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L2Aim

Forsaken Supreme Counselor
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Everything posted by L2Aim

  1. L2Aim

    Friggs

    That's the spirit ;]
  2. Yes I'm using Clockwork Recovery Mod and using MDJ's v2.6. It upgrades your software to Android 2.3.2 I thought, so a newer Gingerbread version. What's so nice about CRM is that you keep your data and only the ROM is updated and not everything is wiped.
  3. You needed stars.

  4. You're interesting enough for me to have you in my MSN list, so whenever you catch me, throw me your address and we can share some knowledge, ideas etc.

  5. L2Aim

    Sp Increase

    2 words solves the problem: Yggdrasil Berry You have raw strength & health, but lack SP, balance your build or use consumables to lower the annoyance of a pure damage orientated item/stat build. Your endurance is health, casters have SP, wanting to have both will create further balance problems (not directly, but eventually).
  6. Chemical Protection scrolls was a bad idea when it was used and shouldn't be re-used to counter the strip. One of the reasons, besides the low, yet very frequent damage, why creators aren't played commonly is because their supportive game-play is not supported by the offensive play style that's created in the last couple of years. If the FCP time would be reduced, the demand for bottles and creators would increase significantly. Currently the creator demand is basically 0, people can dual client without any problem and the duration is sufficient to outplay the competition. The bottle demand still is much lower than the supply, which also decreases the need for more creators to protect their team. It seems that one key-role of the whole MMORPG essence is forgotten; Team play. Everyone seem to focus all their ideas, suggestions and rejections on solo game play, using HR as an excuse doesn't change the original thought behind it. Of course it is awesome if you can win ladders (barely done alone), beat everyone in LMS and overall be the best player with the most kills and fame. But people need to remember, why they need others, class & team balance are weighted against each other, but they should be linear. WoE is the main event of whole RO, a team based event, try to relate this whole FCP idea to that. It weakens the defence with the absence or lack of creators, or it can be that addition that makes it hard to conquer an area. Bring back team play, lower the FCP duration. For yourself, for your guild and friends. For Pony..
  7. To counter the argument whether the FCP duration we currently have is justified or not, I would say yes & no. Yes, it is the default setting and FCP works the way it's supposed to be, on a default Low Rate server. In a High Rate server, the battles are much higher paced, it's not only about the most consumables or best fighting strategies, but also very gear reliant. If you can't cross that bridge somehow, either through stripping or breaking (which allows certain status effects to be effective too), it's almost pointless to even bother. The gap between old/rich players and poor/new players doesn't increase or decrease, just moves a bit to the left/right of the 'average'. Pros of decreasing the FCP duration: - The oversupply of Chemical Bottles will be reduced; - Class Balance will occur, more Alchemist/Biochemists will have to play actively to support their team/guild; - Alternative strategies will be made to beat the opponents (taking out the weakest/strongest links vs. taking out the buffing characters); - The supply has to be refilled and new players are able to make a decent living out of this business, stabilizing the economy. - High paced fights aren't necessarily prolonged through defensive/protection orientated play styles by classes that are originally offensive. Cons of decreasing FCP duration: - Demand > Supply, it can be seen as an unwanted side-effect (yet I think it is called setting priorities); - More item breaking/stripping (with all the break protection on weapons & RSX cards it would lean more to stripping though); - A possible increase of more Stalker/Strip orientated play style; - Fights don't last long enough to be considered fun for certain players. - ??? In my opinion, the pros outweigh the cons by far, as the cons can be countered in a way by the pros.
  8. L2Aim

    Sniper Suggestions

    Bump. » I'd like to have the traps fixed and their damage capabilities adjusted to High Rate values. Pure Trap/FA Snipers were very viable in Low Rates, I'd like to be able to experiment with that here too. » The long range stripping shouldn't be an issue with your previously addressed FCP duration (it's mad long for a fast paced fighting style, especially on HR). As soon that duration would be altered, then we can evaluate if ranged stripping indeed is so overpowered as you people try to state here (it never was). My main goal in this suggestion topic is the traps. P.S. I have around 300k HP on my Sniper and I have quite outdated gear, if I would be on par with the most decked out players around, Snipers could hang around 350k instead.
  9. Would you mind elaborating on this? Because just saying you agree/disagree without further reasoning isn't contributing to the topic.
  10. After asking around a little, mainly other Snipers, 650 tokens will be my initial offer.
  11. Bump, I am still in need of the item.
  12. L2Aim

