Jump to content

速い 

Trainee
  • Posts

    35
  • Joined

  • Last visited

Posts posted by 速い 

  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. 4 hours ago, gunxsword11 said:

    I'm actually the one wondering how are you even coming up with this numbers ??  It feels like you battle'd probably someone who got full god gears on bio c - then assume everyone who might/does plays bio c would be exactly the same which is kinda a wrong mindset ... In setting/nerfing up gears/items in a game you need to consider 2 perspective in terms of motivation : 

    [1] A Casual Player 
    [2] A Hardcore Player

    You do realize that the server isn't just about end-game shit - you need to look at it in a General perspective.  A Casual Player will always have the average items (normal donate acce, weapon, armors/hg, aura) and most of them will just donate money to get it then some would farm and earn it. Now if we follow the value that your suggesting mammo damage would drop to 40~50k each spam on full donate and if you compare that to other jobs - its shit. If you compare buying a diff set vs bio cset SPENDING the same amount of money .... then clearly it will show that if we follow your values then bio c wont be worth to spend a penny on - people wont even recommend playing or buying or using it ... you wont even be able to sell that shit and you'll kill that job itself (bio c) making the ring pointless. A class needs to be playable and WORTH the cost in a normal gear set up and more in a top end gear (god gear) set up.

    Also a Hardcore Player that you prob met using a bio c (guessing) since u wont bring this up if you didn't  experience it hands on. This people like any other player even on a diff class would do way more damage than average . I mean you invest on DA, books , new acce, emp, bijou, thana/inca + foods & buffs like bor&aloe even voke lvl 10 then converter - so of course it will do more than 100k damage with the current gears. If you invest that much even on a diff class you'll definitely get similar result (depending on job class). The point here is its top tier end gear and people spent a lot for it - so ofc in a way it would be way way higher than ur average geared person and NOT EVERYONE can do this thats a fact so its really not healthy to just assume that everyone would be like that cause they wont.



    [1] Right now a FULL geared (w/ da + books + acce + emp) Bio C with full buff + brutal (20% mammo) can do an average of 122k spam (w/o voke 10) .... with voke lvl 10 it'd spike to 135~150k (normally depends on opponents gear)

    [2] WITH THE SAME SET UP ABOVE .... but rather than brutal hg - swap it with ltd hg,  mammo damage drops from an average 122k spam to 107k spam

    [3] Now with same gear as (1) with brutal HG + FULL BUFFS (w/ voke 10)  but this time no ring (350% mammo)  but the rest exactly the same  - from an average of 122k spam it drops to 27k spam - so big difference even while wearing brutal. 

    You wanted to drop it to half from 350% to 175% which would likely make a FULL GEAR with top tier end items like DA with books + new acce + emp + full buffs to do like what ? 47~57k ish on God Gears ?? You'd want people to spend that much money/time/effort to get that kind of damage ? What more for casual players with average gears ???  Obviously people wont if the GMs do that and it'll make the dam ring useless and killing a build for that certain class.

    I do agree that it needs a bit of a nerf but not to that value where the class would be shitty - real talk. If the GMs drop the values to at least like 270%~300% then you'd still do like 87~94k average damage (w/ god gears) with mammo insane spam (assuming u got good ping) then that would make the class more worth it and balanced - thats a tiny bit of where i get my numbers from.
      

    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.

    unknown.png

     

  5. 19 minutes ago, gunxsword11 said:

    I'm actually looking at it at a more solo perspective .... since woe is basically a compilation/mixture of jobs that compensates to one another. In a WoE setting obviously people will default GR because of the present of neutral jobs like champs & bio which makes Napalm build effective - i mean thats the whole point. Any job that gets MB'd is like any melee/longrange phys class that gets 2x (which i pointed out already the only difference is the frequency/availability of the buff) that even if you just pass through in just a split second you'll still prob have the same scenario and die almost instantly. 

    I mean if you think and compare it this depends on an individual perspective. For example this scenario's ; (i'll be using wiz g vs gs g for comparison since they're the closest in damage range)

    [1] Champ snapping wearing usakoring pass by Wiz G that has MB = die in seconds if ur hp be like below 320k
    [2] Champ snapping wearing GTB pass by GS G that has voke lvl 10 (doesn't even need 2x atk but has same availability) = die in seconds if ur hp be like below 320k

