Post
DFO 'Cheonhaecheon' Update In-depth Analysis: User Feedback, Farming Strategies, and PvP Arena Highlights
This in-depth analysis covers the changes to the farming system brought by Dungeon Fighter Online's 'Cheonhaecheon' update and key user feedback.
It summarizes everything from controversies over low drop rates and excessive resource consumption to first server improvement plans and an efficient update preparation guide.
Additionally, it highlights the thrilling gameplay of Male Ranger and Elemental Master in the Arena.
aiQnA.legend
What are the main user complaints regarding item drop rates and resource consumption after the 'Cheonhaecheon' update?
What is the 'double taxation' issue raised on the first server and what are its proposed solutions?
What is the problem with 'Mist Covenant' Level 100 being virtually mandatory, and what are the proposed improvements?
Before the 'Cheonhaecheon' update, what are efficient ways to prepare characters and manage resources?
How does the newly added 'Covenant' system work in the 'Cheonhaecheon' first server, and what are its differences from existing Fusion Stones?
In Dungeon Fighter Online's Arena, what strategies and combos did Male Ranger and Elemental Master use to overpower opponents?
What is the user feedback regarding the increased 'Revelation' consumption and the inefficiency of the 'Doorplate' content?
What UI changes and convenience improvements were made in the 'Cheonhaecheon' update?
What are the main user complaints regarding item drop rates and resource consumption after the 'Cheonhaecheon' update?
After the 'Cheonhaecheon' update, users have expressed significant dissatisfaction with extremely low item drop rates and excessive resource consumption, which has increased by approximately 3 times compared to before.
Key items like 'Primeval Covenant Crystal Accessory' are difficult to obtain even after thousands of runs, and the Epic item drop rate is very low at 0.018%, leading to extreme farming fatigue.
This acts as a high barrier to entry for new and returning users.
📉 Drop Rate: Epic 0.018%, Primeval Covenant 0.003%, which is very low.
💰 Resources: Increased by approximately 3 times compared to before, leading to a heavy farming burden.
😥 Fatigue: Users' fatigue has sharply increased due to the low perceived chance of getting valuable items.
What is the 'double taxation' issue raised on the first server and what are its proposed solutions?
On the first server, items like 'Balancer's Scale' were criticized for creating a 'double taxation' problem, where they imposed an additional material consumption burden rather than the joy of obtaining a valuable item.
There was a difference in understanding between the developers and users, and to resolve this, solutions such as completely free provision, reasonable cost adjustment, or a system to mitigate randomness by allowing users to check and select rewards before consuming resources were proposed.
🎁 Completely Free: Should be changed to allow immediate use without additional cost upon obtaining an item.
⚖️ Cost Adjustment: If double taxation is maintained, the required material costs should be significantly lowered.
🎲 Granting Choice: A system is needed to check rewards before consuming resources or to definitively obtain desired rewards.
What is the problem with 'Mist Covenant' Level 100 being virtually mandatory, and what are the proposed improvements?
'Mist Covenant' cannot be transcended, making it difficult for alt characters to farm, and the Level 100 option shows a significant 2-3% difference from the base option, effectively making Level 100 achievement mandatory.
This has drawn criticism from users, who feel forced to do it, and developers should transparently disclose detailed information, such as the experience required after Mist Covenant Level 100, to alleviate user anxiety.
🚫 No Transcendence: Covenants obtained by alt characters cannot be transferred to the main character.
📈 Level 100 Mandatory: Achieving Level 100 is essential due to a 2-3% difference in final damage.
💡 Information Disclosure: Detailed information, such as covenant transfer experience after Level 100, should be transparently disclosed.
Before the 'Cheonhaecheon' update, what are efficient ways to prepare characters and manage resources?
Before the 'Cheonhaecheon' update, it is more efficient to utilize 'Yogi Tracking' or 'Record Room' rather than farming general dungeons.
'Record Room' is particularly good for raising alt characters, and it's important to clear out resources that no longer have a use, such as existing 'Venus/Nabel' materials or 'Simsungi materials', before the update.
