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It seriously gives me a headache to read this. Please at least try to type in complete sentences without hitting enter half way through. Gunslingers/Snipers/Stalkers/Clowns were given one hand bows because on this server you are entirely too squish without a shield. None of these classes had enough damage output to make up for the fact that they couldn't have a shield. And you're wrong about people complaining. People always complain about something. There was massive debate over the one handed bows and in the end the argument for the bows won. Whitesmith, however, had a different problem. They were completely shit on by anything with range. So, to try and fix this the staff made a weapon with a buffed ranged attack AND pnuema which shuts down all ranged damage. What may have seemed like a good idea at the time is obviously not fair and has even twisted the class to make it into something that it isn't. Removing pnuema makes the class vulnerable to long range attacks while leaving tomahawk gives them a way to fight back. Lack of skill? Let's talk about lack of skill. Some of the best PvPers on the server can't do shit against a whitesmith who puts in maybe 10 minutes of thought before playing the class. Any and all ranged classes are completely shut down by rsx/gr and pnuema. Don't use champions as a counter argument example because frankly, you aren't a champion, you're a whitesmith. Champions have much lower HP and have to spam zen+ throw sphere (Which actually requires skill to do quickly) as apposed to your endless 1 click tomahawk spam. As Kyuubi said, most of the whitesmiths out there don't even cart term. Hell, I had a smith with 45k tomahawks ask me what master forger cards do the other day! It's very easy to see where the lack of skill is in this whole argument, and it isn't the 95% of the people in this topic who are agreeing to a nerf. You are right, there are ways around smith. The only ways I see to really take out a smith is: 1 coma (Always a fall back) and a fully equipped lord knight with at least some pvp skill. Do you really expect everyone on the server to fully gear an LK just to out tank the over powered smith class? That is hardly balanced. Lastly, you're selfish. Multiple valk weapons that people have donated for have been nerfed. Don't you think I would like my super stalker redux back? My 200% spiral? Sure, if I were a selfish prick who only wanted whats best for himself... However, I'm not.1 point
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Star Gladiator is one of the most underused classes on the server. They have amazing potential yet are greatly overshadowed by the other classes. I have a couple suggestions that I think should be implemented to make the class a viable option to those who are tired of the same old cliche classes. 1. Create/Implement a command that resets your oppositions. So, you made a Star Glad and you're ready to go, hell you may have even spent time making him elite, just to find out he can only really fight three classes. Opposition is the best skill for star gladiator and its limited to only 3 classes because we can not reset it. We have a command for resetting perception (@feelreset), can't we get one for resetting oppositions? I don't think it's fair to have us create multiple star gladiators on one account just so we can fight more than three classes. This is the most important suggestion. Without this the rest are still kind of pointless. 2. Buff the elite book. The elite book is in essence useless. The only use for it as it is now is if you have a thanatos card. I do more damage on my star glad with no weapon at all than with an elite book with 3 turtle generals and a civil/skel worker. Even with a thanatos on someone with immunes your damage isn't that different from the normal bare handed damage. The book needs a big buff in order to be useful. The book currently: 10 int, 15 str, max hp +5%. Suggested Change: 10 agi, 15 str, max hp+ 5%, flying kick damage + 10% 3. Increase their hp from tao. Before the tao fix my hp was almost acceptable, but now it's pretty rediculous. with 182+70 vitality i get 225k HP on skolls. On immunes I'm sitting at approximately 200-210k. This isn't enough to really pvp with. So, I would think maybe giving them more HP from tao or from a weapon. Tao Gunka currently gives SG a 30% HP boost. Suggested Change: Make this 50%-55%. (I lean more toward 50%) 4. SG valkyrie weapon. It doesn't need to be anything too special. Make them do maybe a smidgen more damage than barehanded but give them other bonuses such as HP/SP/Attack speed. If you're interested in making a valk weapon here is my suggestion: 200 atk 20 agi 20 str max hp 10% flying kick damage +12% Attack speed +20 Roundhouse kick/Tornado kick damage +30% I've geared the specs on the valk to give benefits for the auto attack and combos instead of just flying kick. You won't be nerfed by wearing the weapon because of the flying kick benefit but you'll be able to use the combos. The most important suggestion (in my opinion) is suggestion 1.0 points
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i disagree because i have one and i dont want the prices to go down-1 points
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-1 points
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I'm going to start this by being straight forward. I think the class is a bit over powered. At the moment they can spam two skills: Throw Tomahawk and High Speed Cart Ram. Both can be spammed without kiel cards thus they always have fsoldier, maya purple, and even sacred wings because of adrenaline rush. They can also use pnuema making them damn well immune to range. With their tanky attributes combined with their really high damage output they just seem a bit over powered. I get hit with 45k tomahawks from some smiths while I'm on skolls and friggs(usakoring). I understand why they were given tomahawk and pnuema. They needed a way to fight back against ranged classes, but the combination of the two skills is just too strong in my opinion. They can rsx+pnuema and spam tomahawks and there isn't anything a ranged class like sniper/stalker/clown can do. The class isn't meant to be this powerful. I believe they are meant to be support buffs and support party damage while throwing stuns on enemies.... Not high damage dealing nukers who can just hide under pnuema all day. Lastly, when buffing them you have to remember that they already have high survivability with all the yggs they can carry in inventory/cart. Here are my suggestions for change. I don't believe all of these have to be implemented.. maybe just one or two. 1. Change the pnuema on the WS valkyrie hammer to Endure. This way they can endure and walk through/away from ranged damage but are still able to be hit. Pnuema needs to be removed. (Making it a chance to cast on being hit isn't really better unless you make it like .5% because we have anti-arrow pnuema cards already and when hit with 195 atk speed you cast it like crazy) 2. Reduce the damage modifier of tomahawk. The skill is more powerful than their main damage skill (cart ram) which doesn't seem right. 3. Increase the delay after cart term/tomahawk. I know this might be some sort of skill edit but they can spam HIGH dmg with redux on which is kind unbalanced. 4. Reduce their max hp. If you want them to do high damage then make them a "glass cannon" such as champ. Champions get by just fine with 215-235k hp and whats more smiths can carry more YGGs. Last notes: I think the GM team did a great job making the class playable and fun but it is a bit too over powered. This happens from time to time where everyone jumps on a OP class bandwagon (LK super spiral, Clown tarot bow, Stalker super redux bow) and whitesmith at the moment is no different. It has become the go-to OP class for some people. The fact that its so powerful also dissolves the differences between the good smiths and bad ones (my point being you don't have to be skilled to use it). Let me know what you guys think!-1 points
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