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Yatogami

Forsaken Supreme Counselor
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Posts posted by Yatogami

  1. 5 minutes ago, lord_dhan26 said:

    OBJECTIVE - to give Gunslinger the right nerf/balancing it should get.

    IDEA - First of all we take a look at the Kiel Card effect capping. Its at 80% <-- the nerf they did to prevent people from lagging due to the OP Spam of GS Desperado. Yes it somehow fixed the problem about the spam. But it made Rapid Shower and Disarm also slow. I want to be be just like the Nerf they did to LK(afterskill delay uniquely for Bowling Bash Skill) and Ninja (afterskill delay uniquely for Final Strike.) Take Away the kiel card effect capping and just put a unique delay for Desperado. + If that would be implemented, its safe to take away the -10% afterskill delay from Eisa's Ember <---  that 10% will create an OP build for Gunslinger Shotgun builds. Here's why, Current Situation = kiel cards have a capping of 80%, Dragonist Gunslinger Armor gives -20% after skill delay..   2 kiels(60%)+DragonistGS(20%)+Eisa's Ember(10%) now a GS can go ship captain hat default w/ 2kiel + fsold on the helm armors. <-- prevent cancer from happening.

    Another One. the HP% of Gunslinger Vali's Destroyer, It only gives +20% hp while Eisa's ember gives 40% hp, Why Not give Vali's Destroyer 40% hp Boost too.

    Team - @Ares @Genesis @Veracity

    Results - First it will bring back Rapid Shower Types. Prevention of another OP Build, that for sure people will complain about and will end up to a Nerf again resulting to a death of another Class. GS has plenty of useful skills that has been blocked by that 80% capping, the only problem was Desperado Spam not all its skills. ^_^

     

    I'll agree to getting a unique delay for Rapid Shower if that helps. To make GS Curse have another option other than Desperado.

    It will always be capped at 80% even if its 2 kiels(60%)+DragonistGS(20%)+Eisa's Ember(10%) It will not go past 80%. If it does, then we can always make another post to reduce that. Remember, not everyone can get PVP tokens cause of the hoarding thats happening now. Eisa's will need that 10% for those who can't afford/obtain a Dragonist armor.

    Its like the armor became a kiel card if you ask me which gives us the freedom to slot one more card in the headgear. I don't see whats cancerous there. Ship captain hat doesn't add HP. Also the 40% HP on the Eisa's is needed as well since GS has a low HP pool. If you claim that you can have a High HP pool, then that depends on the individual's stat build. Im not gonna ask how they achieved that but its fair to those who are new to the class.

    so yeah Im gonna have to disagree FOR NOW since this has not been tested yet with dragonist armor. GS is currently fine the way it is

  2. 2 hours ago, Rayray said:


    Oh damn and i was about to try and shell out cash to try and get two so i can get my hybrid bio going again lol(yeah may seem OP if it has both stats).   got some extra cash after buying games for ps4 so maybe ill buy something :p

    Can I suggest that you can switch out which effect will be used(through an NPC similar to our fhelm color changer) since it would be kinda unfair to lose the effect of the other once you combine them just for the looks.  OR can we just get like half effect of the two on one item?
     

    +1 to being able to switch between the effects of the 2 rings via NPC because even if its just aesthetics, it would be such a waste to spend to make a ring then only get 1 out of 2 effects out of it

  3. 1 hour ago, Maiimaii said:

    Oh really thats why its not written on the description my bad, i never play gs HAHAHA

     

    but @Yatogami Gs has already 2 build actually 3 playstyles, i dont think this suggestion should get approved soon because theres other class that need other playstyles. I think they should be prioritized first than this. Well for the sake of balancing xD

    i agree with this suggestion tho but not right now.

     

    Yeah Im not rushing this, Im just putting this here so GM's can see and have an Idea. So far im getting good feedback from players regarding this :D

  4. 1 minute ago, niemono89 said:

    @Yatogami

    How about the skill of *spread attack*?

    Coz shotgun+grenade launcher can be used for that purposes~

    What about it? Grenade launcher can use spread attack but I doubt its gonna be strong since there is no custom damage modifer. What makes the gattling gun special in my idea is that it has EDP as a damage modifier because normal attacks cannot reach 5 digits unless there is a  damage modifier in effect. The reason why I suggested baphomet card effect for this was because if I suggested to proc spread attack while dealing normal damage, it might be OP due to EDP effect. So baphomet card effect would be the safest here.

