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Rayray

Forsaken Nobel
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Everything posted by Rayray

  1. Double Dagger pvp build. I don't need super high attack on that one. Hence I use 2 mix a belts on it. That gives me +40 str, vit, and agi, which is a lot. I don't need to put high amounts of agi to get 195 aspd(which is advantageous for a double dagger build that also uses loki's blade as secondary weapon when needed), I have tons of hp without putting much vit stat myself, and I can still get to a decent attack that still hits 8k-12k per attack on one dagger, double that for dual handed(approximately) and also not counting double attack skill. I believe my HP is around 280k+ on the build, while using minimal amount of Vit(leftovers really). It goes higher when I use eidelic wing. That build also serves as my breaking build when needed, I just switch weapons.
  2. I would rather have a hard quest. -1 for me, the 50% is decent enough imo.
  3. I dunno what you are talking about, I use Mix A on my dagger sinx builds.
  4. I will get to it probably every weekend soon. thanks btw
  5. Which would mean that only the strong gets stronger while the normal people are still in the same place.
  6. not that hard really, i always carry an rsx+gr armor even if I am a bio. Stalker is worse, full strip will just annoy and finish the fight for you against all classes that is not a bio or a dex class or a paladin.
  7. No recovery items, that would make long range classes with tons of damage the best character to use then? Or a fat LK/paladin. And you really cant call it a challenge. the one playing ninja against a sniper will have no problem, while the sniper is terribly disadvantaged. There are actually less variables in a 1v1 match. Equipment would be first, class would be second, then the actual player itself. 1 minute to take out an enemy? Most players on characters with high hp can last longer than that. what happens then? A draw? If that is the case, then we would be having 80% of the matches end up in a draw.
  8. Sup
  9. Seriously, just do what I do. research first, do the build and just randomly hit people in fild. Just do it when you have a lot of seeds.
  10. Would be hard to manage and there are certain classes that would be a bit OP in a 1v1 situation against certain classes, which means this would promote usage of only select classes. We tried this on our own in the past. Stalker and clown would be the favorites to win it. The random matching will make it not fun if you get matched to a class that you absolutely can't defeat in a timed situation(i assume the battle will be timed) like a ninja vs a sniper. I say timed situation because we did one where there is no time limit and all the stalker had to do is wait for the FCP to run out to auto win. Not fun if you ask me.
  11. I still test on people myself, whenever I have a stroke of genius when it comes to my biochemist. And no, I rarely have people test with me(they are all busy). I just really randomly hit someone in fild or barricade myself in pvp room. I didn't become decent in pvping with biochemist until after a few months of using it. You will be good too, if you try to just pick off people in fild. I normally go to the ones that I have a hard time with as a biochemist(champs and LK). The dummy suggestion isn't bad. But for me it takes the fun out of experimenting in card, item and stat builds. It will be a bit unfair to the people who put in the effort to test on their own.
  12. Good to see that bios get a bit of love(and am much needed boost) in the update. Can't login yet due to work so I can't test it.

    1. Show previous comments  1 more
    2. Rayray

      Rayray

      How much increase on damage? Can anyone give me an average? I don't really mind it not being so high, but I was hopeful that it isn't as low as it used to be

    3. Yatogami

      Yatogami

      Previous: Str + 40, Int + 60, Increase Magic Attack damage by 20%, Enable use of Level 5 Fire Bolt, Enable use of Level 5 Cold Bolt, Increase damage with Fire Bolt by 30%, Increase damage with Cold Bolt by 30%, Increase damage with Mammonite by 65%, Increase damage with Acid Demonstration by 70%, Places Coma effect on its target by a .1% chance.

      After Update:

      Str +40, Int +60, Aspd +10, Increase Magic Attack damage by 20%, Reduces all skill's after-cast delay by 5%,

      E...

    4. Rayray

      Rayray

      I meant actual numbers though. But ill get to that in the weekend probably

  13. Waiting for the updates. Contemplating on getting the guardian ring for my biochemist so i can finally play as a semi-support. Anyone I know who can help me on weekends to make it?

    1. Show previous comments  1 more
    2. Nas

      Nas

      Welp for now guardian ring cost are really exp. Some of the item you need to raid 2-3times coz you're farming item that only mob in raid drop it. And you need a thana members to drop dead mob in that map. So,goodluck if you can make it in weekends!

