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Shadi

Forsaken Supreme Counselor
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Everything posted by Shadi

  1. Seems to me like you're extremely bad informed regarding alliances. Both house of tards and predation do not have any alliance or agreement with the other mentioned guilds. As for the way things are at woe right now. The 2 major guilds on the server are allied to each other. The biggest guild (Unde) is allied to the second biggest (RTF, though both guilds are close in numbers) and third biggest guild on the server (Bad company). The second biggest guild(RTF) is only allied to the first biggest guild(Unde). These 3 guilds together are about 85%+ of all active WoE people. Leaving the other 15% in seperate smaller guilds. People are complaining because even if all smaller guilds would combine they would hardly even reach 1/4 of the members from the huge alliance that's currently there. Now during US woe there's not much of a problem since there's multiple castles but for example eu woe or WoE 2.0 the outnumbering of such a huge alliance simply breaks WoE. So what other options do the small guilds have? Indeed, joining one of the big guilds. But then what ? There'd be only 2-3 guilds on the server and they are practically all allied to each other. Which means nobody would be fighting during WoE anymore. Bottom line, unfortunately it's just waiting for one of the alliances to break. In my opinion this doesn't have much to do with the emp's HP. It's more about the guildleader's mentality. Instead of wanting a challenge they prefer waiting at the emp for an entire hour and securing their castle. It's understandable, cause they want the drops. But at the same time it ruins fun for everyone that plays woe for fun instead of drops only. As for the redirection. Isn't it better to have each suggestion in a seperate topic ? This way they can accept/decline each suggestion individually instead of having to accept 2/3 of a topic but rejecting the other 1/3? (just an example). All in all I do not agree with lowering the emp's HP. Unless it's very very minor tweaks.
  2. There's a lot more differences. CT got a big damage boost on boot cards and on the weapon. SBK only has a small damage buff on the weapon and that's it. SBK can easily be reduced by anti range items and skills, CT can't. SBK can not be spammed, CT can be spammed. CT can not be reflected in any single way. In what universe does SBK do 50k damage? The average damage on a full SBK build is about 10-20k at the moment and can not be spammed at all. Also sonic blow and SBK require 2 completely different builds. Your SBK will do crap damage in a sonic blow build. Your sonic blow build will have lower damage and crap survivability in an SBK build. So in your opinion when a class has a ranged attack and melee attack they are overpowered. Lord knights have spiral pierce, bowling bash and spear boomerang. I easily reach 20k+ spear boomerang and I can spam it like no tomorrow. This is higher damage than SBK and faster spamrate. Champions can asura + FO. Champions is all about speed so their spam is good too. WS have CT + throw tommahawk. Tommahawk can be spammed decently and has a lot more damage than SBK. I don't see your point. To add onto all that LK, champion and WS can use the exact same build to utilize both range and melee, while sinx will have 2 separate builds to be viable. Spiral pierce and acid demonstration were created as slower and high burst skills too, yet they are spammable on here. This is a highrate server, skills that were slow need to catch up on speed to cope with the rest of the game balance. CT is the WS's main skill, of course the GMs looked into balancing the general skills of an underpowered class first before attempting to promote additional playing styles on different classes. Now that they balanced all classes very decently they are promoting different playstyles on those classes. Just because it hasn't been looked into much yet doesn't mean that it's this way on purpose. They have a low % bonus damage for a reason, it's because they don't want to overdo it. It's better to keep it low and get feedback from the community that it should be higher, instead of giving it a huge boost and having to deal with complaints and requests to nerf. You can boost the damage as much as you want, with the current spam on the blades it won't do much. It'd need at least a 500% damage increase and even then I doubt it'd be viable to use with the current speed. Just because you don't like the ranged playstyle from sinx doesn't mean it'd be OP. Your personal opinion is that you don't want backsliding and sbk spamming sinx's. That has nothing to do with balance, that has something to do with you not wanting to deal with them and thus not wanting them to have their ranged playstyle. Last but not least +1
  3. I personally think the starter gear is fine as it is.
  4. I'd prefer selling seeds as well
  5. Shadi

    Need New Patcht

    It's not a mechanic of clowns. A lot of classes use the same mechanic but are unaware of it. To give you a few examples : 1 : Zen. Zen cancels the fury sprite, Zen cancels the FO sprite. Cancelling the sprite is exactly what you do with the clown trick 2 : Falcon eyes. Falcon eyes cancels the arrow shower sprite and thus removes the delay. 3: Flying side kick/Mild wind. Both cancel the tumble sprite. Again, 3x av is not going to kill much. Av is slow. If you do 3 in a row you can easily see the hp drop down hit by hit instead of one burst which makes it insanely easy to ygg through. Compared to other skills (even on full damage gear) av does low damage, and at this current moment has a crap spamrate as well. It turns clowns into complete tarot modes as the damage will be too slow and too little to do much either way.
  6. Shadi

