![]() ![]() But GL getting the rare gear parts you want with the extra stats the scrolls give.Ģ0min~1 hour long consumables that boost elemental damage+20%, damage+10%, HP+50%, stats+20, etc.Ĭonsumables that provide unlimited FP or MP. There is a very slim chance you might drop gear with this from monsters. Scrolls that add +1~+4 stats to your equipment. Guilds with more whales have advantage by default, since they're done leveling significantly faster and can focus on gearing/stocking while you non-paying scum waste more time getting there.Īnd having said that, the cash shop already offers the following convenient (lol) advantages, some which are only in leveling and some which most certainly affect the competitive parts (giant hunts and guild siege): You will also be ready for SIEGES faster. You will be ready for the boss farming faster than non-whales, which again gives you looting advantage over non-whales. You will be ready for giant hunts faster than non-whales, which gives you looting advantage. Because you go by those levels so quickly barring a few exceptions based on builds that use lv45 sets past the 60s, the gear is irrelevant and so are the upgrades. You will not even need to bother with half or the entirety of the Lv1~59 rare gear checks, completely ignoring the players who want to sell said gear in the market. So when you add in a bunch of items, tied to the cash shop, that allow you to cut corners and progress faster, you're already wrecking the balance of the gameplay experience. Remove that and you get very little playable content. ![]() Leveling and gearing up is the bread and butter of Flyff content. Flyff Universe just came out so you have a bunch of bizarre zealots who insist it's not pay-to-win, now using a made-up term "pay for convenience". Like every freaking freemium MMORPG that comes out, we have the usual cycle ranging from denial to acceptance. The build flexibility is easily one of the game's biggest strengths.Īnd here we go. Knights were clearly designed to be "the" tank class, but you can build them as 1vs1 dps as well, or you can build a billposter to focus on tanking, or even a Ringmaster. On the upside Flyff is the type of game where every class has more than one viable build. "whack monster and monster locks on you" is not enmity management, this isn't 2004 anymore FFS. Some fool few posts ago tried to say there was enmity management in Flyff. "Tank" in Flyff only means "person who attacked first and has HP/self-buffs to survive long enough to be healed". Dungeons are essentially just more areas to grind in. Technically yes, but you progress faster in a party.Īgain, 2 bosses and non-instanced dungeons. (Enjoy being in a party where the leader refuses to change item distribution) The downside is that the whales in your party with faster pick-up pets will steal your loot often during leveling and Gala expects you to just suck it up and buy your own 200% pick-up speed pet to counter it. On the plus side Universe at least pushes players to level in parties, active parties. You get 2 bosses you fight for their gear and a silly excuse for pvp that is a big circular arena with 3-life system where everyone uses consumables up the wazoo and run in circles while jumping like they're in the moon until they can tab target someone then spam 1 skill or 1-shot non-tanks with their Billposter class. It's more shallow in Universe since it's missing the endgame from v18+, and even then the endgame is still pretty barebones in the original. Ok, since some Gala shills showed up, I guess I'll answer everything like a sane person who knows better designed games with less predatory practices exist. ![]()
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