    3. Yatogami

      Yatogami

      Im making 2 rings this weekend I guess xD

    4. Maiimaii

      Maiimaii

      Land Protector DABEST AHEUAHEUA

  14. Balances on their delays sure, most of those are balanced since they string together seamlessly, which gives it one heck of instant damage(like the sonic blows and arrow vulcans). The kicks will not string that way. Putting somewhat of a delay on the kicks will hinder the class. Imagine if you get like .5 second delay on spiral pierce if you spam it 3x. Or do that on bolts or any other skill. See how weird that sounds? Doing that for TK is not good for the class, when they just started to be used again. To show how ridiculous that sounds, I'll give an example if we do it for some classes. LK: Spiral Pierce- hits 5x. You get a .5 second delay if you spam this skill 3x. Profs and Wizards: Firebolt- hits 10x with magic attack. Cannot be spammed continuously after 3x, you will get a .5 second delay where you do literally nothing but stand there if you do try to spam it.
  15. Danger, it sounds "OP" when you term it as "infinite combos" when all it does is allow you to use the kicks without waiting for the stance to proc. I see no issue with it,seeing that every other class can spam their skill without them being restricted by a stance. It just allows the TKs to spam skills. That's pretty much it. And it is not as much as just pressing 4 buttons, they had to keep their toes with weapon elements, seeding and switching armors.
  16. I don't think that is gonna be implemented anyway. I mean, that's a serious kick in the nuts for the TK class if that gets disabled since that's the one of the only things going for them. That's like disabling spiral pierce for LKs.
  17. There will be still less market to it since that is only used by breakers, while the ones you mentioned is used by everyone. P.S. I actually bring 8-9 armors when I was laddering and I have no help(which is how it should have been.)
  18. It is already not that hard to farm tbh
  19. Yeah I think modifying the skill takes work and might break something worse in the long run. Can someone test the damage now? Test the damage of a solo TK ranker and someone with a full party please.
  20. I seriously hope that it is not in a way of new items but rather an update on the old items. Everytime we might get an update, it becomes a new item, which sometimes make the old build irrelevant(like the GS updates which just eliminated the handgun build)
  21. If a class deals around 35k-50k PER SKILL, then that's a good enough number. I am about to flip out because I am realizing that every character I have used(SL, Stalker, Biochemist) never really got a damage boost and I see people getting their damage reduced because it was massive (like the GS) complain about it. Seriously, I know TKs did all those stuff to get to the top 10 but that doesn't mean that they should deal that much damage just after getting it. Seriously, 200k on one kick? SERIOUSLY? And you guys claim it does not need a nerf? The only way I hit that much on biochem is if you remove your armor.(don't even talk about armor break, everyone can easily get rsx or fcp) If one kick hits around 30k+ to around 50k, even if I do see it too much(WS hit 35k-40k without thana, FAS hits around that much as well) then I think that is balanced enough. A crit sinx hits more than 36k on dual so I don't think that is an issue. And that is normal due to EDP anyway. Why is no one arguing about the damage of the other characters?! Are we all just switching to the characters that deals the most damage nowadays? Good god, and people tell me Biochemists are OP because of 5k-8k bolts, 2k acid demonstrations(which becomes 1k on dual raydrics btw) and 200k hp. I'm not judging people but this has to stop. Updates shouldn't just be upgrading damage for skills of a forgotten class so that people use them. It's been years since the updates on biochems and wizards and the best we ever got is Tao gunka card update on our hp.
  22. ^ I Think that is one of the issue. There should have been a notice before the change so people can brace themselves. This situation made me think about ALL the other characters' damage. Most of them NEVER, and I mean NEVER, reach 100k+ damage without a thanatos card. My hybrid biochem deals 50k+- 70k thanatos mammonite and that is considered lucky. Why are we updating only a few classes' damage? One more thing I noticed, some(if not all) of the updates on the classes' are for a specific character build. One update, like the first iteration of the GS, is something that is too much. So much that that update alone(the tracking with no cooldown and massive damage) manages to crap on the handgun build and even the full buster build. If that update stayed on, will anyone actually use the handgun and full buster build? The answer is no, because those two builds haven't got anything against the tracking build. That is what I am trying to say. Why are some of the updates completely craps on the other builds available? Even more so that it craps on the other classes as well? I consider myself a decent player. Me and a few others like Airi managed to use biochemist even if it was one of the most lacking classes then. A few suggestions here and there(you can research it in the forums) and we made it a good enough character. But I have never encountered a single soul saying the biochemist class is OP in general because the buffs we received(a bit of increase in hp, a bit of increase in acid demo damage on the bless ring(10% increase, compare that to your 500% and 100%)) cannot be considered a serious buff, more of "balancing". Sounds off topic? might be, but my point here is this: We cannot keep on increasing classes' damage and call it balancing. That's not how it works.
  23. 210k seems high actually that I was surprised that this became an issue of nerf. Are you guys telling me that when I was gone, the damage you guys consider to be decent is 100k+ for a character? To put in perspective, I deal 2k each hit MAXIMUM on acid demonstration, and 5-8k bolts that hits 5 each cast. Does this mean that the biochemist class needs a tweak in damage too? I hope you see my point. We haven't updated much regarding the classes' hp, so I am confused on why the hell most character's buffs makes their damage well over 100k.
  24. When I came back a few years ago, there are like 3 Biochems, 1 Gunslinger and 1 taekwon that is probably an alternate. This is a nice change, I gotta say. I don't side with anyone on this. Becoming a ranker takes time. then they had to get their rings and stuff. It takes an effort, in that I agree. But that doesn't mean that it would be ok for the class to be OP. I am not saying TKs are OP(I still reserve that description to a fully geared Clown with good ping), because they are still easy to counter than other classes, but the buffs going in their direction can be exploited further. Hence I agree with a few tweaks first then we will see what we can do. To Ares: I know these items are subject to change, correct me if I am wrong, but I did not see any announcements about the items changing already. In fact, I have seen it from a status here in the forums by a player. It could have been done in game, I do not know, but if we are going to move forward with this, please make new announcements EVERYTIME you guys change something that is game altering(like item stats and delay on skills). That way people can brace themselves, and no one will rant like what happened here. People can then create suggestions and we can be civilized about it. For further research, can anyone tell me what their damage was before the nerf and after the nerf? so we can compare it.
  25. Here's the thing: The increase in damage of the combo skills isn't really game changing. I wouldn't use the guardian ring even if I wanted to be a combo champ atm. I see the guardian ring limiting. You are not gonna be forever comboing someone and consistently. As I said before, the debuff it gives to fbh and tanee is what does it. I can be a combo champ and use bless ring and I would probably still yield higher damage than a combo champ using guardian ring.
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