Exhibition Posted March 11, 2010 Report Posted March 11, 2010 (edited) 1. Item: Vote Scarf Suggested Added Effect: [Acolyte Class] Int +20, Agi +20 [Gunslinger Class] Dex + 20, Int + 20 [Ninja Class] Vit + 20, Str+ 20 [soul Linker Class] Int +20, Agi + 20 [super Novice Class] Int + 20, Str + 20 Reason: Add more versatility to the scarf, increasing Int and Agi will enable 195 ASPD to be reached easier and the necessity of INT/SP in Champion/High Priest builds. It will not add to the power of Asura Strike, as you Sacrifice STR for damage, DEX for Instant Cast, and Vit for maximized HP, so Champion class will not get overpowered. Edit: Gunslinger : Enable Scarf to be useful for this class in order to make things fair. Dex increased for the damage boost, as they are at a disadvantage against other classes due to them not having a shield as an option while being offensive. Int for increased SP so that not so many Yggdrasil Berry/Seeds are eaten up while using SP consuming skills. Ninja Class: Enable Scarf to be useful for this class in order to make things fair. Str and Vit increased to increase the damage of Final Strike, the most damaging skill a Ninja has, which isn't that good to be honest. I guess INT could also be raised because of a Ninja's ability to use magic, but I think more HP/damage with Kunai/damage with final strike is better. Opinions? Soul Linker Class: Enable Scarf to be useful for this class in order to make things fair. Int raised to increase the damage of it's offensive skills.. even though they do nothing in PVP. Agi so ASPD is reached easier. This class really needs some help but these stats seem to help it the best ATM. No Vit since they tank-whore like no one else. Super Novice Class: Enable Scarf to be useful for this class in order to make things fair. This class is a lot more versatile and USEFUL with the Tao Gunka upgrade. Str and Int stat increase suggested so that it can fit both of the offensive routes it may choose to take, magic using or pure str-damage based. It has enough HP with the Tao increase, so Vit not needed. Opinions please. 2. Item: Assassin Cross Card Suggested Added Effect: [Mage, Priest Class, Merchant] Increase resistance to Neutral Property attacks by 7% Decrease Vit defense by 10% Max HP + 3% Reason: Mage/Priest Class/Merchant classes are easily nullified with a few cards/equipment changes. I think adding an incentive in the Assassin Cross to those certain classes would make them be used more as they would be able to go about PvP with some stealth while not being destroyed by Thanatos users/Asura Strike. I don't suggest more offense oriented classes (Champion, Clown/Gypsy,Gunslinger) because they are a force to be reckoned with no matter someone wears, while the Mage class is stopped by GTB, INT Priests as well, and Merchants can be Decreased Agi'd(Whitesmith)/Stopped by abuse of neutral damage resistance+gtb(Creators). 3. Suggestion: Re-instated buffed up WoE Guardians. The reason they were removed was an oversight when an update was added I believe, and they made WoE much more interesting. You had to be stealthy and avoid them or be stuck in a painful stun-lock situation which made WoE much more exciting and made people use teamwork in order to get to the Emperium Room instead of the FFA we see now, I loved it. It wasn't removed for any reason besides an accident, so I say instate it back again. 4. Increase Sanctuary/Heal effectiveness to what it was before an update seemed to have "nerfed" it. Edited March 12, 2010 by Exhibition
supream Posted March 11, 2010 Report Posted March 11, 2010 lets see here. champs scarf should do like int and agi since champs dont need more hp. assassin cross card is fine as it is for all classes. mages already got a hp boost. no need for half skoll and cloak. agree with the last one buff guardians cause they are useless in woe. they are like porings or something.
Josef Posted March 11, 2010 Report Posted March 11, 2010 mind adding sanctuary going back to 7k heals :3
» Pat Posted March 11, 2010 Report Posted March 11, 2010 Increase resistance to Neutral Property attacks by 10% Decrease Vit defense by 25% Max HP + 3%
rinrin Posted March 11, 2010 Report Posted March 11, 2010 mind adding sanctuary going back to 7k heals :3 yes please.
Ethereal Posted March 11, 2010 Report Posted March 11, 2010 mind adding sanctuary going back to 7k heals :3 YES PLS. Priests would actually have their role in WoE again and could be of use.
Exhibition Posted March 12, 2010 Author Report Posted March 12, 2010 Uh.. I edited the suggested stats for the Assassin Cross Card. I think it should be of some added benefit to certain classes which are still underpowered due to the use of certain gears/cards, I lowered my suggestion by a marginal amount of buff. I think those classes need SOME sort of help which they aren't getting from other means... I added the Sanctuary suggestion since it seems it's what people want, lol.
