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Removed Features

They took a flawed game and buried it under monetization.

We dug it out. Here’s everything we cut - and why you won’t miss any of it.


Monetization

Systems designed to sell power for real money. L-Coins. VIP tiers. Battlepasses. Premium marketplaces. All gone.

L-Coin & Cash Shop

Premium currency buying epic jewelry, enchant scrolls, and direct power. Players who paid advanced 10x faster than those who grinded the same hours.

VIP System

Seven subscription tiers. +35% Exp at the top. Monthly point decay forcing continuous payments. A rent system for your own progression.

Hunt Pass

Monthly battlepass with 280 grinding steps. Miss a month? Start over. FOMO as a business model.

World Exchange

L-Coin marketplace layered on top of regular trading. Unnecessary complexity serving premium currency circulation.

Beauty Shop

Character customization locked behind paywalls. On L2Cruma, you can look however you want from character creation.


Stat Bloat & Power Creep

Systems giving veterans insurmountable advantages. A level 1 alt with account-wide bonuses would crush a new player’s level 1. We fixed that.

Elemental Spirits

Four elemental companions requiring 200 levels each. 50-100%+ bonus damage against anyone who hadn’t finished the months-long grind.

Collection

506 collections demanding permanent item sacrifice. Account-wide bonuses creating a two-tier playerbase: those who finished the grind years ago and everyone else.

Magic Lamp

Exp lottery where grinding fills a lamp for random rewards. 10% chance for the worst outcome. Teaching players that gacha mechanics are normal and expected gameplay.

Equipment Upgrade

NPC that converted cash shop materials into tier-skipping gear upgrades. Guaranteed paths for whales, gambling for everyone else. Bypassed the entire gear progression loop.

Talismans

377 talisman items. Similar or duplicate names everywhere. Combat switching meta. Slot progression locked behind cash shop bracelets. 26-level upgrade grinds. Replaced with 6 active talismans.


Gambling Systems

RNG mechanics where bad luck destroyed hours of progress. Success rates hidden or misleading. Optimal play meant rolling dice repeatedly.

Alchemy

Item combination with 33% success. Failure reset everything to level 1. Destroyed gear to maybe improve it.

Random Craft

996+ possible outcomes. 3-7% chance for anything useful. Pure gacha mechanics in a system labeled “crafting.”

Augmentation

Life Stone gambling creating bonuses that couldn’t transfer between weapons. The result: optimal play meant swapping through 5+ weapons per fight.

Henna

126 dye options where 123 were traps. Dye Potential adding more RNG on top. L2Cruma removed all dyes - characters are always combat-ready.

Ensoul System

RNG crystal crafting with untransferable bonuses. Same weapon-swapping problems as Augmentation. Replaced with fixed Special Abilities.

Enchant Challenge Points

Paid bonuses for enchanting. Buy coupons from cash shop, get higher success rates. Whales enchanted with boosted odds while free players gambled at base rates.


Time-Gated Grind

Systems forcing you to play on NCsoft’s schedule or fall behind. Hot times. Daily resets. Attendance requirements. Your time belongs to you again.

Daily Missions

Kill 900+ monsters per day across level brackets. Seasonal resets wiping your progress. Missing days meant falling behind permanently.

Subjugation

“Hot times” with bonus rewards during specific windows. Couldn’t play at 6 PM? Tough luck. The schedule played you.

Timed Hunting Zones

Pay Adena, get countdown timer, rush through content. The best farming spots behind artificial scarcity.

Attendance Rewards

Log in daily or feel guilty. 28-day cycles designed to manufacture obligation. Rewards that punished you for having a life outside the game.


Meaningless Content

Features that added nothing but complexity and busywork. Filler quests. Instanced content. Systems exploited for alt-farming.

Quests

257 quests. Same “kill X monsters” template copied for every race. Rewards: consumables to fuel more grinding. No story, no choices, just checklists.

Instance Dungeons

Private zone copies isolating players from each other. Calendar obligations with lockout resets. Single-player content in an MMO.

Removed Races

Four Essence-exclusive classes: DeathKnight, Sylph, Vanguard, Assassin. Each broke Classic balance with unique resource systems and power curves never designed for this game.

Mentor System

“Help new players” system exploited for alt-farming. 12,000+ coins per alt. Zero actual mentoring required.

Sayune Teleports

Flying animations slower than regular teleports. Restrictions preventing use when you actually needed mobility. Spectacle over function.


What Remains

Strip away the monetization. Remove the gambling. Delete the daily obligations. Cut the filler.

What’s left is the game.

The one where your time matters. Where skill decides fights. Where you don’t need a second job to keep up.

That’s why we’re here.