Imported from legacy Flarum.
Original author: Jetago (Flarum #331)
Description:
Might be a bit controversial xD idk but what about moving the damage reduction in zerocell zones from 1% dmg taken to, idk, 2 or 3%?
And i mean, they are sponges, i don’t think this would be a huge change, those who find it easy will continue to find it easy, and those who find it very difficult will simply find it being more bearable
These mobs still have big hp pools and deal enormous damage, we’re not turning them into porings
Why is this a good idea? What risks or downsides does it have?
I don’t think there’s any too impactful benefit other than making this content a little more friendly for non-meta class users like me
Nor any big downside other than… well, easier content and maybe more weapons and materials roaming around, depending on who you ask, this could be a benefit rather than a downside
Additional Info:


Imported from legacy Flarum.
Original author: unicorn13e7 (Flarum #1564)
increase my damage by 2 or 3 times, what could go wrong 
Imported from legacy Flarum.
Original author: fuqueiji (Flarum #998)
I’d rather make them tankier and cast slower
Imported from legacy Flarum.
Original author: Jetago (Flarum #331)
@unicorn13e7 making it x10 like in kRO seemed very ambitious
Imported from legacy Flarum.
Original author: Akin (Flarum #861)
Since over 90% of players just play meta builds with good burst and DPS, it’s always a pain for non-meta builds. Like, we like playing them but its not practical sometimes especially when there is content customization and we got left in the dust. kRO also generally look the other way in term of these non-meta builds support. +1 on topic tho, its just majority have priority I guess. If anything they may want it to be harder instead.
Imported from legacy Flarum.
Original author: hoegenaamd (Flarum #1246)
-1 from me, even though I understand the non meta perspective (I’m a non neta enjoyer as well). What I don’t like is the consequences: people will start to solo it then other people screaming where is teamwork, where is hard content, bs like those. The consequences are more of narrative and social.
What I would suggest is instance map of these maps, if you want to have custom easier content (e.g. x2 or x3 damage by 97-98% reduc setup). For solo player and/or non meta builds. One hour to three hours long max. Reduced drops.
Imported from legacy Flarum.
Original author: Jetago (Flarum #331)
@hoegenaamd meta class users already solo so no, leave the “social consequences” alone, there’s no such thing
What’s the matter with making the content enjoyable also for non-meta users? Are we doomed to suffer the custom changes that meta classes have no problem with, but make it nearly impossible for non-meta classes because of how poorly balanced the game is?
Imported from legacy Flarum.
Original author: sakura (Flarum #1074)
@Jetago erm how about making entire new map that follow kro monster stats without custom feature but maybe lower their drop rate? and the current one we have as “nightmare mode” or something?
Imported from legacy Flarum.
Original author: Jetago (Flarum #331)
@sakura Let me put it this way, Let’s suppose we put the same amount of effort into gearing our characters, we have the same exact gear, but, simply because of the classes we’ve chosen, you are able to solo zerocell, but i’m not
What you (and Sophie) are proposing is literally nerfing my possibilities just because of the class i play…
I mean, i’m not even asking for the 10% damage taken they have in kRO
I ask for a 3… %…
Imported from legacy Flarum.
Original author: fuqueiji (Flarum #998)
Description:
This is more of a rant than a suggestion. Big disparity in play when comparing shield and non-shield classes. Apply 100% uptime GTB debuff on all 4 maps, keep dispel, lower mob damage and increase HP.
Why is this a good idea?
Should level the playing field and still have party play as a more efficient farm.
What risks or downsides does it have?
Some classes might start to play alone. Something like DK, IG.
Imported from legacy Flarum.
Original author: vqv (Flarum #1273)
I think the damage from some abilities should be reduced, but abt GTB i think its okay the way its is, it would be a good idea to not be able to apply 100% resistance to anything on the map
Imported from legacy Flarum.
Original author: fuqueiji (Flarum #998)
Resistance cap is a good one too
Imported from legacy Flarum.
