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速い 

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About 速い 

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    Hayai
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  1. ship captain hat: bijou/kiel emp: bijou/kiel ring: maya p/fsold/kiel armor: gr, tao / gr, eleanor / gr, rsx bow: tg, mao, mao/paper, paper / tg, paper, paper, skel cloak: ray, skoll / 2x ray / skoll, sinx boots: fbh, fbh accessories: 2 ifrit / 1 ifrit + dex rune str: 150 agi: 195 aspd vit: rest int: 20-50 dex: 29x luk: until 80 crit ideal situation: ms clown + pally devo
  2. The 2 Kiel Nerf applied to clowns and gypsies only affects tarot. You don't need more than 2 Kiels for Arrow Vulcan and Melody Strike is ASPD-reliant. I don't see how you possibly think capping a max of 2 Kiels across every class is reasonable. Sorry to stick it to you but the play-style you've become reliant on is most likely never making it back into the game, and I'd be surprised if that wasn't true. There's a reason why many mid/high-rates nerf tarot in one way or another due to how crippling it can be.
  3. It wasn't violent, it was a nerf that should have happened years ago. It's a toxic play-style that cripples other players with no room for counter-play whatsoever. 1. Half Atk for 30 seconds 2. Half Matk for 30 seconds 3. Atk, Matk, Flee, Hit, DEF -20% for 30 seconds 4. Removes all buffs (dispell through GTB) 5. Randomly cause the effect of two other tarot cards 6. Target it stunned for 5 seconds 7. Coma Half of the cards available in Tarot are extremely crippling especially in a high-rate scenario where clowns had -90% after-cast delay and were able to spam it as such a speed that leaves no room for counter-play. Tarot in its current state is perfectly fine and exactly where it should be. It's not the only thing clown/gypsies have to offer and don't see why every other play-style offered by the two classes and their respective rings have been written off by you (calling the classes dead). I haven't exactly noticed clowns/gypsies have much trouble after the MaxHP and damage nerfs to the Guardian Ring but maybe you can elaborate on that seeing as I don't main those classes, maybe they do need a slight buff, but you'll need to further expand on that as you've solely focused on talking about Tarot in your initial post.
  4. +1 Have been struggling to find relevant, up to date and well-structured information on current and previous items that have been added or have been changed.
  5. I'm not assuming anything, purely going off of experience and playing this server on and off for over a decade. The state of pvp right now as it is, is unhealthy. It doesn't matter whether you're a casual player or a hardcore player, the difference between having the the normal items like you said (normal accessory, valk weap, farmor, hg & aura) should not be THIS huge. You've likely joined the server right as these rings were being introduced and never got to experience what it was like beforehand, the amount of damage classes like these do as of right now is completely absurd. Having the best items in the game should merely give you more of an edge over the majority of the players who are geared but haven't yet acquired things like DA & Books, it has nothing to do with being a god and doing insane amounts of damage, we're literally entering super high rate territory here. You suggested you'd feel comfortable with Bio C doing around 87k-94k? Let's pit that against my champ, fully geared btw - would only take a little over 3 mammo to drop me, being a skill with almost no delay you're suggesting a Bio completely outdps a champion, insane. On top of all that, I don't think you even realise that most of the damage stems from the ring, weapon and headgear itself rather than DA & Books, so regardless of what you've mentioned there wouldn't be a huge difference between people who do have DA & Books other than the fact that they'll do slightly more damage and have a lot more hp at the same time (hp, which I've mentioned is a completely different issue that needs to be addressed as soon as these rings have been). I still stand by the values I provided, it might be a little aggressive but I know for a fact that that value is probably a lot closer to a balanced figure than what you've provided. Here's what I want to leave you with about your suggestion of barely nerfing the damage increase provided to WS G.
