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With anything new, especially something this significant, it will take some time for people to acclimate. A few days isn't enough to determine which classes to remove coma from. And my question still stands to Genesis: Can you remove coma from certain skills instead of a class completely?

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With anything new, especially something this significant, it will take some time for people to acclimate. A few days isn't enough to determine which classes to remove coma from. And my question still stands to Genesis: Can you remove coma from certain skills instead of a class completely?

It should be possible. SHOULD be.

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The past few days I've been looking at how coma works and all. I only see 2 possible options that can be done:

1. Leave it as it is ( perhaps lower it chances if need be ).

2. Restrict the coma effect from certain classes.

It's on page 1. o_o;

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I've read through all the post's even though i don't understand some, my only problem being the SB cool down.

I think that the sinx class has lost the edge it had, now making it balanced by a tiny bit, the SB cool down isn't a big thing but the since the coma % has dropped its gonna be harder to beat certain classes now.

SB could be blocked by simply using flee or SGW's+Usak f.shield, or reflect, which is why i don't think it should have been nerfed.

And most of all, now if a sinx wants to use SB he's gotta SL buff each time, i dont want people whinning and going like "Oh he a pre buffer now, what a sucker".

Oh, and lastly.

Please make topic where all the updates are located, i would'nt have known about these changes, and i still dont know all the changes that have taken place. Im sure there's loads of people who have no clue at all what the changes are.

Thanks a shit load

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Class balance -> 1 class can't kill all or has a hard time to do so.

At the moment, it seems it is close to that.

But whole RO was build with max level 99 in mind and equal stats.

A small change (based on the original way RO works) could have a huge impact on a high rate server as stats work out totally different.

Currently most things, if not everything, works as it should be.

Classes which would be restricted from Coma would be the ones who are capable to spam or attack insanely fast, or simply bring a lot of burst damage to the table.

Assassin Cross, still overpowered, just play it well.

Champions, no need to comment them.

Clowns/Gypsies, they can Tarot for coma, should be enough.

Creators, AD spam -> insane fast Coma + chance to break things increasing their damage, could go on and on about this class.

Those should be all for now, but it isn't up to me or the team to come up with suggestions, YOU (the player) play the game and whine/ask for changes, but are not coming up with solid changes, merely saying what is wrong.

So suggest something, plan it all out, what has to be restricted, what has to change, what what and again what do YOU want.

After the suggestion is finalized fellow players can discuss the possible changes and the suggestion will be evaluated.

Don't make long scenarios, get to the point,

Problem, Cause, Solution.

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Currently most things, if not everything, works as it should be.

Classes which would be restricted from Coma would be the ones who are capable to spam or attack insanely fast, or simply bring a lot of burst damage to the table.

Creators, AD spam -> insane fast Coma + chance to break things increasing their damage, could go on and on about this class.

Which creators don't, but coma should be removed from AD.

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One problem i agree with everyone in here tho; Basillica.

Yup...i've read through the topics, i've seen how it is acting now, i've seen the "skills are like that" thingy...but strange

"Basilica (Skill ID# 362)

Type: Supportive Max Level: 5

Requirements: Increase SP Recovery Level 1, Kyrie Eleison Level 3, Gloria Level 2

SP Cost: 70 + 10*SkillLV

Target: Self Range: 5x5 cells

Cast Time: 4 + SkillLV sec After Cast Delay: 1 + SkillLV sec

Duration: 15 + 5*SkillLV sec

Knockback: 2 cells (Except during Guild War Siege)

Item Required: 1 Yellow Gemstone, 1 Red Gemstone, 1 Blue Gemstone, 1 Holy Water

Effect: This skill creates a absolutely perfect defense zone of 5x5 cells around the caster that blocks any type of attack out of~ or into this area. Anyone can come in, but people who are inside cannot attack. The skill is canceled if the Priest moves or uses another skill. Does not work against Bosses or in Guild battles. This skill Requires 1 Blue Gemstone,1 Yellow Gemstone, 1 Red Gemstone and 1 Holy Water."

