still be included, but a rework of the skills must be done on them in such a way that they are not relieved, therefore that they are balanced with the other classes. To give an idea of how they can be reworked, let's consider the gunner, when he switches and switches to the cannon he is really strong, he does enormous damage, but nothing detracts, that like the mouse with skills it has less damage in pvp, that is, the validity of some skills in pvp is reduced, typical example tornado blast, even with the gunner the same can be done. So it is true that in retail they are relief classes, but they can still be balanced to the patch in question by making pvp fair. This one of the gunner is an example, but other examples can be given, such as on aethertech. This class features a skill that removes the enemy's protection. Inserting this class in aion classic will increase the cd of the skill. In Aion classic there is also the ranger who can remove protections from enemies, so attention can be put the same cd of the ranger skill also at the aethertech, so as you can see the classes can be adapted to aion classic.
    2. Here I don't see that there are 12 slots available, in fact I who switched to aion NA I have 10 characters and the available classes are 10, so be careful. I proposed to increase the slots, but the increase is always relative to the addition of other classes in Aion classic. The idea is to always have a number of slots available equal to the number of classes in the game. Example: now we have 10 classes and in fact we have 10 slots. In the event that other classes are added, such as the bard, the aerthertech, the gunner and the painter very simply the players have 14 classes available and therefore the slots will be increased to 14. This is the motivation and I am a casual player, but instead of having multiple accounts, I have all the classes in one account, this allows me to have great versatility and not to always play the same class.
    3. I know perfectly well that it is a pvp aspect and I am not a type of player who agrees with the generals of the opposite faction, but with this proposal I have moved this aspect to honor points and this is very convenient, because there are those who aim to do the governor-type rank and therefore must be careful not to be killed by enemy players, Because this involves loss of honor points, but then there are occasional players like me, who do not aim to make the rank and therefore an Abyss Rank 1 equipment is more than enough and therefore precisely because I play occasionally I prefer to connect in those two hours, go to open world, go to tiamaranta if it was inserted and do PVP and crowns, or connect and make instances or do gathering and crafting and this is precisely because I am an occasional player and therefore just for convenience I don't have to worry about losing the abyss points at least with this proposal. Look at the benefit of doing it this way.
    4. I have proposed a maximum value to avoid seeing players who accumulate abyss points disproportionately, but you believe that it is not necessary to enter a limit for me there is no problem. This information that tiamaranta is coming back is new to me, because I have only seen in retail that tiamaranta has returned, while I know nothing about the classic. well of course precisely because I am not informed of a return to the classic I proposed in fact to insert tiamaranta. I didn't even know about the limitations that will be put on the tiamaranta map and in fact I put this limitation on the abyss points.
    5. Look, it's not easy to solve the problem of bots, but limiting the drop of certain items favors bots even more, because players will rely on these players by buying Kinah in euros. Among other things, just as someone wrote, the company could itself make kinah available in the shop, but at the same time allowing it to be dropped is not wrong, limit the purchase of kinah with euros from these fraudulent players. The only source of income for them remains crafting and gathering, but on this it is not easy to find a solution to limit them.
    6. Instead it hurts and like because you can produce them with the profession and therefore you put the market in circulation in the game between those who buy in the broker, those who put them up for sale because they produce objects with crafting. All this must be kept in mind.
    7. You just didn't understand the meaning of putting honor points per account. This is the meaning. Having an account with all the classes and you can equip with each of them, it gnaws at me a bit that the governor can do it with only one of the classes in my account, when then I prefer to log in at will each of the classes available, which I have equipped and have fun and then with this proposal putting the honor points per account, I can link any class at will and rank. Very versatile as a thing. The loss of honor points is necessary, because otherwise you would see an infinite accumulation, while instead putting a loss makes sure that certain ranks such as the star 5 and the governor are achievable. As you can see I moved the loss of abyss points to the loss of honor points, because with abyss points you make abyss equipment, you buy abyss potions and everything else, while with honor points the rank.
    8. You can only make money if you reset the drop of Kinah and items. These two points of the proposal are connected, but it makes you understand that everything works well by doing it this way.
    9. Maybe I don't know if you know, but the equipment obtained in the instances is not tradeable in the slightest, similarly to the abyss and unless it is made tradable you can't pass it to the account warehouse and therefore I reserved the character's warehouse section for only non-tradable equipment. The only tradable equipment is the craftable one, but this is not a problem, because for example I have the sorcerer and I pass the crafted equipment to the spiritmaster and you can do this thing even now. The importance of having an account warehouse with a higher number of slots is due to the fact that everything you drop you can use on other classes, such as minerals and I don't have to waste 10 minutes to be able to switch from the PC's warehouse to the account's warehouse. What I have proposed is very convenient.

    With this I concluded.

