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Xtopher

Forsaken Nobel
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Everything posted by Xtopher

  1. @Genesis: Can you please check to make sure the WoE 2.0 map has the same damage nerfs as the normal WoE maps? I seem to take MUCH more dmg in WoE 2.0 than normal WoE. Especially magic and ranged damage. Edit: I'm sitting in normal WoE right now and similar skills are doing much less damage to me.
  2. I'll take your words for it (No way in hell I'm going to make a ranker to test it). If it's op it can just be nerfed anyway.
  3. IDK, rankers get a huge boost as is... So much HP. I don't know if this weapon suites them. But, I've never made a ranker so I can't really say.
  4. Where does it say that? I don't see it. Nah, kidding. I meant remove it and test it on another platform (your test server or whatever). I just don't think its right for a guild to get advantages because the systems bugged. Plus the only ones that seemed to be enjoying themselves were the ones with the castle that couldn't be taken.
  5. You asked us for thoughts and our opinions. We gave them to you. Our attitude isn't going to be the greatest when we've kinda wasted an hour and massive amounts of YGG tickets. No one has a perfect formula but when you ask for our opinion then get angry when we give it no progress will be made. Yes, it was better than last time... But we're trying to help improve it even further. You are right though. No ones making me do anything. I'm personally done with WoE 2.0 until its in it's final stage. I'm also done making suggestions. PS: As far as the lag is concerned... The program in question spams a skill three times per 1 touch/click. It goes beyond that of a macro which spams at a rate limited to what a normal player's spam. When you multiply this with a huge AoE spam such as desperado with 2-3 gunslingers it does create lag for some players. The program itself doesn't target lag people, but the resulting spam does lag people if used by multiple people with certain skills. Best of luck, Chris
  6. I am curious about something: If this is in beta stage and full of imbalances and bugs. Why are people allowed to get items from it? Isn't that a bit unfair?
  7. First post is edited. Everything underlined is new and a more exact suggestion. Feel free to post if you like/don't like something.
  8. I don't have the elite book at the moment. I sold it because it was no use to me. I'll try to find one to make a more accurate suggestion. I'll edit my first post.
  9. WHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHY?! All top head gears except imp/valk will be useless. Clown and other classes that utilize different top head gears cant afford a detale card in armor... too squishy
  10. LK halbard was nerfed after release. Clown/Gypsy bow was nerfed after release. Stalker bow was nerfed after release. Don't be selfish. This is in the interest of fairness and balance. Not you're petty selfishness. The point of you donating should have been to help the server. Think of whats best for it, not you.
  11. I'm glad everyone's moving toward agreement. From what I can tell: Remove pneuma and add endure to thor's hammer. Reduce tomahawk damage from 2000% to maybe 1100% to 1400% Increase High Speed Cart Ram damage (This could be done by buffing master forger cards / adding more of a benefit to the thor's hammer). Thoughts?
  12. Not all of us are graced with the ability to spam our skills with sacreds on. A champ/LK/Clown would easily get stone cursed which slows your damage output and makes you super vulnerable to fire verters. There have to be counterbalances. You can spam damage equal or more to a LK/Champ at a faster rate, from further away, with less SP usage, and without kiels. That's not balanced. And as for my knight's HP. That's LK's purpose. They're meant to be tanky offensive characters. It's why we have skills like provoke/parry in our skill tree. Tomahawk and pnuema are not in your skill tree. Smiths are long range nukers at the moment which is kinda ASSBACKWARDS from what they are meant to be (SUPER short range DPS/ party support with repairs, buffs, and carrying capacity). I'm all for buffing classes to make the more usable in pvp. I'm not an advocate of changing a class's role entirely. I'd be more OK with cart terms hitting me for 45k because it has it's disadvantage of super close range. If it was possible to switch to two's damages I wouldn't mind it as much... However, they've been trying to buff CT for years and it's still mediocre.
