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CrimToo

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About CrimToo

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  1. CrimToo

    Tao Fix

    I really hope this Tao Gunka nerf is gonna fixed. All the wrong classes got affected by it. As someone that mains a wizard, having some hp is really important while still being able to do decent magic damage. I cant survive a full Asura anymore. I need that HP back! Meanwhile SinX and Champions and Lord Knights, the strongest classes retain the same HP and power. This really needs some further consideration and altering. Paladin seems to have about the same hp, I think I lost maybe 10k on my pally, no big deal. Other classes who deserved a bit of a reduction like GS is more balanced due to their power levels with the Vali's weapon(just an example). Professors dont need the Int that Wizards do to do the same damage due to their double bolt skill. Point being, that certain classes really need that extra bit of HP in order to survive...well, anything really with the damage that everyone is putting out with your new weapons. Combine that with the super high spam rate and its gonna be near impossible for a Wizard to play without sacrificing major magic. Please consider assigning HP bonuses individually among particular classes again.
  2. and edu..the new prof staff already has it, AND got more of a bonus on it than the wizard highness has. my complaint is that the level of the skill isnt supposed to exist. also..is that staff really just for profs? or could a wizard use voluspa''s staff too?
  3. But how do you make a skill level 5 which only exists at level 1. That's like a level 15 fire bolt, or a level 10 asura. I'm still opposed to the skill on a book weapon(should be a staff or mace maybe), but much moreso to the level of the skill . I'm by no means worried about a priest being overpowered. Ninja perhaps, if half the server starts playing it, but not priest lol. I do like the fact the the LK weapon doesn't give extra HP, that's a very nice balance to the skill damage bonuses. I'm also really curious to see what people do with the new AssassinCross sword /rice.
  4. I don't see how 4 hours could test so many different scenarios, personally. But my biggest issue is with that priest book and giving it a skill at level 5 skill which only exists as level 1... hows that going to work? I have a big issue with a given class doing more damage with a skill than the class that legitimately obtains the skill. IE stalker with rapid smite or prof with SC. I really hope the 210% on the new pally wep is enough! it looks really nice otherwise. aaand I suppose you are right about the whitesmiths, but are you sure you've tested this 40% dmg with Ct thoroughly? Isnt CT a skill which doesnt work with percentages? sounds like its like adding 40% of nothing o.O...
  5. Sorry for the double post, my net is acting up. The rest of the weps look great.
  6. LOVE THE SPRITES!, but I have some gripes straight off. First of all, giving a smith full use of Pneuma is bull, there's an accessory card that casts it plenty often. Giving them use of a skill not of their merchant class is, as I said, bull. Secondly, not only giving a priest Stave Crasher with a BOOK weapon, but making it level 5 when Stave Crasher itself only HAS 1 LEVEL, that's a lot of BS too. Love the ninja weapon but I think the extra demi damage might be too much, we'll see! I'm also not entirely sure 210% Rapid Smite damage will be enough to make it worth while to make a Paladin built for it, but again, we'll see =)
  7. Love the sprites, but I have some gripes straight off. First of all, giving a smith full use of Pneuma is bull, there's an accessory card that casts it plenty often. Giving them use of a skill not of their merchant class is, as I said, bull. Secondly, not only giving a priest Stave Crasher with a BOOK weapon, but making it level 5 when Stave Crasher itself only HAS 1 LEVEL, that's a lot of BS too. Love the ninja weapon but I think the extra demi damage might be too much, we'll see! I'm also not entirely sure 210% Rapid Smite damage will be enough to make it worth while to make a Paladin built for it, but again, we'll see =)
  8. I think that would be just fine. It doesnt matter so much that its a sword, but the high crit rate is indeed annoying, if it added dex or hit and had a reduction in luk to nullify more crit it would be a fine weapon indeed. Great suggestion!
  9. CrimToo