    Need New Patcht

    With the way that the game mechanics work (and are supposed to work), there is a way for clowns/gypsies to spam at a decent rate. However it's quite hard to use and the last word I heard about it was that it's not allowed to be used. So, if you'd suggest a change to kiel cards/reduce hard delay for clowns I'd definitely support it. Cause I share the opinion that clowns and gypsies can't do much more than spamming tarot with the current spamrate of arrow vulcan. Even GTB users survive the maximum burst of AV's which is 3 and very very very rarely 4 while being stunlocked and with low ping.
  7. Nah, I just tested it with kitty claw, regular katar and no weapon. No weapon and regular katar were really slow. Kitty claws were really fast. So I'm pretty sure it's just the after cast delay :O.
  8. Hello all, In the last major patch/update we had several changes to the soulbreaker skill and we got a new weapon that could be used for soul breaker. However, soulbreakers delay is still horrible. Now it's already said that it'll be looked into but there might be an easier way to solve this. My suggestion is to add the following effect to the Loki's blade and Loki's infernal dagger: -10% Cast delay rate. What does this do? Basically this is 1 third's of a kiel. This means with 3 kiels and the weapon the delay reduction is 100% (this is the same as with sonic blow atm). Now what effect does this bring? A lot of people would probably say "No" right away because it sounds overpowered. However by giving this effect to the blade/dagger the ONLY skill sinx has that is greatly effected by this and can be used with a sword/dagger is soul breaker. There's just nothing else that can be effectively take use from this buff as meteor assault depends on agi, and throw sand had no delay already. Now this will make the spam fast, true. But it'll finally give sinx an alternative way of playing and a more kind of ranged build. Let me know what you think :).
  9. I'd put a 1% assumptio chance and either 5-10% chance on endure (it should proc often cause it's only for a few attacks, and with our aspd those attacks can be done within a second). Or no assump and having the eddga effect : "Enable effect of the Endure skill so long as the Footgear to which this card is compounded is equipped." turned into a weapon effect : "Enable effect of the Endure skill so long as this weapon is equipped."
  10. Yeah, I didn't know monsters in the raid stunned easily. In that case dazzler could be useful so I agree to adding dazzler to the clown's weaponns and frost joke to the gypsies' weapons. :)
  11. I added the assumptio there because without pneuma and throw tommahawk you will have to be able to tank damage effeciently. Because you will be stunlocked a lot from range and will have to tank through the damage to get close. However lets see more opinions :)
  12. Please check my new suggestions ! :D

