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Found 2 results for "877f0448201f384aa3b21989134743e9" across all boards searching md5.

Anonymous /vg/530261685#530268537
7/7/2025, 9:23:23 AM
Innate weapon skills in Wilds didn't go far enough.

Every weapon class should get an innate skill that increases across the board as the rarity increases for them. No more worrying about "tax skills". Just give all Greatswords Focus 1 at low rarity swords, Focus 2 at mid rarity swords, and Focus 3 for end game weapons.
Anonymous /vg/529817382#529842319
7/4/2025, 1:23:26 AM
I actually sympathize with players who are upset with the difficulty spike for 8 star monsters.

Almost all investigations you see are for 8 star monsters. The anon in the last thread complaining about how none of the optionals for TU monsters give good rewards so he has to grind them for much much longer than if he finds some tempered version with a guaranteed gem drop isn't wrong about his experience. More casual players don't want to have to grind out 8 star monsters constantly. And the thing is that it's not even skill alone that rewards you; it's RNG because you're resetting over and over for them to spawn.

One good thing the Guiding Lands did was have a constant stream of monsters in and out, but gave players the ability to craft lures to spawn certain monsters. I don't understand why this hasn't been made a mechanic in Wilds when every biome is essentially the Guiding Lands now. It seems like it'd be the easiest thing in the world for them to implement: Just have a way for players to spend guild points and materials to spawn the monsters they want, tempered or regular, which will let them fight it 3-4 times by saving the investigation. It's a lot better than having players just constantly rest to reset areas.

The non-tempered investigations are the ones that give the extra material rewards that casuals want, but non-tempered versions of the TU monsters barely spawn. I think this is a consequence of higher HR, but everyone's HR is pretty high from the base game playing since all there was to do for a while was grind Arkveld, which gave you an HR level every time, basically.

They're stuck in a spot where "hardcore" players are having an okay time at best (monster difficulty higher, but no real rewards to work towards because they got all their stuff with guaranteed drops after like two fights) and "casual" players are having an okay time at best (new monsters for them to do, but getting any new materials is a slog because content is too hard for them).