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Kittie

Forsaken Nobel
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Everything posted by Kittie

  1. omen. i tot it was gon be another cute flashmob marriage proposal. qq.
  2. A buff for one hour isn't really that appealing in my opinion. Especially if you want to play Ranker during WoE you would have to continually keep doing the mission during woe to get the buffs. I feel like a weapon that's donatable and then bought from other players would be a more stable solution for players. No offense. I love you :3. But I just want to fight for what I think is best for the class since I'm the only one and Drax who have firsthand experience with the class on this server.
  3. And what kind of bonuses would those be...? The same as the suggested weapon or what? I think that would also require heavy source editing which in the end wouldn't even benefit the server in terms of donation support. I don't really see the benefit on the admin side to do all the work necessary for those changes.
  4. Kittie

    Dorcus

    As long as asura will do enough damage to kill someone in two asuras... They don't need a buff. They can already do that now, so there isn't a need to make them into one-hit killers. I disagree. The cape really gave them a big boost to TSS.
  5. I'm on an iPhone so I can't type that much lol. I'm not comparing the LK to TK in the sense that I want them to be stronger than that class. The comparison was made to just give an example of how they are played, as constant damage dealers via skills, not just pure DPS like Assassins. After the valk weapon, LK would still have more HP and more Atk than a ranker. Regarding the ladder reset. I just wanted to clarify my thoughts on the matter. I really am agianst any type of reset. I think it's easy enough to get into the ranks and to maintain your position. I always try to stay in it at number 9 or 10. And when I get pushed out I rank back in. However, between a 3 month or 6 month reset, I would prefer the latter if it's absolutely necessary. I see the need to bring up time and money for future potential donations, but just for my ranker, I'd buy 4.
  6. This is why I think we don't need the resetting of the rank list. But I will settle for 6 months. Ranking should be a commitment and continual maintenance to enjoy the benefits of the class, and furthermore the benefits of the TK Valk Weapon. @XTOPHER I think expanding the list would be a source edit. 10 Rankers out of a general population of 300 is already a good handful in my opinion. Especially since only like 100 actually WOE and GVG.
  7. I appreciate the questions really since it allows whoever is reading to get clarification on a class that most people don't know much about (or may not even know exists). @EVERYONE I feel like the SG and TK are completely different classes, with completely different play styles, which means different appeals. SG is catered to nukers who want the one-hit-KO, while TK is catered to those looking for high DPS. Xtopher has already suggested a Valk weapon for the SG, so that's been done. And no, I don't think this will perpetuate a vicious cycle, per se, as we are just trying to get every PVP class a viable weapon so they can be balanced with classes that have one already. New suggestions of new valk weapons are virtually inevitable anyways. I don't think this would push the threshold of creating a tank with high DPS (which is actually a Lord Knight...), since the Infernal Cape modification and Valk Weapon do not increase the Ranker's HP. With the calculations I made, to get 23,500 damage with a kick skill, the Ranker would need to keep their build pretty much the same as it is now, which is already 300 str, leaving no room for much vit. @FORUM~ I've really already shared my thoughts on that with everyone on that thread. But I'll speak to it here. The lowest person on that list is 107 points which is shared by someone else who doesn't play, and me. It'd be really feasible to get into that #10 spot if a player was committed. The valk weapon shouldn't make the Taekwon a class people just want to try out since they have the money/tokens to purchase the equipment. If I had to choose, a reset of every 6 months is do-able. I do want to keep the Ranker list pretty exclusive, where not everyone can be one - just those who commit themselves to keeping up in the list.