Alright i see the knockback in there...but i don't see nothing about the Skills that go through.

Is it really impossible to make it like it was once? How is that? CTRL+Z usually solves any problem related to wanting things to go back like they were...

Some skills were 'balanced out' to fit the server's uses right? Means they can change...

Enlighten please...

If it isn't really can't be helped anyways, is it possible to give the HP(and people around) under Basillica, the effect of GTB while the skills lasts? Should resolve the problem of the coma passing through.

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One problem i agree with everyone in here tho; Basillica.

Yup...i've read through the topics, i've seen how it is acting now, i've seen the "skills are like that" thingy...but strange

"Basilica (Skill ID# 362)

Type: Supportive Max Level: 5

Requirements: Increase SP Recovery Level 1, Kyrie Eleison Level 3, Gloria Level 2

SP Cost: 70 + 10*SkillLV

Target: Self Range: 5x5 cells

Cast Time: 4 + SkillLV sec After Cast Delay: 1 + SkillLV sec

Duration: 15 + 5*SkillLV sec

Knockback: 2 cells (Except during Guild War Siege)

Item Required: 1 Yellow Gemstone, 1 Red Gemstone, 1 Blue Gemstone, 1 Holy Water

Effect: This skill creates a absolutely perfect defense zone of 5x5 cells around the caster that blocks any type of attack out of~ or into this area. Anyone can come in, but people who are inside cannot attack. The skill is canceled if the Priest moves or uses another skill. Does not work against Bosses or in Guild battles. This skill Requires 1 Blue Gemstone,1 Yellow Gemstone, 1 Red Gemstone and 1 Holy Water."

Alright i see the knockback in there...but i don't see nothing about the Skills that go through.

Is it really impossible to make it like it was once? How is that? CTRL+Z usually solves any problem related to wanting things to go back like they were...

Some skills were 'balanced out' to fit the server's uses right? Means they can change...

Enlighten please...

If it isn't really can't be helped anyways, is it possible to give the HP(and people around) under Basillica, the effect of GTB while the skills lasts? Should resolve the problem of the coma passing through.

Funny thing is if people get inside bas they can hit each other

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Which creators don't, but coma should be removed from AD.

AD is insanely fast though, it was meant as an either or statement, not and and.

Just removing from AD would be enough, but if I'm not mistaken, Genesis said multiple times that it is currently impossible with the new game mechanics.

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I think coma shouldn't be removed from the sinx class. Definitely not, if it was removed, then dueling a sinx would only about using the right armor and spamming ygg's. In fact i say that the coma chance should be increased to maybe 5%, or a special quest able item should be made, which is usable by all classes, and causes different levels of coma for diff classes??

Hows that sound?

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AD is insanely fast though, it was meant as an either or statement, not and and.

Just removing from AD would be enough, but if I'm not mistaken, Genesis said multiple times that it is currently impossible with the new game mechanics.

Yeah, but I still don't think coma should be removed from creators due to how crap AD dmg is and defaulting gtb against creators aint gonna make you take heaps of dmg.

I think coma shouldn't be removed from the sinx class. Definitely not, if it was removed, then dueling a sinx would only about using the right armor and spamming ygg's. In fact i say that the coma chance should be increased to maybe 5%, or a special quest able item should be made, which is usable by all classes, and causes different levels of coma for diff classes??

Hows that sound?

5%.. coma...

..

bye

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Personally, I find that SinX are horribly overpowered.

My SinX, with 100->175 vit, has over 200k HP.

My Paladin, with 100->175 vit, has less.

SinX, have almost as much HP as a LK.

They already deal SO much damage, and the fact that they can switch gears to reduction + coma..

That's just stupid.

I agree with the SB delay, it's beautiful.

Most sinX do anywhere from 15k->32k, if not MORE. Per SB.

The fact that they could spam anywhere from 4-10 was... Stupid.