🗺️ Efficient Farming: Utilize 'Yogi Tracking' and 'Record Room' instead of general dungeons.
🧹 Resource Cleanup: Process 'Venus/Nabel' materials and 'Simsungi materials' before the update.
💰 Secure Revelation: It's good to consistently do daily tasks to accumulate as much 'Revelation' as possible.
How does the newly added 'Covenant' system work in the 'Cheonhaecheon' first server, and what are its differences from existing Fusion Stones?
In the 'Cheonhaecheon' update, the existing Fusion Stone system is replaced by 'Covenant'.
Covenants are divided into 'Covenant of Light' and 'Covenant Crystal', and Covenant Points are obtained based on the acquired grade.
'Mist Covenant' can be leveled up through existing Mist Dragonization, and Covenants cannot be transcended, with leveling up Mist Covenant being the only farming method.
Covenant Crystals can be obtained by upgrading unique Fusion Stones and can also be transcended.
🔄 System Change: Existing Fusion Stones are replaced by 'Covenant of Light' and 'Covenant Crystal'.
🚫 Transcendence Restriction: 'Covenant' cannot be transcended, and 'Mist Covenant' leveling is important.
💎 Covenant Crystal: Obtained by upgrading unique Fusion Stones, and transcendence is possible.
In Dungeon Fighter Online's Arena, what strategies and combos did Male Ranger and Elemental Master use to overpower opponents?
Male Ranger pressured opponents with powerful combos linking various skills such as Multi-Shot, Wild Shot, and Moving Shot, notably showcasing his ability to defeat two enemies at the forefront with a Headshot and Moving Shot combo.
Elemental Master significantly reduced opponents' health with skills like Fire Road and Ice Crystal Shower, and demonstrated excellent strategic play even in unpredictable situations, including achieving a dramatic comeback victory just before the match ended.
🔫 Ranger: Achieved powerful pressure and an all-kill with Multi-Shot, Wild Shot, Moving Shot, and Headshot combos.
⚡ Elma: Reduced health with area-of-effect skills like Fire Road and Ice Crystal Shower, securing a dramatic comeback victory.
🎯 Strategic Play: Led to victory by utilizing objects and dodging skills even in unfavorable situations.
What is the user feedback regarding the increased 'Revelation' consumption and the inefficiency of the 'Doorplate' content?
The 'Revelation' consumption required for hell runs has increased by approximately 2.5 times compared to before, but the supply is negligible, giving the feeling that the actual supply has decreased.
Furthermore, the new 'Doorplate' content, while intended for fatigue compression, was criticized for its inefficient structure where even Epic Doorplates actually consume 15 times the Revelation but yield only 10 times the rewards.
Unique and Legendary Doorplates are even less efficient, urgently requiring improvement.
💸 Revelation Consumption: The 'Revelation' consumption required for hell runs has increased by 2.5 times, posing a significant burden.
📉 Doorplate Efficiency: 'Doorplate' has low reward efficiency compared to Revelation consumption and needs improvement.
📊 Multiplier Increase: An increase in the multiplier for each grade of 'Boundary of Adjustment' Doorplates has been proposed.
What UI changes and convenience improvements were made in the 'Cheonhaecheon' update?
In the 'Cheonhaecheon' update, a 'Skill Chain' system was added, allowing users to set desired skills and register them in quick slots for use.
Additionally, the skill system was improved with changes to command duplicate setting rules and reduced cooldowns for awakening skills.
The UI was also generally changed, with the addition of 'Combat Focus Mode', improved ESC key operation, and avatar dualization, among various other convenience improvements.
🔗 Skill Chain: Allows setting desired skills and registering them in quick slots for use.
🎮 Command Improvement: Duplicate setting rules changed, and awakening skill cooldowns reduced.
🖥️ UI/UX: Convenience improved with 'Combat Focus Mode', enhanced ESC key operation, and avatar dualization.
aiQnA.aiQnaRepeat