| Intricate Mount System
Had Some Potential
| High Failure Rates
Low Dungeon Drop Rates
I suggest not wasting your time with this game.
For the first month I thought the game was amazing. But then things became less and less balanced due to the implementation of the cash shop but still it didn't set things off balance too badly. The grind for leveling wasn't bad. Although the failure rates for socketing, enhancing, crafting and mount fusion were all very high. The entire community was saying that they were probably going to put in items to increase those rates. And what happened? They did. No big deal, still didn't set things off balance too much. Besides they made a promise to the community early on that they weren't going to place anything into the cash shop that set things off balance too badly.
Not too long ago they introduced the pirate costume set. Okay, not bad. Looks nice but doesn't have any stats to throw things off balance. Not too long after that did they put in a ghost patch that added in stats to these pirate costumes. We have a problem now. The stats that these pirate costumes give is equal to having ten of the level 45 socketing items added ontop of your current stats. Along with that there was another cash shop item that allowed you to add a random extra stats ontop of that. In total the best you could get from it is +20 to all stats and +20%hp/mp. Now there's something that throws the game off balance. As well after that they added in a pet that increased movement speed and a few other stats.
What was the point of saying all that? The developers can not be trusted. As it has been determined that the developers have their own seperate agenda from the GMs. The game had a lot of potential. A lot of willing players and a bright future.
In late March they made a fatal mistake of lowering all of the drop rates by about 70%. Drops were vital to the upgrading of mounts. they claimed this to be a bug.
Now let's look at some of the gameplay itself rather than babbling about my personal issue with the developers shall we?
Grinding: Grinding in this game isn't too bad although the grind for gold and gears to feed your mounts and pets is painful especially if you do end up failing. Items drops aren't all that rare in the overworld but when it comes to dungeons you go in there praying. (Let's save the rest of this for its own section.)
Mount System: The mount system is unique and one of the things to draw you in and help keep you. Although once you realize much of it is just a cash grab it loses its uniqueness. I don't think I've ever seen a mount system like this before. It takes a lot of time to get your mounts and a lot of time to understand the system but it is really something to like about it. After a while you start to notice the high failure rates though. Failures rates increase with the level of your mount and the amount of time to get the mounts to 100% loyalty also increases.
PvP: At first the PvP was good in the game, many people on both the Firean and Azurian side would queue for Region War. After the population declined Region Wars became less popular but still were fun to partake in. Eventually some of the Firean players got bored and decided to take the war straight to the Azurian land. Okay, that's reasonable. Eventually Channel 2 (Non-PvP Channel) was implemented. Firean players began to take advantage of a bug they had found that allowed for them to kill the Azurians in Channel 2 without having the Azurians attack them first. This all lead to the decline of the Azurian population which resulted in the end of Region Wars for a long while. Eventually the developers implemented a system for Region War where if there are 10 Fireans who queued, anyone who queues afterwards is fighting on the Azurian team. This lead to another decline in an already dying game because they had guildmates fighting guildmates which was unacceptable.
Crafting: This is a big one here that turned many players away from the game. Insanely high failure rates for crafting. Increasing your level in crafting does not decrease failure rates. It only increases the amount of things that you can fail crafting. The success rate on the higher level gears and socket equipment is somewhere around 10-20%. For the lower level items I'd put the success rate around 90%. Even farming materials the failure rate of a mineral node is around 30% with some of the higher level materials being about a 10% chance of actually getting them when you succeed.
Dungeons: The first dungeon is incredibly easy. Due to the overpowered nature of the priests and necromancers a level 20 necro or priest could solo the level 10 dungeon. The second dungeon is a huge step up. Increased damage from enemies (naturally) insanely increased hp of the bosses and extremely high damage aoe attacks from the bosses and enemies. But still these are just "tank and spank" dungeons. The third dungeon is where things get tricky. Again all enemies are much tougher than before, but now the final boss can summon in back-up. The fourth dungeon is just a much tougher version of the third dungeon. It's the fifth and final dungeon where things go from "tank and spank" to "cash shoppers only". I've never been able to actually try the dungeon for myself but from what I can tell the area attack of the first boss will one hit you if you have 3000 hp or less. As a Wind Slayer is requires stacked vitality socket items to reach that much hp making this dungeon impossible to do if you don't have legendary equipments or a lot of socket items in your gear.
Equipments: This is where you get all your power from. This is an equipment based game which makes the lucky much stronger than those that aren't so lucky but highly skilled. The gear classification goes like this; White=Common, Yellow=Uncommon, Green=Set, Blue=Rare, Orange=Legendary. In reality the last three for level 15 gear it's like this; Green=Rare, Blue=Common, Orange=Uncommon. And then for all other levels the last three looks something like this; Green=Legendary, Blue=Godly, Orange=Do they even exist?. Now I know "blah blah blah, they aren't supposed to be common, blah blah blah" but when you go through about 20-30 runs of a dungeon that takes at least 30 minutes even with a highly experienced team you would expect more than just 1 gold for having done a dungeon run.
Staff: This is my biggest problem. The developers must have their own agenda that they're keeping well away from the GMs because the players never get told a thing. Many times ghost patches will be put in and after a maintenance we're realizing heals were cut in half. The reason? To balance PvP. No to fix that remove the tanking capabilities of the mages, clerics, berserkers and spirit rangers and only let templars be the tankers. Anyway off topic a bit here. Many times after these ghost patches are discovered by players they'll pull the "Oh it must be a bug" trick.
So all in all we can see that grinding isn't all that bad. But when you're grinding for mounts it can be very painful.
The mount system is unique but just a cash grab.
PvP had potential but all was lost when the developers decided to do what they did.
Crafting success rates are just about as low as the Mariana Trench.
The dungeons are boring and yield VERY little.
The staff is terrible and unreliable.
Something I forgot to mention was class balance. Elementalist, priest, necro and pyro pretty much rule PvP. Templar and Wind Slayer are near useless for PvP and not very effective in PvE either. Not much else to mention really.
All in all, this game had potential but blew it. They might as well close down the servers because there's no salvation after everything that's happened.