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Shaiya EP8, but drastically changed!

Discussion on Shaiya EP8, but drastically changed! within the Shaiya Private Server forum part of the Shaiya category.

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Shaiya EP8, but drastically changed!

Hello everyone,

I played Shaiya a long time ago and I saw that recently they launched the game again. I also noticed that other older games are gaining popularity and that got me thinking.

I believe that I have identified the key areas in which Shaiya needs enhancements to become an ultra popular game.

Key areas of improvement:
- Character Depth
- Combat System
- Gear System

Let me elaborate this what I mean.

Character Depth
As far as I remember, the character building and class system is pretty basic. Depending on the class, the player just puts all points into STR, INT, etc..

In my opinion, this needs to change to enable users to experiment with builds and create thousands variations.
Example: I believe the only viable option for Priests is to play as a healer. This needs to change!
There is no need to add some complex damage skills to make this happen. Instead, passive skills that boost stats, buff skills can be added to create sort of sub-classes for each class. Let me clarify that further.
Players have the option to combine different passive skills to make different builds for priests, like damage priest, buff priest, healer priest, tank priest, etc.. Also, skills points are reduced per level and should be obtainable by completing complex quests. This will create an environment where players will have to make trade offs on which skill to pick. For the damage priest, the players would learn and upgrade skills that would boost their INT stats, mana pool, and similar. Most of the buffs for other classes should be removed and added to the priest, that will create another buff priest class for example.
These changes should be applied to all classes to give players the possibility to create various new character builds.

Combat System
The combat system should receive a few changes as well, just to create a bit more complex interactions.
Example: Magic Arrow should have a cast time of for example 1 sec. Then players would have to really watch when they should use the skill in PVP. Also, players who will relay mostly on that skill will probably learn and upgrade a passive skill that will reduce their cast times. Basically, active combat skills should receive minor nerfs and then can be boosted with the passive skills.
This should result in a little bit more complex combat system that should result in better PVP.

Gear System
This is also an important one.
All gears should have the same yellow stats and they should be drastically reduced.
Also, for example, all fighter weapons should have the same ATK power and all weapons should be LVL1. This should result in creating gear diversity and will allow players to wear any gear they like.
Additionally, all gear should have the same number of linking slots and since the yellow stats are matched and drastically reduced, the orange stats should be increased a lot more. Also, no weapon or piece of armor can have max orange stats, instead the players will user recreation runes that are farmable and try to get better stats. This will create a more dynamic environment where nobody is maxed and everyone has trade offs that they need to make, to make their character stronger.

I think that the proposed changes are nothing new and should be configurable, but I am not sure and that is why I am here to get guidance from you guys.

Bosses, drops and other stuff will of course be adjusted based on the above changes.

Can this be done? Is anyone with experience interested in the project? Do you think this is a good idea?

Thank you!
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