Originally Posted by StephanM View Post
Ah yeah, I believe that is how quest used to work right? You pick up the chest and you get the reward.
The problem is that a lot of people would reward hug bosses in order to get all the drops, since there is no trading system between players this would make a lot of people sad in a way I suppose.

But perhaps there could be a way to trade PvP weapons between players so the drop hugging would be less of a problem (if it would be implemented).


As for the suggestion of Satan:

For Survival; I would like the scaling per round experience increase but I would rather keep item drops to just Quest & CQ.
Making survival for the experience grind (so I would tone the experience from the other two modes but increase the drop rate or something).

As for PvE armor: Sounds good to me! If it only applies to PvE like weapons then it should be fine (even if it is only a little buff).

And I am not a fan of the quest combining idea.
Well, in quest at least for hunters we always try to help others to get their legendaries. It's annoy when the player that needs the item doesn't get the item cuz it's RNG. That's why i think the drop system of CQ is better, cuz it isn't RNG, and if you want it be RNG just wait til the box/chest disappears.

About survival, it feels like a waste of time. It's like 2-3 hrs without stop for only like 4-5M exp. It should give more exp per floor since it's getting more hard per every round you pass. And maybe a something that recognizes you for complete the 100 rooms, something like a symbol that replace the sword on lobby/game room, or a special JJang for it.

About armor, i've gave some ideas for it (and of other things) on that thread, basically these armors increase your hp and ap on pve modes, and depending on the category and the lvl quest of the item it gives more or less hp and ap.

But all those suggestions were totally ignored, so i don't think mcsic and dave add these things.