I like it the way it is now, if anything. I say lower coma chance, and SinX hp.

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Most sinX do anywhere from 15k->32k, if not MORE. Per SB.

I say lower coma chance, and SinX hp.

Its called reducts, someone with JUST USAKORING makes me hit 9k per SB and on average people spam maybe 3-5 SB

Sinx hp is fine right now, theres no need to lower it.

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Personally, I find that SinX are horribly overpowered.

My SinX, with 100->175 vit, has over 200k HP.

My Paladin, with 100->175 vit, has less.

SinX, have almost as much HP as a LK.

They already deal SO much damage, and the fact that they can switch gears to reduction + coma..

That's just stupid.

I agree with the SB delay, it's beautiful.

Most sinX do anywhere from 15k->32k, if not MORE. Per SB.

The fact that they could spam anywhere from 4-10 was... Stupid.

I like it the way it is now, if anything. I say lower coma chance, and SinX hp.

Lol, Well, each class has its own advantage, Lk's can coma as well, lk's got spiral peirce and all that crap

Sinx's just got SB and DD, + when a sinx is using DD he cant use a shield, so its our loss...

Gosh, u guys really dont think outside the box do u, seriously, if a sinx is SB type, u can stone curse him, take your time, and BB him, u got a sheild on all the time... Im pretty sure LK's get more hp with vit then sinx's do..

Lk's dont even need keils except for spiral pierce, atm as it is i need to loose quite a bit of str to survive a champs full asura, a champ with a thana who asura's, i gotta put my shield on, and i gotta keep switching between devs and skolls.

Pally's are hard enough to kill as it is, and now with the coma chance so low, sinx vs sinx is also getting hard, since all we do is spam ygg's...

No sinx does 32k per SB unless fully buffed, so please.. and if youre using a sheild, which any normal LK would be using, a sinx would do about 11k per hit, with 300 str and SL, which is crap damage anyway... So please, try being a tiny bit more creative, and stop trying to get sinx's nerfed, and try to figure new way's to beat us the way we are anyway...

Oh and also, against a LK, most sinx's would have negative def, which increases your BB damage, so think before u talk about nerfing classes.

Infact if u wanna see some balance, why don't u increase the cast time on BB to 2 seconds as well?

And most classes would barely hit.

Wanna complain? Try looking at another person's side of the story as well before u type...

Thanks a shit load. No offense to anybody in particular i just don't want people bitching about sinx's and how "OVER POWERED" they are, when every other class has its own specialties, but people are too lazy to find and use them.

What's the fun if everything get's nerfed? For so long there's been load's of champs, pally's, Lk's that can whoop a good sinx's ass, which is proof enough that we aren't over powered.

Also if im right a LK can store more ygg's then a sinx can, not sure about that though.

To the rest, just figure out what they do.

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Its called reducts, someone with JUST USAKORING makes me hit 9k per SB and on average people spam maybe 3-5 SB

Sinx hp is fine right now, theres no need to lower it.

now unfortunately we'll have to use gtb due to coma chances.

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Creators can do more than just AD, you could use AD to break people's gear fast and then switch to other things.

People are too focussed on 1 build.

Assassin Cross still have other things they could use besides double dagger or sonic blow builds, no it won't be as 'impressive', neither easy to play, but there are always other ways to deal damage.

Learn to play as a team, GvG and WoE are team based events, MvPing used to require a nice team to make it all go smooth.

Yes you can all play alone, be that one guy or girl that dominates, with a lot of effort or simply because you're playing that one overpowered class and do have the money and the gears.

Go back to basic, enjoy the games content and have fun with each other, accept that not every class is given all the utilities they would like.

Want to keep coma but remove the large amount of items/cards that can inflict it, do an edge, guillotine, book of death & LoD wipe and remove the items from their respective NPCs.

Make it only dropped by rare MvPs and with a low drop rate, could that possibly satisfy people?

No, probably not, as they would lose their only way to kill class x or y, well then too bad,

you can't kill them all, face it, live with it and move on.