  8. I gave an overview of how the class was played - it helps to read that before making statements like the ones below. But I'm really happy to clarify. You should really compare TK RANKER to a class like Lord Knight and Spiral Pierce. Spiral Pierce on average does about 20,000-30,000 on players with Friggs + Usako and Sacreds and can be spammed endlessly. The spam speed is really the same as the spam speed of kicks on a RANKER. A normal TK class is not able to spam them as fast - it'd be the same as spamming kicks on a Star Gladiator, since you're familiar with that class. Assassin Cross does more damage, and the damage per second is much higher than this proposed RANKER modification. I'm really annoyed at this statement. If you had read through my MYTHS OR FACTS section, you would know it'd be impossible to get 400k HP and do 23k kicks. You cannot be a tank and a damage dealer at the same time. If you built your RANKER to have 400k HP, you would need to significantly decrease your STR, meaning you'd probably do around 15k kicks if you're lucky. Like I said before, on my current build with optimal equipment for the highest damage, my HP WITH TAO is a measly 250,000. That's less than a Lord Knight. Regarding Tumbling - this skill is actually pretty detrimental to a Ranker who chooses to spam kicks. Once Tumbling is triggered, a player dodges that one attack and can follow through with Flying Kick. However, SGs primarily use Flying Kick after Tumbling since it's an ultimate nuke. But RANKERS do not since Tumbling breaks up the continuous kicking, and causes an awkward pause in which they are vulnerable. "Barely touchable" is such an uninformed and exaggeration of the effects of Tumbling. Also, you have to keep in mind RANKER is a much more confrontational class than SG. SG's jump around, and use sprint + flying kick to deal high amounts of damage in one attack, much like Asura or Final Strike from Ninja's. RANKER must be up close, in melee range, and stay there like an Assassin Cross to do the damage. The /ranker benefits on an LR server is not used to get to the next class on LR servers. On LR servers (ones with a decent population that is), you do the Taekwon Mission to rank to be in the top 10, which is extremely competitive, relative to the size of the server. Yes, the TAEKWON class is supposed to lead into SG or Soul Linker, but RANKING affects it in a different way. TAEKWON MISSION and RANKING BENEFITS allow a player to stay as a first class in order to compete with transcendent classes. I've played RANKER on a low rate before and this is pretty much the understanding of the class. In fact, RANKERS are highly sought after in terms of PVP since their DPS can easily trump Assassin Crosses in low rates. In low rates, it's hard to build a class to get 195 ASPD. It's really a RANKER ability to be able to get near 195 ASPD on low rate servers through kick spam even when the RANKER may only have 170 ASPD. You can spam kicks as fast as you can press the buttons once a stance is triggered on RANKER. The benefits make it so you either choose to stay RANKER or progress to the next classes. I have no idea where you think RANKERS only rank to move up to Star Gladiator. On a low rate server, it would take way more time to become a RANKER than it would be to gain enough levels and job levels to do the quest for the Star Gladiator change. Think about it like a Super Novice. A super novice chooses to remain "like a novice" possessing all First Class Skills. It's certainly a specialty class and the Forsaken Server has provided the proper buffs via equipment to make it competitive in PVP. Even moreso a Tank + Damage Dealer than a TK RANKER. ::::::::::::: Also, I've been informed that items can be tested in game before finalizing. I think that would be ideal to make further tweaks since numbers on paper are different from how they perform. I did the math using an excel spreadsheet that lets me change the bonus % on the skills and see the end damage on someone with proper reductions, so I used that to come up with the numbers.
  9. TAEKWON GIRL & BOY RANKERS INCLUDED I'm making this suggestion to be an umbrella thread about possible future changes to the Taekwon (TK) class. If you are not aware, the TK is a First Level job class that leads into the Soul Linker and Star Gladiator classes. :: CLASS OVERVIEW :: Taekwons do not traditionally use weapons, but instead are barefooted and get a bonus using the sprint skill. They rely on spamming kick skills and are primarily DPS based. Most people who choose to stay Taekwon and choose not to progress to Star Gladiator opt to become RANKER in which they enjoy 300% HP and SP (before HP+ modifiers). I will structure this suggestion thread around the assumption that a PVP Taekwon is a RANKER. :: DIFFERENCES BETWEEN TKs AND SGs :: Taekwon RANKERS do not possess the hatred skill that SGs do. Hatred is the reason why many SGs like Xtopher or Chuck Norris are able to use Flying Kick as a "nuke" type