  5. On 12/12/2016 at 11:05 PM, Maiimaii said:

    I havent done reading but adding % on those little pills bombs wud hurt, it can be spam without kiels and can cast on the same coor of players and spammable and can break armors :(  so idk adding % would be good idea, the grenade launcher valk is good but yeah lets hear other peepools opinions. +/-1 

    The reason it broke the armor is because of destroyer effect xD It can't really break armor if it becomes a valk weapon.

  6. On 12/13/2016 at 7:25 PM, Maiimaii said:

    Yes dont nerf it too much , like i said its okay to add 70-100% fs but put delays or lower the dmg but. Stay the spam as like that and also add dmg for kunais so job will not become useless

    I agree here xD Just keep it in mind that throw kunai is the normal choice. *coughs* Throw huuma shuriken *coughs* yeah :D

  7. 7 hours ago, SweetTooth said:

    Ikr. it would be fun if we have gattling gun in the server. it will add more variety of hitter class like sinx taekwon etc. so if we have gattling gun in the server would that mean GUNSLINGER GATTLING type would become a breaker long range?? and disruptor in WOE. because you said it should have EDP or Like Dmg Modifier. that would be heck of a fun as Gs Breaker. hahahahah

    Thats why this class is promising. <3

  8. 4 hours ago, niemono89 said:

    My thoughts were like these :

    1. Critical bonus should goes into grenade launcher coz of the highest max dmg dealing weapon for GS.

    2. Double attack/triple attack should goes into gatling gun to make it more versatile.(hope this option reconsider :p)

    NOTE: I think the edp effect were good idea for gatling gun(since I disagreed it yesterday xd)

    1. It should stay as is because we do not want to ruin the balance of the weapon. I agree with you on it being the highest max damage dealing weapon... on a low rate server. That is why It should not be boosted any further

    2. Rebellion has that skill in iRO in which its a passive as long as you have coins as catalysts activated, but I thought it would be considered OP. (Trust me I thought of it waaaaay before you) Then again, Triple attack would sound good, but dishing out a normal attack that does an AoE splash damage would be viable since its a gattling gun and its meant to be a wide spread attack. I should give credit to you because of your thread about bapho card on shotgun.

     

    Thanks!

    • Like 1
  9. 5 hours ago, p3wp3w said:

    as for the Ground Drift Skill which benefits the 1st weapon introduced, here are the notes:

     

    • These mines differ from traps as they may be placed under players or monsters.
    • Cards will affect the damage of the sphere.
    • Card effects like Memory of Thanatos Card work with this skill.
    • Damage is calculated when somebody steps on the mine, this means that when the weapon is tagged, card effects like Hydra and Memory of Thanatos will work even if it wasn't the weapon the sphere was planted with.
    • The activation and damage of this skill are blocked by Magnetic Earth.
    • If this skill is used on a hidden target, the mine will explode (it assumes that a player or monster is occupying the cell) but no damage will be inflicted to the hidden target.
    • Pneuma also blocks damage given by mines and triggers the explosion.
    • Up to 25 mines can be active on screen.
    • When the user dies, the mines will not be removed from the screen but will still trigger when somebody walks over them, no damage will be dealt as well.

     

     

    Now, Given the stats for the grenade launcher :

     

    Vit+30 Dex+25 Max HP+30% SP+100(to be tested)
    Reduces all skill's after cast delay by 10%
    Ground Drift does xxxx% damage
    Grenades do specific effect when stepped on depending on element
    (Max of 4-6 for each grenade for 
    tactical placements and trapping/delay)

     

    And I actually dont see anything bad about it. I find this versatility pretty much decent. However, we dont know yet if this skill can be spammed with or without kiels (just like the Final Strike Issue) because if this skill can be spammed even without kiels, it's gonna be OP af since these traps can be place under a player/monster and on top of that, Thanatos works on this skill.

     

     

     

     

    As for the Gatling, I find this Weapon to be pretty much OP compared to Sinx Breakers. Why? Because Snipers/Gunslingers got around 3k-4k base ATK just with decent gears and 300 dex. As for Sinx, They hardly reach 4k ATK until they got their Amad/Bijou Cards. And Topping the Gatling weapon with EDP effect, will pretty much better than Sinx Breakers.

     

     

    As a summary, +1 to the Grenade Launcher (only if spam check was done) -1 to the EDP effect of Gatling. But +1 for raising concern of having versatility for GS

    -It can be spammed without 3 kiels. Yeah we can just add an after cast delay. I see no problem with that :D Thats why I placed a limit up to 4-6 instead of 25 on putting spheres. 25 spheres on top of each other is too much and can be abused.