Stop the useless replies and start coming with real solutions, not "oh noes i r playin sinx and me cant biet dat 0der class enym0re menz" stuff, a real nice and decent solution.

Sonic blow is fine as it is, it still has it's burst, just not in the quantity everyone wants to.

LMS is reigned by team play (not parties, just team play), why can't you do that elsewhere?

So..

Could someone provide a list of classes so we can discuss them?

And preferably what exactly is wrong, what skills, what should be changed and why wouldn't that destroy class balance?

Other posts aren't welcome.

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Creators can do more than just AD, you could use AD to break people's gear fast and then switch to other things.

People are too focussed on 1 build.

FCP is common in this server, AD can hit as low as <70dmg in my personal experience, blah bah. I could go on.

creator sucks.

/end

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Uhh this is what I think about the classes.

Sinx : Sinx's have a big HP multiplier, so they have a wide spectrum of HP. It can go from a low of 200k high hitters, or a stable 340k low damage, survival players. They can switch between one or two daggers, for offense and defense versatility. If they see they aren't doing too much damage, they may assume the opponent is not wearing a GTB and slap an edge in that second hand. Their assumption may be right, and the opponent may end up on the ground. If they're being attacked by a sniper, they can slap on that second dagger, EDP, and just use poison react. Sniper takes about 20k damage each hit, poison react has what, 6 hits? 120k damage right there. If a sinx gets caught in a tight situation, he can use backslide and get on out of it. They come with their own element, so they don't have to buy anything else, but are also open to elemental reduction since they're usually assumed to have poison on.

LK : Average geared LK can deal about 20k to 40k tops. Have about 250k-300k+ HP. They have ranged capabilities, can slow down, weaken, and stun lock their opponent. They can escape dangerous situations with speed due to their pecos and can use Endure. They can switch from deadly damage, to a very fast acting Coma; but they must also give up their defense to do so. With their spear, they can make it possible for their opponent to not even touch them before they kiss the ground.

Champs : Average asura is about 200k to a high ending 330k without any buffs. They have about 170k HP to about 220k. Can buff themselves with AGI and Blessing. If ever in a dangerous situation, they can snap out of a situation or even root their opponent. With the new update, champs can go from TSS, then root their opponent, to full asura, root then switch back to minimize damage. TSS does on average about 6k per hit; totaling up to 30k per spam and as players have seen, many champs are good at spamming. If their opponent doesn't have FCP, they can break their handy dandy armor and defeat them with one asura. If they find out their opponent is wearing OLs, they can lessen their damage by taking gear off and further defeating said opponent.

Paladins : These tanks can have a wide spectrum of hp; from a low of about 300k to a high of about 450k. If they're fighting classes that require spamming a skill, they can Gloria Domini them and relinquish all of their SP, requiring the opponent to use more berries. If they're fighting a high damage class, like oh say a sinx or LK, they can reflect massive damage. Although doing this, one slip up can cost the Paladin's life. They can majorly reduce the damage of ranged attacks by using defending aura, but they lose their speed and become sitting ducks to being dispelled, stripped, and/or comad if they're not properly prepared. If their opponent isn't FCP'd, they can break their armor and Sacrifice them with heavy damage. Same thing can happen if their opponent doesn't wear GR. If the paladin is ever to become stripped, they can Gospel and put back on their armor. If faced with a close range enemy, the paladin can gospel the opponent and get the advantage.

I just listed about everything about the classes that you guys picked out (besides creator).

For sinx, the only problem I see with them is that their HP might be too high. They WERE made to be assassins though, and what do assassins do? They were made to kill their opponent; and fast.

I'm not too sure on what to suggest for the other classes.

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The only thing I don't like is the Basilica and coma going through skills. to others, especially the update on how you can switch while rooted is perfect.

Sadly, as Genesis said, Basilica is close to not having any possible changes. /desp

With that kind of basilica, I don't even care if it is allowed again in LMS, it won't help much anyway.

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