skill. Hatred greatly increases attack strength against specific classes they choose to target on that specific character (subject to change). Instead, RANKERS use the special ability they get through ranking to spam kicks repeatedly and almost infinitely and at a fast pace enough to be compared to an Assassin Cross in terms of DPS. These kicks generally do 300%-400% ATK. RANKERS do not get the ability to use hatred, so their damage is smaller and they cannot be considered a "nuker" type class like Champions, Gypsies, magic users, or even Snipers. Their damage should be on par with high damage/skill-DPS classes such as Lord Knights and Spiral Pierce, Snipers and FAS/DS, Ninjas and Throw Shurikens, Whitesmiths and Cart Termination, etc. :: FACT OR MYTH :: YES, Taekwons can hit 600k HP with a full vit build and no strength. This build usually is played as a full reflect build, using double OL armor to reflect-kill Asura Champions while surviving the damage using garment reductions. NO, a Taekwon cannot be a tank and damage dealer at the same time. If you choose to be a tank, your damage is dealt through reflecting melee damage or reflecting magic bolts. :: MY BUILD & EXPERIENCE :: My current build as a RANKER is full strength, using strength belts, FBH shoes...the whole shebang. I do roughly 12,000 damage with my best kicks using the best equipment to help boost ATK, including Ship Captain Hat and Infernal Cape. 12,000 is laughable damage for this class, which is why I am proposing some changes. I also only have 250k HP with one Tao Gunka card on. This is WITH the 300% HP I get for being a RANKER. I can carry 400 seeds with almost max strength. :: TL;DR - SUGGESTION #1 :: Valk Weapon Xtopher has suggested a Star Gladiator weapon in another thread, so I will follow suit. A Valk Weapon for this class is ultimately the next step to balancing the class and making it a viable option for serious PVP and WOE/GVG. Here are the proposed stats and effects: I know it seems like a really high modifier for the skills, BUT I used Microsoft Excel to set up a rough calculation of the ending damage with these modifications against a player with Frigg's Shield + Usakoring and a Sacred Wing. I find that's the average set-up for serious PVPers. With this proposed weapon, RANKERS will do around 23,500 damage when they have Ship Captain and Infernal Cape on the strongest kick. That is pretty reasonable since the average player does not possess the two pieces of equipment which boost damage considerably (roughly 25%). As far as why Tornado Kick gets a smaller multiplier: Tornado kick is slightly area of effect, so it shouldn't do too much damage. Tornado Kick should not make RANKERS into mob-handlers. They really should be one-on-one fighters, but useful in gang situations to use Tornado Kick to uncloak nearby players. Relying in high ASPD, the ASPD bonus will let RANKERS put their status points into dexterity to get instant cast, and vitality to boost HP. :: SUGGESTION #2:: Further Boost to Infernal Cape Xtopher and I fought against each other before the Capes were revised the first time, and I think we both agree that the Taekwon Boost was really not enough. Is 15% enough? Probably not. I'm shooting for 20% ATK. That would add roughly 400 ATK versus the current 200 ATK (on average). This really is notgoing to make the class overpowered. Taekwon is not a "nuker" class, so it won't increase it's damage considerably since it doesn't enjoy skills that have 1000% damage multipliers like Arrow Vulcan. Large tweaks in ATK will not have much of an impact on end damage. Also, this Cape is not readily available to all, so it would provide further incentive to spend $40 to get it. At the current effect, it really isn't worth $40, much less $20. And mind you, I am not saying I don't appreciate the work on the capes - I think they are cool. They just need a few more tweaks to really hit that point where I can say "I love the cape." :: CONCLUSION :: All in all, I think the RANKER class is something people should really want to play. Yes, it takes a long time to become a RANKER, so I believe the effort put in should be rewarded. There can only be 10 RANKERS in the server, so the class is somewhat exclusive. The benefits they enjoy should be high since it's limited to a certain group of people who choose to keep up with continually ranking to stay in the top 10. Currently, the class is almost a joke - a "troll class" one could say, as the most effective use for them is an Asura Reflector. A viable PVP class - not likely at the moment. Let's turn them into something that's both fun to play, and effective. Thank you for reading and posting a well-informed critique.
  10. Kittie