  6. I have no problem dealing with a Wizard whatsoever in a 1v1 scenario outside of a setting which requires a group like BR/GvG/WoE. The whole point of this nerf is to make sure that they aren't able to just drop another player easily with no counter-play whatsoever while providing them with increased survivability. Whether or not you need an alt doesn't matter, there's plenty of people that play redux prof that are there purely to help other Wizards and mindbreak them while using whatever CC they can do prevent people from advancing during WoE. If there's a guild defending with a couple wizards you sure as shit would expect them to have MB on almost all the time - the point is it's so readily available it doesn't matter what you say, it'll always be there to be used. If I was playing wizard I'd definitely have someone or myself casting MB on me at all times. Having classes that do absurd amounts of damage like this is super unhealthy and the window for counter-play in this meta currently is so small that it's almost impossible to counter one class without getting completely dismantled by a different class. I'd rather be prudent and stick by the 100% than have it still be a problem, like I said a lot of these rings weren't well thought-out in the first place, they're either underwhelming and almost useless or they're just forcing a play-style upon the class that just doesn't compliment it or make sense whatsoever. At this point the previous nerf didn't do enough and didn't really change anything in terms of its ability to drop a player instantly, that's purely the reason why I'm sticking with what I outlined in the original post. I feel as if even with the decrease in damage, wiz g should still do a considerable amount while still benefiting from the increased survivability. EDIT How are you even coming up with these numbers? 270-300% would absolutely do nothing, they'd still hit for roughly the same amount. Mammonite shouldn't hit anywhere close to 100k - given how fast it can be spammed. I probably have the fastest and strongest asura you can even obtain currently through the highest tier items (this excludes the use of hollowring) a bio can outdamage me while having 400-450k HP and spamming one key.
  7. Please stop playing it off as if these nerfs, even if they are aggressive would render the class useless. It'd render that specific play-style useless at best and I can tell you pretty confidently that the numbers I've provided definitely isn't aiming to do just that. What makes you think Whitesmith using Napalm is normal whatsoever? You're most definitely not the only who plays whitesmith, there's at least two others currently and do absurd amounts of damage. I've merely suggested nerfing Whitesmith Guardian until there's a replacement for it because currently as it is it promotes a toxic meta where people rely on busted classes doing absurd amounts of damage where they shouldn't. There's absolutely no need for every class to be doing stupid amounts of damage, these rings should be complimenting the classes themselves rather than trying to add random shit that isn't well thought out in the first place and forcing it to work with that specific class (e.g. Whitesmith Guardian, being a prime example of exactly this). When did hitting 100k+ mammonite, 150k+ napalm and one-shotting pallies on SG become normal? Keep in mind all of these things are spammable with no delay whatsoever, don't even compare this to something like Asura which yes currently does a lot of damage but is nowhere close to being as fast as mammo and napalm. Also, how are you even comparing a champion with Hollowrings? You do realise you'll never survive anything wearing Hollowrings in any setting whatsoever even with a pally. You literally can't compare hollowrings to a wizard with a kafra hairband, huge difference there - it doesn't force you to sacrifice the amount of damage you're going to take by an amount that you can't even ygg.
  8. You're asking for accessibility to devastating damage with no downsides whatsoever. Do you use kafra hairband? I already included a HP buff to Wizards to increase their survivability which you probably overlooked. If anyone's going to reply saying nerfing Kafra Hairband would be the way to go, no it would not. Kafra Hairband should stay the way it is with adjustments made to the very ring itself, so that the option to do significantly more damage is still there with a clear downside (the ability to be frozen).
  9. Just because something's previously been nerfed doesn't mean it was good enough. I haven't come back and expected anything of anyone. Up until the point you broke down and started attacking me I hadn't even said a word and hadn't done anything except kill you in an attempt to ladder. It's clear you have something against me and from the very day I came back you've tried your very best to find an excuse to get @ me, it definitely isn't working sorry bud you're only coming across immature by personally attacking me on a suggestion thread. Wizard hasn't ever and should never have been made a glass cannon assassin, going directly against the very nature of the class and making it a single target powerhouse and giving it the ability to completely wipe anyone that isn't on gtb/is on gr. I don't think you even read the thread at this point seeing as you didn't even notice the increase in HP given to Gunslingers to compensate for the reduction in damage and increase their chances of surviving. Here we are again with you attacking me for apparently having zero knowledge of this game when you haven't brought anything worth mentioning to the meta at any stage of this server's development over time. I tried thinking of something to replace WS G but at this point in time there's nothing I can suggest that even makes sense, therefore only proposing a nerf to the current ring itself for now. Again, I don't need to play the class itself to realise it's broken. I've not only wanted Champ G nerfed to the ground since coming back but in fact even contributed towards it, so don't come at me telling me I'm biased. Champ definitely needs a look over, but it can't be done until these classes have been dealt with, as champ isn't outrageously busted though it definitely does need a look over at some point due to books pushing it over the edge slightly. At this point a fully geared champ like me, Broly, Brianology will most definitely one-shot an undergeared player but definitely wouldn't be able to one-shot someone just as geared on a different class. You might want to read over what you just said in the snippet above too. So you don't think putting GTB/Taking GR off makes you vulnerable to other classes? A champ will one shot you whichever of the two you choose. How do you want someone like me to put gtb on, freeze a glass cannon wizard who's probably being devo'd before someone else catches me? Let's exclude me since I'm apparently a trash example, but supposedly one of the best champ players in the game Broly can't even manage to deal with a Wizard, you might want to hop on and show us how though maybe we're missing something. I did look over the percentages again and the percentages should instead be around 220-240% rather than 300% which has now been amended in the original post. I still feel 100k does way too much for a skill that's spammable like that. Not every class needs to be equipped with doing devastating amounts of damage, every class should be playing to its' strengths, like how it previously was. All these busted classes/rings are making every other play-style redundant at this point because it isn't even worth picking up. Not only did you pathetically attack me in a suggestion thread, you shit on this thread by spamming in it and even after all that you contributed very little to this discussion.
