HOME > NewsNews

Impression of the legendary Mu and some ideas

MU Legend is the successor of MU Online, which is a South Korean MMORPG developed and published by Webzen Games on March 23, 2017 in Korea, and on November 7 the same year in EU, US. Developed under Unreal Engine 3, one of the most stable game engine on the market, the game features decent 3D graphics and frame rate. MU Legend continued the gorgeous character designation, especially the outfits. Dungeons in MU Legend always features massive mobs aside from bosses, in which player will enjoy the killing spree.

The player continually gives my all-around impressions along with a couple of suggestions at this point. And depending on feedback player have gotten in other forum posts player feel like you guys are listening, which makes me very delighted.So without the need for additional ado, (and to make positive this is not the size of a compact book) let's get started. The player will try to be as succinct as you can.

The Great:
The game style is excellent. Each character feels unique for the other ones, as well as the game world is beautiful.

The game has surprisingly excellent graphics for an f2p, and for one of the most aspect, it runs slightly smoothly.

Now then we are going to get booted from a server. Nevertheless, it happens so infrequently (I can count on one hand, AND it has only occurred when inside a dungeon) that it goes within the "good" column because mu legend always expects a beta to crash inside the early days. And although server populations are down, Mu legend player does feel just like the community, as an entire, supplies a lot of assistance.

The Undesirable:
Dungeon difficulty vs. the rewards. Back when the player started the game, the player could not wait to obtain for the point exactly where a player was operating these level five norms and myths.

You realize what? The rewards are just about precisely the same, minus the hassle. Player implies player can go in and DESTROY Fabrice's Garden with my 155k CP Warmage on Norm 1 and not merely is the dungeon A great deal faster (I can wipe that factor out in much less than five minutes, straightforward) however the rewards seem to be precisely the same. The same with operating rifts. The only location it seems to matter is epics, and the player thinks that is since you guys spent a lot more time customising every single level drop prices somehow. Mainly because the player does not see an algorithm controlling this. Crafting is one more huge blown likelihood, but not crafting individually. The crafting mats.

The Ugly:
The very first is when a player goes in to get a costume to give me that added bump for Endless Tower and Blood Castle only to watch it expire the following day. Listen, player hate the fact that player purchased it inside the 1st location.player do not believe the player will anymore, along with the only reason player have so far is the fact that you GAVE me the bound Redzen to buy it with. Player have under no circumstances purchased any wings. Player invests cash in platinum service, and the player may perhaps get a more quickly mount. See, these two items are not paid two win purchases. Some would argue that the storage aspect of plat service is p2w. However, it isn't. Not in a cost-free game. You guys need to make your cash somehow, and the test of irrespective of whether a buy is p2w is two-fold; does it offer you an unfair advantage more than other players (virtually exclusively pvp ) and is the game playable without it. Storage does not provide you an unfair advantage, and yeah, you'll be able to easily play the whole game with only three tabs, the player knows, the player did it all the solution to 65 on my key. However, the wings and costume fail Each of these tests. First, Endless and BC are Each too tricky in later stages with no the added bump in CP.

And second, the player can take that additional 9000 CP and destroy any opponents in pvp. Now, the pvp program is quite comfortable in its current format. But once it gets bigger and involves players controlling their characters, then the advantage needs to go away. Please do not ruin this game, which is lovely without it, by adding despicable p2w solutions. People WILL spend for platinum and mounts. And they're going to pay for exp potions. Please make the others go away. Now on to my final problem, and this 1 tests my patience. The dungeon rewards system. Player has taken screenshots of my earlier one hundred dungeon runs that give items according to performance. To produce confidence, all the things were as balanced as possible; the player only utilized clear rules for the test. The player just kept records of dungeon runs that player did SOLO, and player created sure that player played every single style of the dungeon, in the Room of Duty instances, regular rifts, and mythics. And player did poorly on half of them and got S's and double S's around the other half (reasonably effortless to do if you are running stage one). The kicker is this; it didn't matter what my score was. the player got both of my legendaries with an A score, and it was pretty even with all the rest. Please fix this, or obliterate it.