Forum~ Posted March 12, 2010 Report Posted March 12, 2010 (edited) 1. Item: Vote Scarf Suggested Added Effect: [Acolyte Class] Int +20, Vit +20 Reason: Add more versatility to the scarf, increasing Int and Vit will make up for the lack of HP and the necessity of INT/SP in Champion/High Priest builds. It will not add to the power of Asura Strike, as you Sacrifice STR for damage, DEX for Instant Cast, and AGI for max ASPD so Champion class will not get overpowered. 2. Item: Assassin Cross Card Suggested Added Effect: [Mage, Priest Class, Merchant] Increase resistance to Neutral Property attacks by 7% Decrease Vit defense by 10% Max HP + 3% Reason: Mage/Priest Class/Merchant classes are easily nullified with a few cards/equipment changes. I think adding an incentive in the Assassin Cross to those certain classes would make them be used more as they would be able to go about PvP with some stealth while not being destroyed by Thanatos users/Asura Strike. I don't suggest more offense oriented classes (Champion, Clown/Gypsy,Gunslinger) because they are a force to be reckoned with no matter someone wears, while the Mage class is stopped by GTB, INT Priests as well, and Merchants can be Decreased Agi'd(Whitesmith)/Stopped by abuse of neutral damage resistance+gtb(Creators). 3. Suggestion: Re-instated buffed up WoE Guardians. The reason they were removed was an oversight when an update was added I believe, and they made WoE much more interesting. You had to be stealthy and avoid them or be stuck in a painful stun-lock situation which made WoE much more exciting and made people use teamwork in order to get to the Emperium Room instead of the FFA we see now, I loved it. It wasn't removed for any reason besides an accident, so I say instate it back again. 4. Increase Sanctuary/Heal effectiveness to what it was before an update seemed to have "nerfed" it. 1. Voting scarfs- i think 20 int/agi would be better (*points to supreamus' argument*) (how about stat bonus FOR ALL CLASSES- ninja, gs, taekwon, soulinker, etc?) 2. doesn't agree with sinx card change. mage class already got hp boost from tao... maybe only for merchant and priest? 3. agrees with woe guardians because of what juan said. 4. sanc helps for woe castle defenders. please return it back to what it was before. (to those who have been investing into bascos=huge profit if it does change ;o) Edited March 12, 2010 by Forum~
Exhibition Posted March 12, 2010 Author Report Posted March 12, 2010 Updated. I agree that AGI is better than VIT for Champions.
Danny Posted March 12, 2010 Report Posted March 12, 2010 Increase Sanctuary/Heal effectiveness to what it was before an update seemed to have "nerfed" it. mind adding sanctuary going back to 7k heals or MOAR :3
Exhibition Posted March 12, 2010 Author Report Posted March 12, 2010 I think Sanctuary/Heal was fine the way it was when it was accidentally nerfed, and should be returned to that state, at least for Sanctuary. A good WoE defense can give the priest plenty of time to heal up the Emperium with a 14k or so heal, with the use of multiple Bacsojin Cards. I wouldn't be against a mild HP buff up from it's past state, to like a 20~25k heal? That would make support High Priests really useful and the promote the use of them IMO.
supream Posted March 12, 2010 Report Posted March 12, 2010 i agree with the sanc skill since people just keep coming back to break your emp. u need it at its full health.
Cirrus Posted March 13, 2010 Report Posted March 13, 2010 (edited) 1) Scarves; personally I think the stats suggested for Champions/GS are fine, but for SL for example, INT doesn't really do anything PvP-wise (can't ES-type skills people SIGH :P), and though STR/VIT are nice for Ninjas they also have an INT build so INT/VIT sounds good (as STR builds aren't really used that much), and for SN... well yeah probably works. 2) Assassin Cross Card; Agreed mostly, though I'm just thinking about Priests because they have all the defensive skills like Assumptio, Pneuma, Safety Wall, Kyrie Eleison and such. And also, people keep talking about the increased HP about Mages but have you actually played them? Mages use up a lot of stats and the lower your MATK (especially for HWiz which doesn't have double bolt) the weaker you are no matter how "big" the HP is, which really isn't true for at least the HWiz class, it doesn't get really high, unlike a Professor's. So the incentive to have a little more resists even with a SinX card is, for me at least who actually plays HWiz for PvP, a nice touch. For Prof, I have to wait for input from a Prof user. Plus some people did say before "what's the bigger HP for when they're still useless when people GTB?" Then at least make them last longer. 3) Agreed, just put em back. 4) Agreed, the reinstating of Heal/Sanc buff would make them tons useful for that new event as well. They're just too useless as "healers" right now. Edited March 13, 2010 by Cirrus
supream Posted March 13, 2010 Report Posted March 13, 2010 *cough* scarves already work for ninja and gs no need to change them. wizards are the strongest class in the game if they took out gtb. the only challenge for them with no gtb would really be the profs. u ever seen the dmg to a wiz that had energy coat and asumption? but due to gtb this suggestion makes me tipsy to yes and no.