  13. Hello all, It has come to my attention that with most of our changes we're giving gypsy and clowns the same boosts. This is fine in my opinion however I realize there's still 1 big difference between gypsies and clowns. Most gypsies and clowns use the link to gain the song skills from the other sex, and be able to effect themselves with the songs. This grants the clown with all good skills from the gypsy, and the gypsy benefits from the song skills from the clown. However there's still 1 difference. Gypsy is more low rate oriented. This is because of the skill called Dazzler. This skill works exactly the same way as frost joker, the only difference is that it gives a chance to stun instead of freeze. This, on ForsakenRO, is completely useless as everyone has at least 100 vit to be immune to stun. My suggestion: To refrain from doing any skill edits I suggest to add the following effect to the legendary and valk weapon from gypsy (Yes the exact same effect, not a nerfed effect for legendary). - Grants the use of level 5 Frost Joker This skill would only equalize clowns and gypsies as they'll have exactly the same skillset instead of clowns having an big advantage with frost joker. Please share your opinion on the matter and submit your response. Below~, Cheese&Sausage (my clown name)
  14. Hello all, It has come to my attention that thor's hammer has basically taken over the WS oriental. Giving the same sort of boosts but better. So therefore I've created this topic to see if we can give the oriental blade some value and use again. This is the current WS oriental blade: +20 str +15 dex max hp+ 30% Increase damge on demi human 15% (doesn't work with CT) Increase damage with CT by 30% 10% chance of autocasting cart boost while being hit (Doesn't work it autocasts a bezerk potion atk speed boost but not cart boost) aspd+5 Sword 210 atk This is the current thor hammer: +30str +20dex maxHP + 40% +200 atk Enable use of pneuma Enable use of throw tommahawk Increase damage with cart termination 80% Increase damage with throw tommahawk 400% Axe ATK 220 The differences : Thor gives 10 more str Thor gives 5 more dex Thor gives 10% more hp Thor has 190 more atk Thor gives pneuma Thor gives throw tommahawk Thor gives 50% more damage to Cart termination Thor gives 400% more damage with throw tommahawk Thor is an axe, not a sword WS oriental gives 15% more damage to demi human (though this doesn't do anything for WS) WS oriental gives 10% chance of autocasting cart boost while being hit (Doesn't work it autocasts a bezerk potion atk speed boost but not cart boost). Suggestion: Right now, whitesmiths with the thor hammer are strong, and in my opinion balanced. Whitesmiths with the oriental sword.. well you don't see any of those anymore. I've been thinking for a while to improve the sword but still make it different than Thor's hammer. Here are a few effects I came up with and I'd like to see what everyone else thinks : +30str +20dex maxHP + 50% +250 atk 80% more damage to Cart termination 10% chance of autocasting cart boost while being hit and while hitting.(if we can fix the effect) Permanent endure status while wielding the weapon Movement speed + 20% Benefits of this weapon : 1: More damage with CT compared to thor 2: More HP and survivability with a slightly bigger HP boost 3: More movement speed to have a chance to get up close 4: A slightly bigger chance vs decrease agi spammers (when you're up close and being hit) Downsides of this weapon: 1: You can be kited (like the old WS). 2: You have no pneuma. So movement speed is your only friend 3: You have no ranged attack so again kiting would be the key This is just what I've come up with so far. I'd like to hear some opinions if you think these effects would be 1: Viable 2: Too strong 3: Too weak 4: Not different enough from the thor weapon. Thank you for your time and input in advance. Edit: Changed assump chance to perma endure.
  15. I love the way the look at the moment o.O
  16. Endless tower is implemented on this server and has been inplemented for a long time. This is just a bug and I believe it's already a known bug for the administration as well.
  17. Wrong. @noks works perfectly fine. You just have to keep on hitting the mvp and not wait 30 seconds between your attacks. >_>. Stop bashing the system and say it doesn't work when you don't know how to use it. Yes, if people ks your thanatos because they wait at the spawnpoint and hit it first you SHOULD report them. That's all there is to it. If you don't take screenshots or a video of you placing the fragments then that's your fault. Not the servers or the gm's fault. You should be able to supply the proof and then the admins can take care of it. This also isn't even possible because the placement of the fragments has to be supplied in order to report a killstealer. So someone that stole the kill him/herself can never show proof of placing the most fragments. Yes, I agree some longterm solution should be made for this problem. However posting a rage-topic is not going to get you anywhere. Also a suggestion topic needs to be specific. You need to suggest specific solutions (such as Zero's npc). Not just say "Do something about it". So +1 to the point you're trying to make -1 to the lies you added to the topic and the none constructive solution given.
  18. Shadi

    [Solved]Virus?