    Quest Raw

    Could we possibly add a slot on the new quest RAW? That's a hell of a quest for just 6% reflect whereas the vote raw, gets 12 at least. Both items fail in comparison to the various avian wings floating around, so since the quest wing has only 6% reflect I believe it'd be fair to give it a slot..if nothing else. If it were only to look cute the quest shouldn't be so immense. If not a slot, an addition of hp or walking speed would be adequate as well, anything ranging from 5-10% of either one. I really like the sprite, but it just pales in comparison to other already existing gears. It definitely needs a little boost to be worth the quest.
  10. I completely agree. This valk weapon was not created for no reason. Those who purchase it should absolutely be able to put it to use. Isn't it possible to reclassify it as a dagger? that sounds easier than finding a way to nullify crit. Perhaps giving it a bonus of -60 to -100 luk would be enough to do that. I should be able to put a Thanatos on my dex dagger/sword and not have to worry about it being overrun by critical attacks just because of the natural stat bonuses of the forsaken king gears that eeeeverybody wears D=. There has got to be a way to make the weapon usable for its intended purpose or we basically have two different sinx crit swords, which is horrible!. Seems like a easy enough fix one way or the other, lets make it happen! =)
  11. I like that 1hd Fuuma idea! giving a new wep +VIT to increase hp instead of giving ninjas themselves more hp, is a great way to solve the problem of their insanely low hp and incapability to deal with magic attacks. This would in turn make them VERY difficult to kill if they have ways of evading all physical and magical attks. Gimme more feedback on the evasion issue!
  12. I bashed your idea, you're bashing me. Big difference. You know nothing apparently. I hear ya raph, but still fun to talk about xD, especially when ppl like zero here are so blind to its possibilities! It could make everyone stronger!
  13. The point would be to make them available but still easily preventable. You wouldn't need to give up kiels to break, for example, its all melee attacking. In terms of general game play outside of woe and pvp, the change would need to be slight enough that it didn't mess anyone else' build up too badly. However, there is always something one needs to compromise to win, and so you must compensate for that using something else. Why NOT have to give up a headgear/Kiel to stay alive, instead of just seeing who can spam the fastest. Aside from Cards, we have items for these effects too. Green potions, panaceas, etc., these things cure most status ailments. I also like the idea of implementing a very low chance of them occurring, maybe regardless of the stats. ...Zero your idiocy never ceases to amaze me! If we made changes, and everyone became a WS, Sniper, or Clown/Gypsy, everyone would have to make the same changes to compensate for being affected by ailments. Wizards would not be affected by sleep or silence or stun, due to high INT, and high-ish VIT, if only so that they otherwise have a decent amount of hp. Champs and Priests can get rid of several ailments by themselves using their own skills. Sacrificing a little (maybe 20) of your main stat to support another in order to prevent stun, or sleep, or whatever it is you're most worried about, wouldn't kill you! In the case of wizards again, they have their weaknesses just like any other class. If you're someone that plays a wizard class you won't be able to use them as easily, this is true, but you wouldn't be affected by most of them either due to your regular stat build. I highly doubt everyone will want to make a smith to rape the server with, there are plenty of classes that will do that just fine with OR without the changes. If my memory serves me correctly, its only VIT, INT, AND DEX that affect which effects will ail you. STR, and AGI are irrelevant, and the only think LUK affects is freeze but you need like 300 or so to prevent it, making it pointless to have anywhere near that much LUK anyway. Donation gears that make these happen sound lame even to me. Scratch that idea! Coma already exists and works just fine at a very low chance, stfu nines!
  14. But the offending classes could be affected just as easily. None of you looked at anything else I said. Everyone would have to change their stats around. Defending and breaking alike would have to change. Without stun, for example, some classes have skills that are completely useless. It wouldn't need to be changed by much, but allowing the changes to exist, and still be easily enough prevented by changing either gears or stats would allow more classes to be usable in more ways than they currently are. I don't see how that could possibly be a bad thing. I think you just don't like the idea of charging an Emp room by yourself becoming impossible. It shouldn't be possible to begin with. Nobody should be able to tank an entire guild while breaking an Emp with 250m hp. Turning the tide of battle is exactly the idea. It should NOT just be about spamming yggs. We should all be using our entire guilds for breaking as well as defending. If you're worried about becoming obsolete by yourself, trying breaking with more members of your guild and see what happens. When was the last time anyone has tried killing everyone in their way instead of just speed potting straight to the Emp? When did WoE lose so much of its strategic element? Using stun as an example again..needing an extra 20 VIT (or INT, I believe, in the case of Silence and Sleep) or so could make all the difference in becoming immune to it; or having to use a different shield, further solving issues with having too many reductions. It seems to be a relatively simple change that could help make WoE and PvP to be not so much about pure damage. ZerO25 and Terroryst...How many White Smiths do you see on avg in WoE? Also, you are DEAD wrong about not all classes being able to use those effects. There is a card to go on weapon or armor for EVERY SINGLE EFFECT. Each and every one of them is easily accessible to anybody. I think the stun effect would balance out their "Mediocre" CT damage. They weren't given that skill to use for no reason. When was the last time u saw an Assassin Cross using Grimtooth to either help break or defend? Think about it. Nines..calling me biased as shit does you no good.
  15. I've heard many people say, in so many words, how Fro is supposed to be balanced, and proportional to lower rate servers in terms of WoE and PvP. Many have complained of the capability of 2-3 Assassin Crosses charging into your Emp room and breaking while tanking a guild of 30+ people. Breaking during woe SHOULD about taking your Entire Guild into a castle and PvPing your way to the Emp room. Does anyone else not notice that NOBODY fights in any other castle rooms other than the entrance and the Emp room? We could improve the usefulness of several classes by increasing the threshold of all stats for preventing status changes, i.e Whitesmith using Hammerfall to Stun breakers around the emperium. Status effects such as stun, curse, silence, blind, and sleep have all become obsolete and completely unuseable against anyone on the server that isn't either a complete newbie or not maximum level yet. I'm all for innovation, but I can't help but feel we have failed to reinvent the wheel here. What these thresholds are increased to will need to be discussed in detail. My own opinion may be too biased towards particular classes. We don't want to mess up necessary stat builds for anybody too terribly much. But I do indeed feel a change is needed in the way SOME classes operate, or are able to operate, in WoE and PvP.
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