    Anyone on each of this scenario would complain about the other - since mainly right now the main point of phys classes are to kill anyone on gtb or have them switch AND the main point of matk classes is to kill anyone on usakoring or have them switch. This is what i meant but depends on an individual perspective. Yes we all have easy counters for each classes but the main thrill that woe offers is that unexpected twists that suddenly pops up in front of u - and its up to you to decide how you will counter it (like snap while using gtb then switching to usakoring or vice versa) ..... its just that really so for me in this case both  are basically the same. If i have to point out another thing is that well i can honestly say GS G & napalm do have a great deal damage so lowering by atleast 30%~50% (depends) honestly would be more than enough to ensure that this classes wont suck individual and in a group and at the same time not so overwhelming.  Since you guys are looking at it at an all too perfect angle of assuming that everyone has access to mb that 100% of the time for 1 hr all magic users are on mb which isnt true - its hard to prepare an alt to be able to stay alive inside emp room - and the dam mb/voke buff will only even last for like a min then poof gone back to normal - so im looking at this at a SOLO JOB ALONE (w/o outside buffs) perspective where in if u wanna lower its damage at least make it high enough to still be able to fight back even alone and shine more in a group.  Also i do think 100% might still be too low so maybe 110%~120% might be something everyone would be happy about + by the nature of napalm skill itself - this skill tbh really shines to the fullest if your attacking someone alone since it will not splash/split the damage to those beside it making it weaker - thats the nature of the skill itself and tbh if i were to use wiz g/ws g even if i atk someone at emp area with the amount of people beside each other - honestly even with MB i dont think i'll do a killer damage cause of how the pure damage divides itself and splash around multiple people.

     

    i could actually agree on most of this - since there is that option to get SL converting ur buff target rather than just party - but enable u to use it on yourself. So imagine a bard/gypsy SL selfcast lutie having like 650~800k hp (unless dispelled but with that hp u can yolo on gtb lmao) and doing like the average 90~100k spam damage (on full gears) might be too mighty so +1 to reducing the hp a bit 

    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

    Quote

    As for the values for Bio C - same also feel 175% might be too low , prob 270%~300% is fine
    As for the values for GS G - just read it and that feels fine, 135%~150% seems goood

    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.

  6. 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.

  7. 13 minutes ago, c0okiee said:

    I apologize if I was being too harsh but I mean that class is already given so much injustice so it kinda hit a nerve wen he made that suggestion As for the MB part I agree its still decent but I literally have 24k matk and 200k hp w/o energy coat dude that's like 10k lower matk for literally same dmg and only 1 skil.

    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).

  8. 2 hours ago, c0okiee said:

    yo meet whatever u just proposed all the classes have been nerfed recently and also SG has been nerfed ages ago. You have only recently come back and u expect whole server to throw a red carpet and agree to everything u say.

    Like Wiz just got nerfed their dmg doesn't cross 120k Each napalm with max Dmg build unles(Mystic or Mind break) It used to be 250k before w/o buffs lol.

    GS the nerf u suggest is reduce dmg even more when it was just nerfed that's fair but then increase their hp significantly then caz they got really low Hp ( u want balance? suggest it properly) .

    WS- this is where u g0t 0 knowledge of this game The ws g ring is the brain child of Mizel ( the ring has only 1 skill Napalm and no other unlike wiz g ring where they got many skills) like literally renders the class useless if gtb or non gr and u wanna sit and nerf it(after it was already nerfed just a while ago). *Slow Clap*
    Instead try to come up with a Change for the entire ring ill agree with u infact id applaud u.

    Though please stop suggesting stuff w/o actually playing the class also making it unbalanced. U nerf smthing add smthing instead. 
    And u have forgotten the most crucial class of all Champs 1 class periodically ppl complain about always and u haven't even mentioned it Why? caz u play it as simple as that.

    Also your entire argument is flawed ( Magic class has the easiest counter in the world its called a gtb / Where as champs what do u do to counter them enlighten me Caz anything u do to counter them u risk being vulnerable to other classes) And as for Pally support any class can be equally good with pally support u wanna sit and snap around and run into Mind breaked wizards and WS that's on u not the class or other players fault that hes op. Just use counters which are very easy btw or take the help of a pally and go gtb ( bless ace shld help u there maybe get 1) 

    I cld agree with the Gypsy/clown G but seems a bit too much of a nerf since its already just 90-100k dmg. Id say reduce their hp buff that shld work better ( it makes them be glass cannons or if they want HP sacrifice dmg) More simpler id say


     

    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.

     

    Quote

    Also your entire argument is flawed ( Magic class has the easiest counter in the world its called a gtb / Where as champs what do u do to counter them enlighten me Caz anything u do to counter them u risk being vulnerable to other classes) And as for Pally support any class can be equally good with pally support u wanna sit and snap around and run into Mind breaked wizards and WS that's on u not the class or other players fault that hes op. Just use counters which are very easy btw or take the help of a pally and go gtb ( bless ace shld help u there maybe get 1) 

    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.