    If you downloaded it from the main site then it's 100% a false positive.
  19. Classes are balanced based on legit fights. This includes no warping. I say this because I think the problem does not lie within the Ninja class but in the availability to warp once cornered. Every class has a way to attack the ninja and force the pushback. It's quite easy to corner them (which is the way to kill Ninja's unless you're really fast). Unfortunately with the @go and @warp commands available at pvp fields such as for_fild01 it removes the biggest weakness that Ninja's currently have as they tend to abuse the commands to get out of tricky situations. Ninja's might be hard to hit but I do not consider them overpowered. I don't have trouble beating Ninja's on any of my characters. But I can understand the frustration it gives other players to constantly miss, then finally find the ninja's weak or vurnerable spot and the ninja warps. The availability to warp just kills the PvP, not the ninja class itself.
  20. I actually disagree for adding a new wing to the pvp ladder rewards. This would make the current ones dismissable and the current ones already got a big hit with the release of the legendary counterparts. I do agree however that the current items should be boosted but can't be boosted the way it's suggested because it would be giving a free boost. So I thought of something else that might increase attendence in the pvp room for veterans as well. I thought of 2 things : 1: A quest with the sacred wings as an requirement + other normal items to hunt to change your current sacred wings into a different upgraded wing (different sprite too preferably). The upgraded wing will have the same color as the sacred wing you handed in to keep each sacred wing's color desirable Making sacred wings an requirement in a quest will raise the demand for it and lower it's supply. Once the supply runs low enough it'll be difficult for players to buy the actual wings off players and more people will try to ladder instead. 2: Make a quest that merges a raw of a certain color with an sacred from a certain color. Returning an wing with both effects(boosted as well) in one wing. In fact (thinking outrageous here if we have a ton of time to sprite/recolor) the wings could combine colors into the new wing. For example you talk to the npc and he gives you the possible options (this will be a TON of options in the end but I'd suggest adding them in progressively and not all at once, this will also change demand between specific colors at a time which is a good thing. I'd start off with the most uncommon sacred wing colors to create an direct influx on the pvp Arena. People will want the new effect but the colored SGW they need is so uncommon that hardly anyone sells it = People go to pvp. Then slowly but steadily more combo's can be made) I'll use the following as an example. Sacraw is the very original name I just made up for the possible new wings. So the NPC will give you these 3 quest options(just an example!): Pink Sacraw. Blue Pink Sacraw Pink Blue Sacraw(Can be the same item as the above blue pink one) If the person chooses Pink Sacraw, It's requirements would include pink sacreds and pink raw. If the person chooses Blue pink Sacraw It would require a blue sacreds and a pink raw. If the person chooses Pink Blue Sacraw it would require Pink sacreds and blue raw. (Sprite Blue pink, could be the same as pink blue) I think adding something like that will stirr up pvp activity + it's a long term project so new combo's can be released over time to keep up with the frequent updates that FRO has.
  21. I thought the reasons why this was declined before were obvious. Wrong. for ALL healing items, other than the ones that heal an percentage such as seeds and berries, the item scaling would have to be manually modified to be of any used in a highrate server. Since this would takes ages to do (unless you do a select few basic healing items) it is a very legit argument that on a high rate server regular healing items are not of any use unless altered completely. Altering these items would also require you to alter the source code. And as the rules of suggestions state, source code changes should not be suggested. It's unfortunate but that's the way it is for now. Think you misunderstood the meaning of the comment in the other topic. The rate of survivability is something else than a simple HP modifier. The current damage output on the server is way too high to remove the use of yggs or add a delay on them. Your simple suggestion to "nerf all damage" would include nerfs to almost every single item released in the last few years. Many of these implemented items are donation items. Changing all these donation items will make the shit hit the fan. Even though the server is entitled to editing item effects at any time, you simply can't start changing every item on the server to lower damage output. Even when using all resists available, and the best HP modifiers currently in the game, some classes can still burst you down. Unless you ygg of course. Your arguments make sense, don't get me wrong but again, this would include nerfing almost every single item on the server. Or as you stated add a global damage reduction on all maps. This would mean adding a mapflag for every single PK field (which is almost all areas) for a global damage reduction in those maps. Maybe this could be an idea for a custom PvP map. Disabling the use off yggs, only allowing the normal potions and reducing all damage done in the map by xx%. Of course there would be a lot more to it but you can't expect a mapflag on each map to reduce the damage. How are you suggesting we balance this out? How would you suggest the amount of yggs/berries that one can carry? You can NOT make this a steady number as some classes would have a way bigger advantage by a steady number than others. So what other options are there? Also how on earth can a 150 ygg gift be abuseable? 150 yggs can fade within a single fight. They are untradeable and unstoreable so one can not make multiple characters to store the yggs and use them. Leveling up a character comepletely takes more time than hunging 150 yggs so no difference there. Again source edits. Thanatos actually is one of the weaker cards on here. We have a custom card called Skoll card which completely nullifies thanatos' effect. Changing this has nothing to do with "lazyness" or "stubbornness". By applying the changes you have suggested they'd have to: 1: Change several thousand items. 2: Add several source code changes. 3: Add map flags on all fields and dungeons.... And I can go on. basically you'd be remaking the server by doing all this. People like to sit down and watch pvp as well. This is something that can't be done in the pvp room so people find their way out to one of the fields. Here they are left alone more often because the bullies don't get anything by killing them on the field. While at the pvp room however you get to be in the ladder. All in all. I do like the idea for something like a seperate PvP map to add another way of fighting without the consumables and with big mapflagged damage reduction. However you can't just change this for the entire server because it would require way too much.
  22. I agree that both of these should have the same or at least close to the same weight. Changing the donation belts to 100 might bring them too close to the upgraded versions of the belts (freyr and such) so I personally would say slightly increase the weight of the legendary ones and slightly decrease the weight of the donation ones. This way the upgraded versions would still have the slot + a slight weight advantage over regular belts, other than just the slot. Belt weight differences between dex and str based characters were done to even out the carry capacity of classes. However now that all ranged classes have enlarge weight limit I think setting them all to the same (lower) weight would make more sense. Something like: All legendary accessories : 250 weight All donation belts : 200-250 weight.
  23. Life is a book, you got to read it. Life is a story and you got to tell it. Life is a song, you got to sing it. You got to know how to live it.