    I switched to aion NA to avoid to buy the SIEL because of the absurd things inserted, but seeing empty asmodea is not really the best. I created 10 characters in my account, which are the 10 classes currently present in the game up to the browler. I thought about making money with the profession, but seeing that in open world you don't even drop a normal manastone is really depressing. It forces the player to create a second account and use haramel weekly to get 1.4kk kinah. You can never play in this way. As if that weren't enough, the Daeva pass provides everything including scrolls, so you have to wonder why gathering and crafting exist, thank goodness it's called Aion classic. I made a proposal that reports AION repopulated at least, I would have made it on the NCSOFT forum, but apparently it is empty, at least here a minimum someone logs in.

    As you know, aion classic is seeing a drop in users, due to the fact that with the patches that will now include especially the 3.0 they will see heavy changes. Aion's parent company has realized that doing so doesn't solve anything. With this discussion I propose an optimal solution that brings profits to Aion's company.

    1. insert classes such as bard, painter, aethertech, gunner
    2. increase number of character slots that can be created in an account from 10 to 20
    3. remove AP loss when being killed by enemy players
    4. insert map Sarpan and Tiamaranta
    5. Insert a maximum value of AP that can be obtained every week, a value that is not for a single character, but for the entire account. This means that even if you go into the eye of thiamaranta to make crowns and have already reached weekly AP maximums, the crowns, that players dropped, cannot be sold for AP. This limits the capacity of AP that the player can accumulate in a week, but at the same time we have tiamaranta, one of the most well-known maps in Aion.
    6. Refix item and Kinah drop
    7. Remove scrolls, kisks and so on from the Daeva Pass, because it is obvious that with crafting you can produce. you do nothing but damage the market. So Remove the Daeva Pass.
    8. insert the system of honor points to obtain the ranks up to the governor. Honor Points can only be earned when the player is at maximum level. If a player has other characters on the account than at max level. With these characters he cannot access the rank, a rank that with honor points starts from the star officer to the governor. This system must also be applied to the entire account and not to the individual character of the account, so above the character must appear the fictitious name of the account profile, so I player can log in any character of its own account and be governor with each character of account. Be careful: when you are killed by enemy players, you lose your honor points.
    9. Insert some changes in the SIEL, in particular access to the game only with SIEL. Enter the first two weeks of free play for the entire account and then those who want to continue playing buy the siel. The siel can also be obtained by players who shop and sell the siel package in-game in the broker or privately.
    10. Account Warehouse, reduce the slots of the individual PC's warehouse and increase the account warehouse slots, and enter that some slots can be unlocked with Kinah. This thing is very useful, for those who like gathering, because I can deposit everything in the warehouse and even if I log other characters I can directly take the resources, because the warehouse is per account anyway. The warehouse slot of pg will must be slot only for not-tradable equipment, like armor, weapon, accessories.




    Actually, what I'm proposing is a manastone that increases the magic attack of the book and the orb, but the maximum stone gives +5 magic attack. When you read in the stats there is also the attack parameter, which is not only for weapons that do physical damage, but also weapons that do magic damage. This value is the base damage that the orb or book does when attacking. Now keeping in mind the sorcerer. It only attacks with the book and the damage with this new manastone can increase to a maximum of 150 to a single basic attack, but you have to keep in mind that you must have a full set of peter with +5 magic attack manastone, which total makes +210 of basic magic attack. It goes without saying that if I petter with these stones, my damage with the skills is reduced, but useful in case you want to switch for that second and attack with the basic attack. The orb, on the other hand, does more base damage than the book, and not only for skills, but also for basic attack. For the orb it can be useful in case you want to make an attack from max 3 meters with a good base damage, but still the sorcerer prefers to attack with freezing wing since it does more damage with this skill.

    With the discussion that I open, I propose to insert a new manastone, the manastone magic attack. As we all know for magic classes the increase in skill damage is obtained through the magic enhancement manastone, while the autoattack of the magic class such as sorcerer and sm do not receive any increase with this manastone and therefore to enhance the basic attack of the orb and the spellbook I propose this manastone, whose values are identical to the attack one.


    Advantages switch equip to magic attack, instead of magic boost to make a stronger weapon basic attack.

    I've reworked some effects, in particular the Spirit of Magma and Storm, and in addition I've added an additional effect within the Spirit Wall of Protection skill, specifically I've proposed to increase the duration of the effect for each spirit and a reflection effect for the spirit of magma since it's the fusion of the spirit of earth and fire. The proposed values are not at all unbalanced since in 3.0 there is a new PvP equipment. In addition, increasing the values of the magic boost that spirit armor provides to the spirit is mandatory since magic suppression will be introduced, so in this way it is perfectly balanced. Spirit wall protection will be slightly for the spirit of magma since the tempest's spirit has 4 effects, the spirit of magma will also have 4.

    In this poll that I am opening, I propose some changes regarding SM. These changes make it possible to make the spirit branch valid as well, and not only that.