  9. 51 minutes ago, gunxsword11 said:

    I'd say i agree with most of this and the some classes really seems unbalanced and prob need a bit of twisting. If I'd disagree on one thing here it would be for the reduce values for wiz/ws g (napalm builds) 80% is prob too low since aside from forcing people to change to no gr or gtb to counter it or reduce its damage - napalm is practically useless since matk roles are either to force them to change gears or kill people thats it .... so maybe at least dropping it to like 120%~130% would sound more reasonable. 

    Also im pretty sure that majority of those 30k~50k each napalm are from mb (2x of matk) which you can get as much as you want if you have an exclusive prof for it - so for me its not OP alone, its op with help. People prob just notice this more because its easier to get MB for 2x matk rather than chant for 2x attack - but if you look at it closely both are identical/same - only diff is the frequency you can get the buff at and that changes everything.

    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.

  10. 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)

    Quote

    ATK_ADDRATE(wd->damage, wd->damage2, 2*skill*i);

      TO  

    Quote

    ATK_ADDRATE(wd->damage, wd->damage2, 1*skill*i);

    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.

  11. 46 minutes ago, GotK said:

    So disable Gepard so everyone can just cheat and have pally bots and dumb stuff happen? How is that even fun?

    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.

  12. 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?

  13. On 27/10/2016 at 8:25 AM, Rayray said:

    Because WoE is only held a few times a week and lasts for an hour and it is not the whole game.  You can't balance a class by saying it is OP with Pally and Clown buffs; most classes are OP with those buffs anyway, hence I rather base it on a 1v1 situation versus every other class. 

    And again, as I said in my very first post in this very thread, i main a class that had really no problem on ninjas, so i am a bit bias to it.  I don't want that particular build to get the "desperado" treatment on Gunslingers.

    Also, let's be exact here.  In your opinion, how much should FS damage?  Give me a number here when using incant and when using thanatos.  Lowering FS damage too much will make people not actually use it.  What's the point of using FS if a simple throwing skill outdamages or is on par with it. 

    Example: if it deals 200k, would making it deal 150k be good enough or make it 100k?

     

    I'd disagree, WoE is a huge part of this game. You're saying you can't balance a class based on how OP it is with buffs, although can you name a class that's able to acquire a buff instantly, with no downside to it and literally wipe almost everyone, and on top of all that if they actually get apple and 2x HP using Battle Chant, Ninjas are capable of wiping out a whole guild with devo with almost no counter-play to it. If you're going to argue champions can do the same thing then first off, they can't acquire an immediate buff that increases their damage by almost twice as much, and secondly at least there's a way to counter that by using reflect.

     

    No one can give you numbers for when someone uses incant and thanatos, because it'll always be different based on what the other person's wearing, whether they're wearing 2rays, 2devs, 1ray1skoll, 2skolls, tao or no tao, but it definitely shouldn't be doing the amount of damage it's currently doing. "Lowering FS damage too much will make people not actually use it" Well that's the problem lmao, it's been given buffed in a way that it makes no sense, I don't see the thought process behind why they slapped on the extra %HP bonus (as well as VIT+20), and on top of that they've slapped on a huge 150% damage increase on Final Strike.

    • Like 1
  14. So I've just realised that the Loki's Cursed Blade actually doesn't provide the stats it says it should give (this has been tested with the Blue version, not sure if it's the same with the Red counterpart).

     

    Here's what's wrong:

    Increases STR by 15 even though it should be increasing it by 25.

    Increases INT by 15 even though it should be increasing it by 40.

     

     

  15. 53 minutes ago, Rayray said:

    Are we talking about damage from one skill or total DPS of a class?  Because some of the classes i listed there can deal huge amount of DPS with the correct situation, same with ninja atm. 

    Also, the characters i've used (biochemist, stalker, Soul Linker)  in the past month that I encountered ninjas and i did not really got 1 shotted like you claim.  2-4 most of the time i will die if i dont seed, but never 1 hit.

    Lastly, if you read my posts in the first page, i already said a little decrease in damage OR delay might work on their part(because some of us believes it is a bit fast to spam considering the damage).  I just put my opinion that i believe that the defensive skills of a ninja is a far greater problem than its damage simply because you have to switch classes to fully combat one.

     

    Unlike only relying on my experience I've tested this with my Ninja myself against my own characters, regardless of what I wear I'm able to either to 1shot or almost 1shot my characters playing on a Ninja. Which classes out DPS a Ninja currently? Doesn't matter how many skills any other class uses, their DPS won't be higher than the amount of damage a Ninja can output at a crazy rate of spam from ONE skill (Final Strike).

  16. 30 minutes ago, Rayray said:

    Any class with a devo will not die.  A buffed up sinx, a champ, a full damage prof, a full damage sniper, a full damage gunslinger will not die when they have devo, hence I did not take it into consideration.

    That's my opinion anyway.  For me the defensive skills are the problem since you have to switch classes to fight one most of the time while every other class can fight each other.  Some are disadvantaged, but you wouldn't feel the need to switch classes.