  13. It is a very fun class. The only draw backs are the limitation on oppositions and that even with almost 200 base vit a full asura puts me at below red bar HP. Normal asuras put me at 1/4 hp. Tomahawks do about 1/4 my hp. ************edit*********** I added a more exact suggestion for the tao boost to the first post. (20-30% more)
  14. I think you should rework your build Eugene. Also, my buffs on my LK take a good 1/2 - 2/3 or my SP. Does that mean spiral should require 1 sp to spam? No.. Absolutely not. And tomahawk is MUCH more powerful than spiral. Tomahawk can be used in hand with thanatos, can be buffed with provoke/ gospel's double attack and has a much bigger range than spiral. I get hit with 45,000 tomahawks on friggs/usakoring and on both skolls/immunes. I think we all are agreeing that tomahawk shouldn't be the whitesmiths #1 skill. I also think that most of us believe pnuema is unnecessary and Endure seems to be a fair enough skill.
  15. That's if you're even close enough to get hit with quagmire. Most smiths just run around at a distance throwing tomahawks and pnuemaing. I keep hearing about having to rebuff like its so hard and takes so much time. All you have to do is push a few buttons and your buffs pop back on... It's not like they're targeted buffs. And with not having to use kiels you can afford space for things like a pharaoh card. News flash: Throw Tomahawk requires 1sp to use. Cart term doesn't require FBH's so you have a shit ton of SP to use.... SP usage is not a problem here.
  16. Nah, I'm the best at every class, obviously... Because my name is nines and I'm an internet tough guy. On Topic: I'm like the only SG that plays. Any other SG running around is probably someone I'm teaching to play. edit @Seraphine: Nice quote.
  17. 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.
  18. They don't need to simultaneously nerf all ranged damage to them and spit out massive ranged damage. One or the other is fine. Pnuema isn't necessary while they're smacking people with 30-50k tomahawks that can be spammed like crazy with no kiels. It's doing just as much if not more damage than FaS from a sniper and can be spammed more easily while they hide under pnuema. How is this balanced? It's just as easy for a WS to dispel as any other melee class. Valkyrie rangris still adds damage. A smith can card this in their weapon and nuke you long range while dispelling and possibly breaking your armor. WS also has more carrying capacity than other classes. Dispell for dispell they will win because they can carry more verters/BoS. In my opinion throw tomahawk shouldn't be doing more damage than their main attack skill (cart term) anyway. Exactly my point, give them endure or something if they want to tank ranged damage.
  19. Anti-arrow card already auto casts it. Why do they get the skill when everyone else doesn't. Anyone can use the anti-arrow clip.
  20. 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!
  21. Agreed. Add this please.
  22. Best of luck applicants! I'll try not to troll too hard.
  23. English please.
  24. I think the HP of the guardian stones needs to be reduced. I also think magic damage should be nerfed a bit (Wizzies and Professors were DOING WORK). Also maybe reduce the item requirements for the barriers etc.... or increase the drop rates. Nerf the HP but increase the drop rate of the items. Maybe buff the guardian monsters too.
  25. Why not just let players know more about what you're thinking about implementing. Allow us to give feedback before it's implemented/coded. I know you guys get tired of complaining and "QQing" after you've put time and work into something. Sure, some things could and should be secrets but not everything needs to be. I don't know about the whole "Vetoing" thing but giving players a chance to voice their opinion a little before things are changed would be beneficial both ways in my opinion. Give the people what they want. I know you can't satisfy everyone but you'll get more positive reactions if we work together. The suggestion thread is nice but its only our ideas. Giving players a chance to contribute with the GM teams ideas is a great way to make progress. We all think differently and from different view points. And as for the people who don't get on the forum... You have broadcasts like every 4 minutes about visiting the forum... if they're too lazy to visit and vote on things then their opinion is void i suppose. All I'm saying is a list of things you would like to implement. For example: Hey guys we're thinking about doing these things in the next few patches: X Y Z What are your thoughts?
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