RESILIENCE
Change way how resilience formula works. This is one of many Achilles Heel of this game, originaly devs were putting more and more defences by 1. making better gems and lunafrosts 2. by adding defence stats into synthesis in hiram 3. by adding even more into ancestral levels. But there is no in game existing counter towards resilience when we look at high crit damage classes - most of them were forces to swap into defence penetration builds like meele classes and mage classes for which for both types we got high basic dps just on the level of skill damage. In case of archers it is not that much easy since 80% of archer skills are having low dps output and it was designed to work along with high crit damage and small non buffed damage wont make big difference with going into defence penetration build - which was hilarious. It's not achiveable to get proper damage and it will be ever worse with mythic hiram which allows players to stack even more resilience.
Im not sure if it's 14% or 12% or 8%/per 1k resilience and can't get bellow 150% crit damage atm since devs never were clear when it goes to talking about game mechanics. When we reach the point of 13k resilience players next patch and lets assume the formula is 14%/1k res then its arleady -182, if 12%/1k then it's 156% - in both cases it's stripping all meaningfull crit damage increase making archer class obsolete. How to fix this? Either make cap on resilience or do same thing that was done on live after many patches nerfing that ammount of %/per 1k resilience.
I'm adding url to one of fairly written topics about how formula works and how was it increasing for better insight into topic:
http://forums.archeagegame.com/show...enetration-vs-Critical-Damage-(Also-2H-vs-DW)
PROFFICIENCES
There's still group of profficiences that are rewarding player with nothing but labor decrease on achieving Fame rank on them like for example: Metalworking or Exploration. To compare: people reaching Fame rank on for example Stonemason can craft Golden Dice which is a better version of Hero dice. What could be done about it?
Exploration
Profficiency was touched once and all that was done was only balancing out gold from relic packs, only other reason than going higher rank that one that allows to get shining packs is just to make copper/silver/gold keys cheaper labor wise and that's where profficiency investement ends. How about little addition to sunken chests - after interacting with them the could be X chance to summon Mysterious Tresure Chest(pretty simillar way as mining) which would be only interactable with 230k natural profficiency(by natural i mean non achived by using profficiency boost items like scrolls or armor/costume/title) plus title(the exploration title eqalivement to the Basalty title). What that Mysterious chest can contain? Relic pack like Delphinad Porcelain? Items like Sun/Moon/Star light essences? Maybe extra chance for collection breather/red and yellow larva figurehead pieces? Maybe enoan/growlin yawl/fire clad/tutrle ship design scraps which would make it great non quick accessible alternative?
Metalwork/Leatherworking/Tailoring/Weaponwork/Carpentry
Maybe putting some alternative to Kingdom's Shadows for each profficiency? Or some unique consumable buff which would be combat oriented?
Printing
Maybe ablity to craft Kyrio shop Combat Boost Scroll and Superior Combat Boost Scroll as tradeable versions?
Artistry
I have no idea what could be done with this profficiency since it's more collectors/roleplay than gear/combat focused.
LANGUAGE
Please make future change that it's arleady 20k cap or make it that the moment u reach 10k u fully understand and speak without making mistakes while using other languages than origin language. Also please fix one more thing: make able to learn language when u use that temporary (5day) +10k language prof book.
SUNLIGHT/STARLIGHT/MOONLIGHT MATERIAL GENERATION
With the future change of how castles are working there is also a change towards how archeum trees are working which will make big impact making it really hard to generate any archeum materials since opening purses is not efficent enough for that and dungeons are not yielding that much and compared to the cost of crafting gear - it will make whole crafting system choke forcing player to towards bound crafting system to avoid using these materials - in same time meaning limiting the crafts created over time. Is there any alternative that administration can make as custom change here?