    You're telling me giving Ninja the ability to 1 shot nearly every class is actually fine? On top of being able to easily use the apple buff, changing the defensive skills in any way won't affect how strong they are, the problem here is the insane amount of damage they've been given, not their defensive skills. You're comparing a full damage prof, sniper, champ, sinx and a gunslinger although none of these classes do even close to the amount of damage a Ninja currently does. A champ doesn't even come close to the amount of damage a Ninja does, even if they were full asura and have stacked their damage up in every way possible.

  17. 17 hours ago, lord_dhan26 said:

    Some of the players already figured out how to counter my Ninja. i even do 170k consistent to them(even with thana switch).

    about the Lutie or 2x HP from Chant... how about taking Off the Lutie effect instead.....  the 2x HP chant has the same chance of occuring as 2x attack.
     

    I'm getting tired of you players who constantly keep saying "you just have to figure out how to counter it" or in your case "some of the players already figured out how to counter my ninja". If you're so sure that Ninja actually doesn't need a nerf, why not let me (a champ/sinx main) know how to counter playing against a Ninja with at least half a brain? It's got to the point where I literally avoid fighting Ninjas wherever I can simply because the outcome's pretty much already determined before the fight even begins. Yeah I could survive it as a champ if I actually changed how I built my champ, but that's sacrificing a ton of damage just to survive a class that's been given a ridiculous amount of damage.

    10 hours ago, Rayray said:

    I've said it before, and I'll say it again:  The damage a ninja can do is not relevant.  It's the defensive skills that makes it OP.  Put a damn soft delay on cicada and flip tatami, not too much just enough for them not to constantly spam it against someone and be immortal.

    This doesn't the insane damage they do in the first place, you're addressing a 1v1 situation, how about WoE where they don't really need to worry about that as long as they have devo? The defensive skills definitely don't make it OP, because as it stands, classes that hard-counter Ninja are able to defeat it with relative ease.

  18. Ninja's probably one of the strongest classes right now, whether they have devo or not they're able to dominate PvP ladder/GvG/WoE with ease.

    And the main reason why is, you literally cannot hard-counter a Ninja unless you play a class that hard-counters it, classes like Champ almost never win against a Ninja with half a brain. You've given Ninja the ability to do insane damage as it is, you can counter that by using 2rays/GR, but what stops a Ninja from switching to Thana and 1 shotting you? What stops a Ninja from getting the Apple buff, which by the way is pretty much free, it's basically a free 2x for Ninjas (as opposed to Battle Chant's 2x ATK which you get by chance).

     

    You've ignored the fact that you've given Ninja such a strong steroid that in almost every duel, they have the chance to come out on top before it's even begun, all they need to do is get 2x HP which there's no downside to, as well as being able to switch to Thana when people do attempt to counter you. The problem doesn't lie in Ninja's being able to use Thana it's the amount of damage you've given it already that makes it so strong. Not much to say, you've given a class the ability to one-shot most classes, with the ability to spam at an insane rate.

     

    Edit: 

    Int +20, Vit +20, Max HP +20%, Max SP +10%, Atk +10%, Matk +20%, Walking speed +15%
    Reduce Vit def by 10%, Increase damage of Final Strike by 150%
    Reduce damage taken from Demihumans by 5%

     

    I also don't see the reason as to why it was given a HP buff (Max HP +20% and Vit+20) as well as a Final Strike damage increase, it literally makes no sense, this ring's primary use is going to be using Final Strike, giving them a +% Max HP doesn't affect their ability to survive at all (if that's what you were going for), there's just so much damage increase across the board that it literally doesn't make sense.

    • Like 1
  19. I haven't been on the server for around 2-3 months now but is there somewhere where it says RCX isn't allowed to be used? If someone could just link me I'd appreciate it.

    Edit: I'll say what most of you won't bother saying. If you can't fully control players using things like macro/bn/sprite edits, what's the point in even talking about this and what GM team will "allow" at this point? People will still use them and the only people who will be able to prove someone's using RCX is by having proof of what the user is able to see on their screen.

    Meet.

  20. NewxtS4.jpg

    Requirements

    • Active & Geared

    • Loyal

    • Able to attend events like WoE & GvG.

    • Able to follow rules

    • Able to communicate in English (as most of us here only communicate using English)

    Rules

    • Respect other guild members

    • Do not throw abusive, vulgar or racist comments towards other members.

    • Do not beg other guild members or me for gear. I will help you as much as I can if you show me you're loyal.

    • Do not cause drama, just let it go; won't be tolerated here.

    • Do not group up on other members, try your best to ignore them if they are being a bother.

    As long as you're able to follow all these rules and show me that you're loyal, I will go out of my way to help you as much as I possibly can.

    Meet.

    • Like 1
×
×
  • Create New...