    Sniper Suggestions

    To those who think I wanted coma to be put on a weapon as an addition, you were wrong, I asked for the coma percentage to be reinstated for snipers. Which means that the current 0.01 coma chance should become the old and official value of the LoD card, but I'm fine with a 0.5% too (on LoD card). About the ranged stripping whining, it's been there for a long long time and back in the days I was pretty much the only sniper using it as my main way to disarm my opponents. FCP was bugging me as much as it bugs stalkers these days and back then I didn't have 1 handed bows, all the reducts, increased weight and whatnot. Now that almost all classes have been upgraded in both offence & defence, I think it would be correct to reinstate ranged stripping through the available cards, not through weapon modifications. It isn't overpowered, Snipers are still vulnerable like no other. The stun locking problems you guys bring up when a sniper auto-attacks are easily nullified by cloak, hide or other escape abilities (backslide(both thief classes), wall of fog(Prof), charge(LK), pushback skill from palawin + defensive aura, an auto pneuma card(everyone)). People are just making up too much excuses because one of the least played classes PvP wise is now slowly becoming a viable one damage wise. Yet they were nerfed tactically through the traps and a lot, I can still sniperslide with skidtrap, just requires some handy trick, but our trap duration still blows. Magnetic Earth/Land Protector is supposed to disable all of our traps, heaven's drive is not. Traps are too overpowered with all the suggestions I made? Land protector nullifies it immediately. "But QQ no profs in WoE!" Then learn to balance your teams, guilds & parties and stop all being wannabe emp breakers. I don't want snipers to be easier to play, hell they can nerf the damage back to elite bows for all I care, I want them to be a tactical class again. Let them do what they're made for, trapping, but don't make the traps useless when that's their main job in a defensive (and also offensive) strategy in guild orientated wars/events. Thanks for all the swift responses & thorough explanations. P.S. I do not intend to offend you bankai`, but so far your posts have only be seen as trolling, either contribute to the topic or refrain from posting here.
  13. L2Aim