  10. Napalm is most definitely not useless at all, on a server where everyone's forced to wear GR. You're looking at this from an all too perfect angle where someone's going to have a pally devoing them, meanwhile people like me are snapping through a castle and a wizard only has to catch me for a split second with MB to kill me instantly with no counter-play whatsoever. A high wizard's job has never been to take out single targets but rather do huge amounts of aoe damage, especially in a woe setting. Instead of complementing the class itself they've gone ahead and made it a glass cannon assassin that does over 170k damage with a single use of napalm - a skill with pretty much no delay. Whitesmith Guardian is a prime example of this, being given Napalm and Stave as well as absurd amounts of MATK (80%) just for the class to be able to make good use of it - why even is this a thing in the first place? It makes absolutely no sense. After taking a look though, I felt like 80% might have been a bit too severe and 100% looks to be around the spot where it'd still be able to do somewhat devastating damage while leaving room for counter-play at the same time. The frequency at which you get both buffs makes all the difference, MB is readily available at a moments notice whereas 2x ATK isn't. Let's look at this way, a high wizard as it stands currently can lay waste to anyone that isn't being supported by a pally or doesn't have gtb on, but then swap those roles around and put a champion in the place of a high wizard and apparently the class that's supposedly supposed to have the highest single target damage in the game isn't capable of doing that? I'm not saying champ needs to ever be in a position where it can and should do that, this is merely for comparison. The fact that this class (regardless of whether or not it needs a buff or not, which by the way is readily available at a moments notice) can delete players like that is an extremely toxic aspect of the meta right now. TL;DR - One shot meta is toxic. No room for counter-play or strategy.
  11. Guardian Rings [Gunslinger of The Guardian] Vit +35, Dex +20, Max HP +30% (20%), Max SP +10%, Walking speed +15%, Reduce Vit def by 10%, Increase damage of Tracking by 135% (170%), Increase Casting Time by 17%, Reduce damage taken from Demihumans by 5% [High Wizard of The Guardian] Int +20, Vit +20, Max HP +30% (10%), Max SP +25%, Matk +20%, Walking speed +15% Reduce damage taken from Demihumans by 5%, Reduce Vit def by 10%, Increase damage of Napalm Vulcan by 90% (180%), 1% chance to auto cast Ganbantein when receiving any damage. [Star Gladiator of The Guardian] Str +20, Vit +20, Max HP +25%, Max SP +10%, Walking speed +15%, Reduce Vit def by 10%, Crit +100, Atk +8%, Inflict 15% more damage with Critical Attacks, 2% chance to cast Counter Kick with increased damage of 100% when doing physical damage, Reduce damage taken from Demihumans by 5% [Whitesmith of The Guardian] Str +20, Int +40, Max HP +10%, MATK +80%, Walking speed +15% Reduce damage taken from Demihumans by 5% Increase damage of Napalm Vulcan by 90% (180%) [Clown of The Guardian] Dex +25, Agi +15, Max HP +15%, Atk +15%, Walking speed +15% Reduce damage taken from Demihumans by 5% 5% chance to cast lvl 5 Musical Strike on enemy target when being hit Increase Musical Strike damage by 220-240% (300%) [Gypsy of The Guardian] Dex +25, Agi +15, Max HP +15%, Atk +15%, Walking speed +15% Reduce damage taken from Demihumans by 5% 5% chance to cast level 5 Throw Arrow on enemy target when being hit Increase Throw Arrow damage by 220-240% (300%) Cursed Rings [Taekwon of Damned]Str +35, Agi +35, Max HP +15%, Max SP +25%, Atk +7%, Hit +100, Walking speed +15%Reduce Vit def by 10%, Increase damage of Tornado Kick by 200% (350%),Reduce damage taken from Demihumans by 5% [Creator of Damned]Int +20, Vit +20, Max HP +10%, Max SP +10%, Atk +20%, Walking speed +15%, Reduce Vit def by 10%, Increase damage of Mammonite by 175% (350%)Reduce damage taken from Demihumans by 5% Valkyrie Weapons [Star Gladiator's Sorrowbringer] Str +20, Agi +12, Atk +5%, Max HP +45% Increase damage to demihuman by 7% Increase