Original author: aewuu (Flarum #575)
Reduction/resistance cap is a lazy way to go about it. I much prefer if the monsters uses additional skills that makes it more challenging.
It’s not easy to theorycraft, and create gears based off your theorycrafting. That invalidates the people who makes the effort to min-max their characters. What would be the point of reaching higher ceiling when the ceiling is set for you.
Imported from legacy Flarum.
Original author: telu (Flarum #782)
The classes aren’t meant to be balanced, some classes are better at dealing damage than others it’s always been like this in RO. You might have forgotten that because 3rd/4th job gave everyone AOE skills but classes have a role in this game. It’s not that you’re playing non meta, it’s more that you aren’t playing your role.
ZSC might need some fine tuning with how damage works as some skills deal way more damage than other and might not behave as intended, but please please please let people enjoy difficult content and figure out a way to make your class work instead of asking for TRIPLE damage.
Imported from legacy Flarum.
Original author: Jetago (Flarum #331)
@telu The problem comes when it’s about content customization
Because in kRO, the official that we supposedly follow, they don’t deal a 1% damage, they have a 10%, in kRO anyone can farm zerocell because the damage reduction is not as insane as it is here, i’m not asking for triple the damage out of nowhere, it’s because right now i’m dealing a 10% of the damage that’s intended by kRO the official that “we are based on”, and of course you have no problem with that because you play a meta class and you have plenty of damage
So please please please, stop implying that meta doesn’t exist, let the non-meta players also enjoy the content, stop implying that i’m not playing my class correctly, and lastly, have some empathy.
Imported from legacy Flarum.
Original author: brozenwall (Flarum #614)
@Jetago I have to side with Jetago, we will never be as in an official server and we can get pretty much BiS for any class with some time investment that is why making the content a bit tankier is kind of necessary but making it 97% reduction or less so that you don’t feel that you need BiS or Meta Class to be able to farm at a good pace.
Imported from legacy Flarum.
Original author: dadalin212 (Flarum #801)
@Jetago Because in kRO, the official that we supposedly follow, they don’t deal a 1% damage, they have a 10%,
To be fair, we have easier access to endgame gears and mvp cards.
-1 to this suggestion as well as I agree with telu, imho, the difficulty with the content is less about the mob’s tankiness but more about the mob skills which even the meta classes also struggle to deal with. Sure, changing it from1% to 2/3% doesn’t sound much, but that would means the mobs would take 2-3x more damage, this would greatly reduce the zerocel into somewhere near D2 in difficulty. Take my EM (not using new book and not optimized for max damage) for example, one hit from EB whacks ~30 off mob’s hp, if change to 2/3% and some gear optimization, I can probably one shot (or close to) most mobs.
Imported from legacy Flarum.
Original author: jinbou (Flarum #618)
Yeah, with 3x dmg, one-shotting everything in Lux/Nox would be trivial, meta classes could even farm there with full droprate gears probably. I like having a challenge in endgame maps, if it just becomes another one-shot fiesta map, mobs won’t even get to use their skills, and farming there won’t feel any different than farming anywhere else. It’s better to have proper interaction with mobs and actually deal with their mechanics.
That said, it goes both ways. Easily one-shotting every mob isn’t fun, but neither is getting one-shot by every skill they use. If there’s an issue with Zerocell, it’s the damage their skills deal, rather than their tankiness.
Imported from legacy Flarum.
Original author: dadalin212 (Flarum #801)
GTB is op in it’s own way, but consider that most classes that are able to equip a shield are either squashy or lags behind in damage, there’s already a trade off. Trust me, getting killed by 1-2 cart cannon in nox/ark isn’t fun (they boom I splat) and would rather taking my chances dealing with SC’s strip in lux/vita.
Imported from legacy Flarum.
Original author: jinbou (Flarum #618)
@aewuu Reduction/resistance cap is a lazy way to go about it. I much prefer if the monsters uses additional skills that makes it more challenging.
giving them more physical skills that go through GTB sounds good 