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BeforeMidnight

Forsaken Elite
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BeforeMidnight last won the day on July 22 2016

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About BeforeMidnight

  • Rank
    Knight
  • Birthday 09/17/1994

Profile Information

  • Gender
    Female
  • Location
    Place
  • Interests
    Art, Music, Concerts, Writing a damn novel I can't even finish, Changing things for the better.

Previous Fields

  • Real Name
    Fuck You
  • Ingame Character Names
    Train
  • Guild
    Rubicon/Pawnies/Poi

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3316 profile views
  1. Tried everything before, damage boosting cards wont matter that much with Martyr's Reckoning. It would only be maximized if your HP is at its highest. The highest you can get. Sacrificing card slots for the dmg boosters themselves would only mean you sacrifice some HP amount, which basically would just deal either the same amount of damage, have you did the all HP, or deal even less. The skill itself is forced neutral as well, so GR and Rays counter it very well even if it ignores DEF. So, to deal more damage, just get more HP.
  2. Not gonna happen GM Danger. This is not Dance Dance Revolution or Guitar Hero where you only press the key to the corresponding fret or whateverthehell those things are called to make combos (for rankers). It's a class intended bonus. It's not even anything close to cast time or after cast delay. It's just what it is because the game said so.
  3. When did I ever mention anything about Kihop in my last post? I was talking about Danger's ridiculous idea of disabling the TaeKwon infinite spam of kicks.
  4. All three kicks boosted by the Blessed ring (Heel Drop, Roundhouse and Counter kick) now deal about the same damage [21k x 3 for each hit of 1 Kick] (I'm only buffed by blessing and falcon eyes). This is fine for me compared to the last one which had 21k x 3 for Heel Drop and then the other 2 kicks dealt only 10k x 3. I've also only done this test on my own. No parties so I don't know how much it does when Kihop is active. You can ask the other TK rankers though if they're fine with this now too. And I totally disagree on Danger's idea of disabling the infinite spam of kick for combos. You m
  5. Oh my frickin god. You guys are unbelievable. "nobody forced you to rank" "no one forced you to be in top 1" How ignorant can you get, GM team? Are you even hearing what you're saying? You're passing the blame on us? Is this how you're supposed to treat your players? Ask them if they've been forced to do something and make it sound like "no one forced you to do that, so it's just fine if we change things mid-air just because we can". You're not even gonna consider and appreciate the fact that 'we did this on our own and no one forced us to fucking do this kind of thing because it feels awes
  6. Good thing we're referring to this as a nerf rather than balancing. Before the nerf, we can deal around 50k to 70k damage on Heel Drop boosted by the Bless ring. All 4 kicks contain 3 individual hits. So 70k x 3 210k. After the nerf, the highest i've done is 19 to 21k damage x 3. So that's 63k damage. The other 2 boosted kicks (Roundhouse and Counter Kick) deal 10 to 12k damage x 3 which gives you around 36k. It got so low that Crit build Sinx deal way better damage than TKs. Our time ranking was all made pointless if you guys choose to stand by your decision in making TK damage this low in
  7. Let's see, TK kicks (for example: Heel Drop) consist of several individual kicks, so "one hit" is not the right way to call it. Yeah, if we look at it from another perspective, it looks like Taekwons can kick the soul out of you in just a second. But this is not entirely true in most cases because Taekwon kick combos, to become infinitely spammable, it REQUIRES you to be in the Taekwon Top 10 rankings (type the /taekwon command in-game). If you're not in that Top 10, you basically pause each time another kick stance procs, in which case you need to press the corresponding kick to continue
  8. 2k16 Prediction: Maii's status below will be deleted too just like how mine got deleted after asking why TKs were nerfed without any announcements. *gets a screenshot of the status updates*

    1. Show previous comments  4 more
    2. BeforeMidnight

      BeforeMidnight

      @Danger: What exactly should I be looking at in this link?

    3. Danger

      Danger

      Hello, the linked post explains that changes might be done to balance classes.

      "The effects may have minor changes if it's over powered or under powered."

      That's what GM Genesis mean when said announcement was made on June 3rd.

    4. Ares

      Ares

      Hi, we don't post an announcement yet since 1) it isn't a patch ready, and 2) everything is on beta and changes will be made to balance everything.

      We'll post as soon as we are set.

  9. Triggered. 4Head. SoBayed. DansGame.

  10. Yeah you're right. There shouldn't be any class that can completely disable one class. Because we can always find counters for classes with different gears. But that isn't the case for this one because we're talking about the Guardian ring itself, not the Gunslinger who uses it. Now the tables are turned apparently. It's the classes themselves who need to switch to counter a gear. And I'm not the one who said only Profs are the way to go for their spell breaking ability to disable this Guardian ring's impending doom.
  11. With all due respect, we're not even talking about the cast time here anymore. Sure we can use that on them while casting but what we're currently pointing out in here is the out of this world damage. Rayray was right, we used to only use gears to counter different class skills, but to counter this particular one you're gonna give us this answer? A spell breaker Prof? Doesn't that spell overpowered to you? How many classes are there in this game? It used to be something like classes are not exactly counters to each other, and that is because they are balanced. They all deal almost the same av
  12. ***Warning: Lengthy explanation of me trying to make a point and voting for the reduction of the overall damage of Tracking because it seems like it's not going to be lowered.*** With or without cast time the damage is still way over the roof. Let's see... Why are these skills made to be in a forced neutral state (can't be converted to any element): Asura Strike, Acid Bomb, Martyr's Reckoning, Final Strike etc. It's because they naturally deal a great amount of damage and thank goodness for Ghostring and Raydric (let's face it, you put these on as default most of the time because those skil
  13. You, sir, has just won the internet. Congratulations :O :th_heh:
  14. "By taking a little extra time to track the target, you can guarantee a very powerful single shot. Tracking has a fixed cast time which is not affected by DEX, skills or effects and is interruptible." - RMS Bottom-line is: Tracking's cast time being reduced by 50% on the guardian ring and being affected by card combos (which basically removes THE cast time) was a no-brainer. The high damage is the reason why RO itself put a fixed cast time in it, and it definitely should stay that way. Put back the fixed cast time (which is 3 seconds by default at Lvl 10) before it unleashes that deadly bulle
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