damage to medium sized monsters by 2% Allows Level 10 Enlarge Weight Limit Weapon EXTRA: • ADD A HARD DELAY OF 0.5s ON TAROT USAGE • MODIFY KIHOP (TK_POWER) TO It's either this or completely remove Taekwon's/Star Gladiator's weapon. The class itself for the longest time does way too much damage in events such as WoE, having the ability to drop classes with ease with hatred on them is incredibly unhealthy. This change will essentially half the amount of damage Taekwon/Star Gladiator gains from kihop which is where most of its damage stems from. All in all I think these changes will bring about a healthy change to the current state of pvp. This obviously isn't the end all be all for these changes and there are other classes that need to be addressed but currently as it is, these classes pose the biggest problem.
  12. I don't know about you and how you like enjoying the server itself but I'd rather that than the current state of the game where the remaining number of players don't participate in any sort of pvp and only log on for WoE. There's a reason a good reason why a significant amount of people ended up leaving the server after Gepard was implemented, it just wasn't enjoyable anymore or just not worth the time to adapt and learn to play without 3rd party stuff after having relied on it for so many years and if this changed I'm positive a lot would return to the server and I've even talked to a number of individuals who no longer play that feel the same way. The fact of the matter is that for the longest time there wasn't a solution such as Gepard, and because of it almost everyone adopted cheating in some capacity to get by and enjoy the game again and the reliance on using 3rd party tools increased to the point where it was the norm. The sudden introduction of Gepard to the server had players needing to either adapt and play legit again, use macros or just leave. I can tell you right now a lot have left in the past due to the fact that the ping difference is huge and macros just don't cut it whereas previously they would've used something like nodelay or breakneck to get past the inconsistent spam due to the ping and the huge advantage low ping players had over them.
  13. Now I know this is going to be a controversial topic but I'm going to go ahead and address this and see how you guys feel about it Gepard Shield got introduced what, almost 2-3 years ago? From then until now the server's dwindled in terms of its player base and in general how active the remaining number of players are. I'd just like to come out and say that cheating was an issue for a very long time on the server without it really being addressed and this isn't me pinning the blame on the staff, there just wasn't a solution at the time as strong as Gepard and the staff here were required to manually ban players through the submission of reports and as such weren't able to keep up because of how many people were starting to become reliant on cheating. Years went by and almost everyone that was active cheated in one way or another and the introduction of Gepard was so sudden that many of the players that had become reliant on using 3rd party stuff had started to leave or found themselves not being able to keep up. A large number of the player base also live outside of the states and have high ping which meant that using things such as no delay, breakneck, ahk were able to keep up with the fast paced pvp. This meant that both players with low ping and high ping were able to play against one another in a competitive manner and on a level playing field. At this current point in time events such as BR, GvG, PvP Ladder, Battlegrounds and Forsaken Field being almost completely inactive even with the remaining number of players left in the server, majority don't participate and I feel it's for the same reasons I've outlined above. The question I leave you with is would you rather Gepard Shield stay or do you think it would prove beneficial for it to be removed and see the server be a lot more active again in general?
  14. PLEASE NO?! EXCUSE ME?! WHY NOT HMMM

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