    The changes affect some skills and the removal of some skills. Here are the changes I propose:

    • Spiritual Harmony alias Sympathetic mind: Remove this skill
    • Spirit burn to Ashes/ Ancestral spirit flow/ Ancestral spirit self distruct/ Spirit Explosion : Reduce CD from 3 minutes to 1 minutes.
    • Spirit Armor: increase magic boost from 400 to 1000
    • New skill for spirt: this skill increases movement speed of spirit by 30%; Duration 5 minute and cd 1 minute; casting istant;
    • Change the name of the skill Spirit Wrath to Position I to Spiritual Assist and add the following effects:


    1. Increment CD from 2 minutes to 5 minutes
    2. Make this skill instant
    3. Increase the duration of the skill from 30 seconds to 1 minute, when the caster summons earth, fire, water, wind spirit, while the duration is by 30 second when the caster summons magma and tempest spirit.
    4. This skill will affect both the player and the summoned spirit, but it will have a different effect on the player depending on the spirit summoned.
    5. The effect on player, when is summoned magma or tempest spirit, is different than other spirits, because these spirits are major spirit and the effect will be very strong.
    6. For spirit: their magic boost is increased of an additional 300;
    7. For spirit: their magical and physical accuracy is increased of an additional 200 respectively;
    8. For player: if the summoned spirit is the Water Spirit, the player for 1 minute will increase Magic Boost by 250, magical accuracy by 150, casting speed by 5%, water resistance by 100, recovers 50 HP each time you receive damage;
    9. For player, if the summoned spirit is the spirit of the wind, the player for 1 minute will increase magic boost by 200, 1200 accuracy, movement speed by 5%, wind resistance by 100, immobilization resist by 200 and reduce speed resist by 200;
    10. For player, if the summoned spirit is that of the earth, the player for 1 minute will increase magic boost by 150, physical defense by 250,reduction damage taken by 5%, earth resistance by 100 and shock resistance by 100;
    11. For player, if the summoned spirit is that of fire, the player for 1 minute will increase magic boost be 200, strike resist by 50, attack speed by 5%, fire resistance by 100 and all attacks inflict 150 additional damage on up to 6 enemies within 8 m of target;
    12. For player, if the summoned spirit is that of magma, the player for 30 seconds will increase magic boost by 200, physical defence by 300, strike resist by 100, reduction damage taken by 10%, attack speed by 10%, all elemental resistance by 100 and acquire effect of circle of magma, that reflect 200 damage each time you receive damage;
    13. For player, if the summoned spirit is that of tempest, the player for 30 seconds will increase magic boost by 300, magic accuracy by 200, accuracy by 1400, casting speed by 10%, movement speed by 10%, all elemental resistance by 100 and acquire effect of circle of tempest, that increase magic damage of player by 10% and magic crit by 100;
    14. Finally, if the spirit is not summoned, the player can still use the ability, but only increases the magic boost by 100. Moreover if any summoned spirit dies when the ability activates, the activated effect is still present. Also, if more spirits are summoned after the ability has been activated, the effect will not change;
    • spirit wall of protection: duration effect skill for every spirit by 1 minute, moreover adds the following effect:
    1. for spirit magma: add other 2 effect, in particular reflection effect by 100 damage each time caster receive damage and removes Physical and Mental Debuffs;


    With this system, a skill that is not used much in battle is useful, especially for the casting time and for the little damage done by the spirit, but with these changes the magic boost achieved by the spirit will be the same as that achieved in patch 3.0, but with these slight differences in terms of the effect that the player obtains.


    The role in battle is diversified. Be careful, the accuracy values that the player acquires with some spirits may seem high, but this value has the task of allowing the player to do damage with summoned servants. As you all know, they perform a physical attack so they depend from this stat and not having precision in the orb and in the spellbook I thought of inserting this increase in this skill and for particular spirits.


    With this skill, the spirit is buffed massively, and depending on the spirit summoned, different effects are acquired by player.


    The duration of the skill and its effect are strong, but of course the CD is also greatly increased. Also note the magic enhancement values achieved by the spirit which are similar to the current ones, because with these improvements, spirit armor will increase mb by 1100, while for the rest it is provided by the spiritual Assist. A typical example is the spirit of the land which, considering both skills, reaches an MB value of 1530, obviously excluding further values due to equipment.




    For spirit damage, possible ideas, such as the spirit wrath of position skill that boosts the spirit, can be modified in this way. The duration is doubled, the values provided by the skill are doubled, and beyond that an increase in magic accuracy and physical accuracy of 500 is provided. The CD increased from 2 to 5 minutes. So a powerful buff just for the spirit.

    Not only that, as far as I'm concerned, sympathetic mind is useful up to a point. Since the character is based on the spirit, in fact master of spirits, this buff can be modified. So there wasn't a need to add certain skills. In addition, there is already a skill that provides you with any magical accuracy values with some spirits on the player, namely spirit wall of protection.