    Sniper Suggestions

    Falcon Assault damage isn't reduced by skolls though.
  14. L2Aim

    Sniper Suggestions

    First of all, thanks for your reply and opinion. About your thoughts about the sniper soaring bird & stripping, those thoughts are shared and also voiced in this suggestion topic, where strip is replaced by endure to create a better way to escape stun locking skills. About your 2,3&4, the things I suggested doesn't ruin WoE at all, Land Protector/Magnetic Earth isn't working the way it does and it could solve that trap problem. On an existing Land Protector/Magnetic Earth no one should be able to cast/be affected by any AoE related skills (songs, magic, physical attacks, traps and what not). If Land Protector/Magnetic Earth would do what it is supposed to do, there is no problem at all with altering the traps the way I suggested. I agree with your other thoughts.
  15. » Countering the warping is doable by moving PvP to the PvP rooms & WoE only. Though majority of the server doesn't want this system, so it will render the shorter FCP time somewhat useless in that specific scenario. However, it will increase the biochemist it's utility during WoE, GvG and real PvP fights inside the PvP room. Decreasing the FCP time is a very decent suggestion that wouldn't hurt the game-play too much. » Allowing FCP bottles to drop from monsters will undo the previous suggestion's usability. The current amount of bottles that are available outlasts the demand by far, a possible future suggestion could be to alter the drop rate of the ingredients when the demand is 2-3 bigger than the availability. Making FCP bottles drop from custom monsters would have a negative effect on the current game play. I think this suggestion should be rejected. » Giving snipers endure is a fairly tactical move to enhance their movement, mainly in close combat. The only problem is that stripping used to be (weapon)range(d) and I personally was using it as one of my combat strategies to take out targets. Your suggestion is a viable one as it already is possible to strip, but not to get away from stun lock situations as soon the opponent wears push back disabling items/cards. I might be repeating myself here, but the only problem is that the stripping isn't weapon range any more, but a default range (2 tiles). Giving the new Sniper Soaring Bird endure instead of stripping is a good suggestion, and it would be very welcome to reinstate the ranged stripping on Snipers. I can't say much about Stalkers currently, as you didn't really state any suggestion how to alter their game play. This is my vision about your suggestions, not criticizing or praising them, just showing what I think what would be fair to the community. L2Aim
  16. Hello everyone, I'd like to share some of my thoughts about possible improvements in the way snipers play. - Reinstate ranged stripping and previous coma chances/percentage for Snipers. - Allow traps to be pushed around by Arrow Shower without them disappearing after 1 hit, I suggest 3-4 hits by Arrow Shower to be acceptable. - Disable damage on traps (mainly Ankle Snare) to make them useful again. - Disable Heavens Drive from removing the traps (mainly Ankle Snare), Land Protector/Magnetic Earth was made for this. - Falcon damage still isn't where it should be, it's damage is still insignificant, I think around 20k damage with optimal Falcon Stats is a decent aim (done through Falcon Assault). - Overall trap damage/utilitization (blast, claymore, landmine, flasher & sandman), this probably will require a formula edit. If you want to criticize my suggestions, please do it with good arguments and the right reasons. Just because you think, for example, increasing coma chance is lame, isn't a good reason. Thanks for your time, L2Aim
  17. Hello dear Community, after being away for a while I am considering making my return, but I'll need a lot of upgrades and starting with my weapon. I do not know the price of this item in-game, only the donation cost ($30.00), please leave your offer and in-game name. I'll decline or accept the offer accordingly. Thanks for your time. Yours sincerely, L2Aim
  18. Time passes by, but I'll keep my promise.

  19. I still love you guys, chubby or not.
  20. Copying transcendent skills wouldn't be a problem, soul breaker isn't that effective and stalkers don't have the weight capacity that the merchant class has to use Acid Demonstration effectively. Plus stalkers are a good class, but Backstab is fairly useless, sightless raid too (damage is quite bad & status alignment doesn't apply with HR stats), Double Strafing is 'ok' but it'll not allow enough damage output to kill players, Intimidate's damage also isn't something to use in a PvP environment. So as you can see, stalkers are indeed quite limited to the skills they copied, of course they have quite decent escape mechanisms such as hide/stalk & chasewalk and a very 'overpowered' disabling skills called full strip. Yet there are too much Chemical Protection scrolls & FCP slaves around to use that to gain the advantage. Preserve is quite fine the way it is, the dispel rate for the offensive classes isn't. And a small reduction on bows indeed is welcome. So all please come with some valid statements before bashing the suggestion, half of them seem LR based and clearly this server isn't LR.
  21. Not if people wouldn't be afraid of dropping 1 castle, Prontera is just a last minute castle taken by 1 man guilds who reap the benefit from having so much drops for themselves. 1 less castle, more competition, more consumables being used, I think the 15 tickets would be very well used if you'd have to split it amongst your alliances. And dean, that actually would be something that could be the start of something, but just those 2 items won't be enough then.
  22. You said you'd rest a bit and you didn't, go rest some!

  23. Just berry tickets, let the consumables that are undispelable be farmed by those who need it. Having all these items pop out of a box is ruining the game play for other classes that aren't able to use those consumables. There are more classes than just Assassin Cross or your FCPer who doesn't actually play but just FCPs you to prevent gears from breaking or being stripped. Sadly gears aren't broken by Creators or Whitesmiths and there isn't a flood of Stalkers either, it's Assassin Cross's who have the upper hand still (and also get loaded by Poison Bottles). In all fairness, 15-20 berry tickets and perhaps 1 speed ticket would be enough to draw a fair and straight line. EDP/FCP supposed to be only used during WoE (for emp breaking), here it's the usual consumable, a luxury. Be happy that the current game mechanics made your character's life so easy. I'll not turn this into a rant, but kindly reconsider Poison Bottle and Full Chemical Protection tickets, they're not needed.
  24. Re-bumping this up, it contains a lot of currently made suggestions made by others.
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