    -The gatling gun's damage with thana cant reach a 5 digit damage as I have tried it with an ordinary gatling gun. Thats why it needs a damage modifier to boost the normal attack. Compared to other skill shots. This in a way can and cannot be compared to sinx. Can because they share the same idea of normal attack. and Can't because it is a ranged attack and it only uses 4 slots for weapon unlike sinx.

    but yeah thats why I needed other people's insight for this. Thanks!

  10. So I've been busy coming up with new viable weapons for Gunslinger and thought: "Why not use all the available GS weapons?"

    and this is what I've come up with for the past few months of agonizing and thinking, I have come to share with you all "possible" ideas for Gunslingers in the future.

    Let me know what you guys think. Personally I don't see them as OP cause I did think of the possible things you guys might say later on and say that its OP or what xDD It has its downs/disadvantages to it which makes them "balanced" already. But because these weapons are very unique to the Gunslinger class, I'd say it has potential to be viable in team fights and it should be capable of standing on its own as a Gunslinger specialist.

    So without further ado, I introduce you to:

    Einmyria's Ashes(Grenade Launcher)
    Vit+30 Dex+25 Max HP+30% SP+100(to be tested)
    Reduces all skill's after cast delay by 10%
    Ground Drift does xxxx% damage
    Grenades do specific effect when stepped on depending on element
    (Max of 4-6 for each grenade for
    tactical placements and trapping/delay)

    Spheres(Ammo)

    (Ammo for grenade launcher is different and uses spheres and not bullets. Please take note)

    L.Fire/Blast Sphere (Damage)
    Attack: 100
    1 Massive Explosion max of 3 can be laid at a time

    L.Water/Freeze Sphere (Support)
    Attack: 100
    Waterlogged Slow effect similar to Hidden Water

    L.Poison/Sticky Poison Sphere (Support)
    Attack: 100
    Causes Poison and Slow when stepped on(Similar to slow grace)

    L.Blind/Sleep Sphere (Support)
    Attack: 100
    Causes Blind(10%) Blind status lasts 7 seconds(similar to blind effect on
    star gladiator skill shadow)
    or
    Causes Sleep status(10%) for 2 seconds

    L.Earth/Stone Sphere (Support)
    Attack: 100
    Causes Stone Curse(10%) when stepped on (Cannot bypass Fsold card)

    L.Lightning/Paralysis Sphere (Support)
    Attack: 100
    Causes Paralyze(5%) for 4 seconds when stepped on

    Side Note:
    -Quest for L.Spheres similar to L. Bullets
    -Can go along with Guardian Ring or curse ring
    -Please test if it is still possible to bypass status ailments on high vit. If not then I'll add a second option.
    -Only has one main damaging grenade/sphere
    -Support grenades
    may or may not deal damage. depending on the GM

     

    xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

     

     

    Baldr's Rage(Gattling Gun)
    HP+30% Vit+20 Dex+25 Luk+25 Agi+30 Critical rate+30(Crit Type)(Cannot crit on player)

    or

    HP+30% Vit+20 Dex+30 Agi+30(Thana Type)(Best Option)
    Allows use of level 10 Enlarge Weight Limit
    Increase damage on demihumans by xxx%
    Aspd-10
    Unbreakable
    Enchant Deadly Poison buff is active when equipped, and removed when unequipped
    Walk speed -15% when equipped(Decrease Agi/Slow Grace speed)

    Side note:
    -The reason why EDP buff should be active on this is because normal damage has no
    damage multiplier.

    -This weapon can go 2 ways, either crit type or thana based attacks.(Please test if crit is viable on long ranged)
    -Can go along with Bless Ring
    -Gattling gun
    has no active skills in Gunslinger skill tree which makes normal attacks its only weapon

     

    Thanks for taking the time reading my suggestion. I've put in a lot of hardwork into thinking of the balances for these two weapons. Stats, Buffs and Effects weren't easy to think of. For more questions/understanding about this, just reply here.

    @Ares @Genesis

  11. I should have been the one posting this since SL is one of my mains. But the reason why I didn't is because Im broke to make an SL G ring. I already know that it needs a rework but couldn't think of an alternative skill for it other than making it a super viable support class instead of killer class.

    So I was thinking, instead of adding another kind of skill that procs when attacking, why not give it a boost in HP and give it a skill that procs when attacked like chance to cast multiple skills like wearing Ring of Flame Lord + Ring of Resonance Effect.

    anyway, +1 to change auto cast skill.

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