    The debate I am opening is about the spirit. As you all know, spirit damage is based on magic boost, at least as far as skills are concerned, but we also know that all spirits have a zero base value of this stat and that the only way to increase this value is through buffs that can be put on the spirit.

    Some buffs on the spirit are not always available, such as armor of light/darkness and so most of the time the spirit does little damage without spirit armor or sympathetic mind. This causes the spirit branch to not be given much consideration. Not only that, the physical and magical accuracy values without armor spirit are also low compared to the resistances and block and parry values that characters can reach. I propose a revision of the spirit and related skills.

    Changes that make it useful to have this spirit. Another revision I propose is related to the servants that the spiritmaster can summon. These servants it summons are based on physical accuracy, and most of the time their damage is completely reduced since they only block, parry, or evade. Review these skills, maybe make their damage based on the magical accuracy of the character and insert a damage, so at least indicatively you can adjust.

    I disagree. It would kill build variety.

    Aion is already very weak on the customization end of character building, and putting in more diverse stigmas helps players to find a build that suits their playstyles.

    Having enough slots because you just want everything at the same time turns everyone into the same robot with the same soulless cookie cutter playstyle within the same meta.

    Trust me, I would love to be on my Magic Boost build all day and get all the utility from the other stigmas, but I don't think that's fun.

    What you said is right, but it's only right if the slot that will be added is an advanced slot. It is necessary to specify this thing, the slots are currently 11 divided into 6 slots for basic stigma and then 5 advanced slots for the full branch. So what you say, in my opinion only happens if the added slot is the advanced one and therefore instead of 5 advanced slots they become 6, as in retail, but it doesn't happen if the added slot is the basic one and therefore from 6 basic slots to 7 basic slots.

    This argument can be more valid for magic classes since the support skills in the case of a sorcerer, for example, are all advanced stigma skills, such as elemental ward for example. For physical classes, things are a bit different. A typical example is the sin, whose support skills or at least most of them are basic stigma.

    But even in the case of the Sin, it still does not create problems, that is, an extra base stigma does not destroy the characterization, because for example a sin in magic boost branch does not acquire sensory boost by inserting an extra slot for basic stigma, so you still maintain a certain characterization of the characters, similarly for common constructions you avoid having advanced stigma skills.

    With the thread I open, I propose to insert an additional stigma slot in subsequent patches so that we have 12 in total.

    A lot may think it's similar to retail, but at least it's a lot more versatile given the hefty amount of stigma added with this version of Aion.

    With this tread that I'm going to open and deal with some abilities that are only Asmodian or Elysian. A typical example is the Sin, which has an ability that has a 10-minute DC, but this ability increases the attack if the Sin is Asmodian, while the Elysian has a chance to make two more magic resists. Other classes also have very similar skills that are different between realms. What I propose is that these skills be put for both, but that they be shared CD. This way I can choose which of the two to use according to the situation. For the SM that has the spirit of magma and the spirit of the storm, I propose that this skill should not be a DP, but rather be put in the base, 10-minute CD shared between the two spirits and lasting 5 minutes. To conclude, I'm going to put a new 2K DP for the SM, for example Wilderness rage, which is the variation present in 4.6. You make it a 2k DP with a 2 second cast time.


    Simple reasons. Wide range of choices to choose which skill to use with shared CD. Very useful in different situations. For the SM it is necessary in my opinion to make this change, otherwise it is always almost forced to have 4k DP to use the buff as well, while in this way it is easier to manage the thing. You also give me an attack skill, which is usually a variation in 4.6, but in this case as a DP it can be a great solution without exceeding in damage.

    With this thread that I am opening, I propose to make some changes on the SM, in particular some small adjustments and the inclusion of a new skill. These improvements can be incorporated into subsequent patches. The damage of the SM with this system is not increased, but it makes the spirit more suitable for a PvP.

    1. Replenish Element: In addition to restoring the spirit's HP, it removes fear and sleep and immobilitation from spirit; HP cost unchanged and inserted MP consumption by 700;
    2. Armor Spirit: I propose to increases the magic boost provided by the skill from 400 to 1000;
    3. Magma/Tempest Spirit Evocation: This skill will become basic skill; CD unchanged.
    4. New Skill DP: DoT on a single lens such as the DP 4000 from group. Same features as the other DP and CD the same.
    5. Soul Torrent: Insert this stigma, while on sorcerer to put wind spear

    To Put another slot stigma for all PG like 4.6 retail version.


    Spirit damage with this system is slightly higher and makes it more useful in PvP. I proposed to remove the summoning DP and put a 4K DP in this way to make the PET more usable. Increasing Armor spirit is useful because otherwise the spirit's MB without all the buffs is too low.