    Volupsa Staff.

    I like the idea of making it for two different play styles. Highness for bolting and "regular" magic. Voluspa's for Stave spamming. That way it doesn't eliminate the usefulness of highness and throw the people who have highness under the bus. The two weapons shouldn't be competing against each other, but rather be complementary.
  11. I like the idea and I'm always up for more bundles! Thanks and have a great Thanksgiving this year!
  12. Kittie

    Infernal Capes

    I noticed you changed SG to 10% too. I was referring to Taekwon to be at least 10%, not SG. SG really should stay at 8%...
  13. Kittie

    Infernal Capes

    I'm still going to argue for at least 10%, if not 15%. As a ranker, I go either full tank/reflect, or go full strength with decent HP with 100+ VIT. They really don't have that much HP as everyone thinks. As full strength, they really don't have enough attack power to be considered a good DPS class, so I don't think 15% would be overpowered. I know Genesis is reading this too, so hopefully he'll take my opinion as credible, since I do play Taekwon (Ranker), and you have more experience with the SG branch of that class.
  14. Fluffy Wings do the same thing as Sacreds too.
  15. Kittie

    Infernal Capes

    The SG would stay at 8%... The Taekwon class would be 15%... They are two completely different classes. I'm not sure how beefing up the Taekwon class would relate to you being an SG player.
  16. Kittie

    Questions...

    I thought the voting sites also decrease your votes if you vote twice from the same IP since they would perceive that as cheating.
  17. Kittie

    Infernal Capes

    I still think the Taekwon Class should get a higher attack bonus percentage since they do not have the "Hatred" skill which greatly boosts the SG's desirability in a team fight. 15% wouldn't hurt. :]
  18. Kittie

    Infernal Capes

    I think the taekwon/soul linker/sg class should be separate. Taekwon Attack 15%, HP/SP 7%, Str/Dex +10 Soul Linker MATK 15%, HP/SP 7%, Int/Dex +10 Star Gladiator Attack 7%, HP/SP 7%, Str/Agi +10 Taekwon needs more buffs on attack than SG, and soul linker should focus more on their magic.
  19. Kittie

    Infernal Capes

    Yes the current price with the current effect being class-specific is much too high. However, if the effects were to be buffed and tweaked, I could see myself spending the money to purchase one or two class specific ones if they were game-changing items.
  20. How much would you be paying? I might donate for one to sell to you if the price is worth it.
  21. Kittie

    Infernal Capes

    I can't make a new topic about it since I'm at work typing on my iPhone, but if the effects were tweaked, I might consider getting a couple if they were worth it. You can start by taking the +80 hit off classes that don't even use Phreeoni to begin with and give it to those who use it, so they can take phree off their weapon. Can't wait to review the new topic!
  22. We should probably clarify about the limitations on skills, Basilica shouldn't be allowed for the reasons listed previously. the only argument I can see to keep it is to protect the party from people coming in pre-gospeled and full asura-ing. Resurrect was never allowed, so we shouldn't be discussing it anyways. Kaziel is the only soul linker skill that shouldn't be allowed since it lets someone resurrect once. I think that's really it. Drew is not trying to take out all soul linker skills, just the one that guarantees an automatic resurrection upon death.
  23. 1. I would agree, wouldn't really affect the server in an adverse way as it doesn't change gameplay, but just adds broadcasts that can be toggled on or off. I don't understand why someone would disagree to this, unless they are ladder cheaters. 2. Agree as well, there really isn't a need for Basillica in PVP, unless you are using it as an "afk" zone, in which I would advise you to go to fcity or a non-PVP/PK area to afk and chat. This is the PVP arena, isn't it? Or if you are using the Basillica and RSX card to spam AV non-stop...well, that really shouldn't be allowed anyways. 3. Undecided, I don't ladder, so this wouldn't really affect me. 4. Agree - who doesn't like new maps?!
  24. Love the new hair. HAIR STYLE 44 IS MINE BTW. ONLY MINE. HEH.
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