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Showing content with the highest reputation on 10/28/18 in all areas

  1. AHHH! I'm truly stoked and happy for AN UPDATE, thanks for keeping it lively and shout out to them future updates to come, love you guys a lot! ❤️
    1 point
  2. Hello and good day. I have read your suggestion and I think you need to be more specific to which audiences you are targeting and what kind of changes to balance these classes that you may have. Insert your suggestion to each char and accompanied by the reason/point why you suggested that. It make it easier for developer to accept and adjusting according to what you suggested and don't forget to tag GM Genesis and Developer Team in your suggestion headline. For example: 1.Remove Allows use of Guard Lv. 4 from SG's and TK's Dragonist Armor. Reason: As c0okiee has pointed on the same topic in suggestion forum, SG and TK has already got Tumbling skill (When you leave this skill ON, there's 20% chance of dodging an enemy ranged Physical or Magic attacks. It is not removed after death). There is no reason to add skill Guard LV.4 (which block an attack at 18% Chance with 0.3 delay) to them as it is redundant and make them very tanky. 2. Reduce ranked TK's HP (from tripled Maximum HP and SP to double Maximum HP and SP if possible by the system) Reason: There is a point from gunxsword11's view on TK. Ranked TK has very high HP due to ranker (Any LV 90+ TaeKwon Ranker players will have tripled Maximum HP and SP, and be able to use all of the TaeKwon skills). It wont be surprising after the latest enchantment updates that a Ranked TK's HP with full enchantments can reach 700K+ HP which is equivalent to a normally-equipped paladin. Now, this is the pinnacle of OP-ness. The reasons are that they are combat, melee, high damage output char with very high HP to back them up alone. It is like having a paladin to tank a whole guild at the same time they have the damage and skills (single enemy:bless ring) or (multiple enemies:cursed ring) to kill those who attack them or the defending enemies. Ranked TK can be considered as One Man Army in WOE. At double HP, their HP should be within 500K+ which is higher than a LK but lower than a paladin. 3.Reduce the damage of Full-Enchanted Champ. Reason: Well I know this is not within the suggestion topic. After reading what Nas has written above, champ do need some adjustment. As Nas said "champion is the winner. With end game items on it, it's like walking grim reaper(anything passed it basically ded). (50% people was on 2ol for this reason) *with unneeded of kihop". After the enchantment update, a full champ's asura is now capable of killing any chars lower than 350k HP on GR+TGK, 2 Rays, 1 Usakoring Frigg or any paladin with normal-equipped with GR+TGK, 1 Ray+1 Skoll, and GTB frigg. Yet, they do not need a party filled with 30 members on a map for the skill "Kihop'' to add the damage. Thus, you got 1 grim reaper that can 1 hit kill most people in PVP. This is just an example of a suggestion that is easier for people to understand with the points and reasons given.You should also welcome other reader's replies. Then you need to defends all of your points which each of their counter-arguments they might bring. DONT EVER reply like this: " Case close" Because its not even a solid argument and its counter-productive. That's all from me and the people who given the points like c0okiee, gunxsword11 and Nas. Thank you for reading it.
    1 point
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