  24. I'm afraid I'll have to disagree with this suggestion due to the following reasons: 1: MvP cards right now are a source of income for newer players, not an expense. They should not be buying cards, they should be hunting them, using them or making profit out of them. There's other things they should be spending tokens on. Adding an MvP arena removes one of the only ways of decent income. 2: You can put as much restrictions on it was you want, but people will always be able to bypass them and abuse the system. Multiple accounts, perhaps even multiple IPs etc. 3: Adding restrictions such as zeny cost brings newer players to an disadvantage instead of an advantage. Not to mention that MvP card price will drop , zeny cost to summon will stay the same. 4: All regular maps that are currently used to hunt MvPs on will die. Everyone will use the MvP room instead , no need to warp around, not getting PK'D. No fear of being KS'D. I don't see the use of a PK server if none of the popular maps (other than for fild) are used anymore. 5: Making bloody branch more accessable is something I can agree to and is not as abusable as the MvP room. The way I'd make them more accessable is by lowering it's cost as an event reward. This way both newer players and older players are able to get them pretty easily as we have quite a few luckbased/knowledge based events as well.
  25. Anyone with only usakoring fshield/frigs will reduce bolts from a FULL MATK prof to lower than that, not a single professor bolts me with 9k hits as long as I have only a shield on..... Also you don't seem to be very fast with changing your own gear then. That's a pity for you but others do manage to easily switch when being bolt spammed. The fact that their spam is way slower now in not in ANY way null or void. They require MORE delay reduction than before, this leaves them vurnerable to status effects which is a very very easy way to kill them or they have to greatly reduce their damage by removing their int accessories for expert rings. You have to use your brain when fighting in pvp not go for pure damage all the time like you seem to want to. Use your brain and use the advantages you have against classes. Certainly against profs it is amazingly easy to kill them when you consider the gears they need to use to actually have somewhat decent spam. The reason FBH was nerfed was because with the previous spam rate and BN usage the damage was too high. Now however that is obviously changed. I lol'd so hard. Yes FBH is better in general. Stop changing my words. I said Silver FBH is better for MAGIC classes(only prof in this case) compared to the real FBH and that the Silver FBH should in no situation outshine the real FBH. And thank you for just pointing out that there's exactly no reason whatsoever not to implement this. As Matk% stays exactly the same as it is right now with people using silver fbh insted of fbh. And the only thing it changes is some stave crasher damage and like you just stated , stave crasher at the moment doesn't kill anything. You are really contradicting yourself. First you say the damage Stave crasher does is very low, then you say people should use stave crasher (on silver fbh which is even lower damage than regular fbh) and wait for the person to swap to usk? Who on earth would swap to usk when all the prof can do is weak hits with stave crasher as mentioned by yourself in the previous quote? Wait what ? Any class can use element scrolls for their physical skills except for the skills with static neutral attribute such as asura. So obviously the "unlike any other class" is far far from the truth. Take star gladiator for example they can change elements without any item use. So how are profs able to 'change element unlike any other class' with their physical skill ? Every single person can use elemental scrolls and get the exact same effect. One second you say professor's are glass cannons the next you say profs should battle until the target runs out of supplies? You should know glass cannons means that you should burst down your enemy in one big damage burst if you do not succeed in that it means you pretty much lost since your survivability will be crap. Hence the "glass" in cannon. Glass is easy to break/destroy. So you want the socalled 'glass cannon' now to outlast the enemy and make them run out of supplies ? If profs really should be glass cannons like you say so then how would they outlast enemies? The whole purpose of glass cannons are to NOT stall the fight till one runs out of supplies. Because they will lose this battle. Please stop raging just because people don't agree with your statements. Again nobody in here is bitching, it's called discussing. If you can't handle a single discussion then please don't go to the suggestion section on the forums. This section is here to DISCUSS the suggestions made. Again I'll repeat it since you obviously missed it, I do NOT support this suggestion based on the swapping, I don't give a damn about gearswapping as it's easy to do and like I said I don't even play a bolter prof because they're so extremely easy to beat if you actually use your brain :) I'm just here for the sake of balance and mainly for the fact that it's rediculous that a silver mvp card in this case outshines the card it's supposed to be a 'weaker version' from. You might want to stop skipping my posts then.
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