Cirrus Posted March 13, 2010 Report Posted March 13, 2010 (edited) Doesn't change the fact that they still have low HP and not everyone uses buffs. And no, Profs are, with Double Bolt. Why so worried, Valk R them, or coma them, killing a Wiz or Prof doesn't only rely on pure damage. But give people incentive to play. Even if it's just a small change it may end up drawing more people into the Mage crowd. AND it's a small change indeed. Edited March 13, 2010 by Cirrus
Exhibition Posted March 13, 2010 Author Report Posted March 13, 2010 I base my Assassin Cross suggestion on a past Card Update that was being planned by some past people that were helping with the server, but it was never put through. Lets examine what I suggest. 7% damage reduction from neutral based attacks. Not quite as good as the next alternative, Raydric Card. Honestly mage/priest/merchant type classes aren't the best of tanks, even with high HP and Safety Wall, not much they can do against people using GTB or other damage reduction-wearing people. Their HP is just on par with lets say a low vit'd Assassin Cross. If they do choose to pump their Vit, their damage will greatly suffer. This suggestion will only affect damage from Acid Bomb/Final Strike/Neutral Based Melee(not many)/Asura Strike (most important) I just find Assassin Crosses, with Cloaking and all, rather cheap. A SMALL incentive to have other classes play using Cloak doesn't seem like a bad idea to me, as they can play stealthily as well. The second suggested effect is a 10% Vit Defense decrease (though I think 15-17% is better.) It's 25% of what a single Skoll Card does, and a single Skoll Card doesn't really do much against a Thanatos Card. It does reduce the damage, but it's still higher than an Incantation Samurai. 10-15% will just let these classes survive a ganging from a Thanatos SinX and Asuraing Champion a bit while longer. I know High Wizard/Professor can be great when people don't wear GTB, and is useful in ganging, but people are still discouraged from using these classes because once their teammates are gone, in solo combat they don't do too well. Strip is NOT that effective especially when these classes need to equip a Phreeoni Card in their weapons to just be able to hit their opponent. This isn't increasing their damage in anyway, just reducing neutral based damage by a margin less than a card worth under 1m zeny. 15-17% Vit Defense reduction seems perfect to me because people won't be stacking 2 Assassin Cross Cards anyways since Skoll is better, but simply reducing a margin of what a Thanatos Card can do to them. A 3% HP increase is also another marginal incentive to use a card that's still inferior to a raydric and skoll card combined by greath lengths. I think it would make the slightest of differences in the person's HP, but still seems like a nice addition.
ll akim_1307masterz ll Posted March 14, 2010 Report Posted March 14, 2010 Yeah Make Sanctuary 7 000 MINIMUM PLOXX GM ...................................................................... -Accepted- HEHE JK
Exhibition Posted March 16, 2010 Author Report Posted March 16, 2010 I base my Assassin Cross suggestion on a past Card Update that was being planned by some past people that were helping with the server, but it was never put through. Lets examine what I suggest. 7% damage reduction from neutral based attacks. Not quite as good as the next alternative, Raydric Card. Honestly mage/priest/merchant type classes aren't the best of tanks, even with high HP and Safety Wall, not much they can do against people using GTB or other damage reduction-wearing people. Their HP is just on par with lets say a low vit'd Assassin Cross. If they do choose to pump their Vit, their damage will greatly suffer. This suggestion will only affect damage from Acid Bomb/Final Strike/Neutral Based Melee(not many)/Asura Strike (most important) I just find Assassin Crosses, with Cloaking and all, rather cheap. A SMALL incentive to have other classes play using Cloak doesn't seem like a bad idea to me, as they can play stealthily as well. The second suggested effect is a 10% Vit Defense decrease (though I think 15-17% is better.) It's 25% of what a single Skoll Card does, and a single Skoll Card doesn't really do much against a Thanatos Card. It does reduce the damage, but it's still higher than an Incantation Samurai. 10-15% will just let these classes survive a ganging from a Thanatos SinX and Asuraing Champion a bit while longer. I know High Wizard/Professor can be great when people don't wear GTB, and is useful in ganging, but people are still discouraged from using these classes because once their teammates are gone, in solo combat they don't do too well. Strip is NOT that effective especially when these classes need to equip a Phreeoni Card in their weapons to just be able to hit their opponent. This isn't increasing their damage in anyway, just reducing neutral based damage by a margin less than a card worth under 1m zeny. 15-17% Vit Defense reduction seems perfect to me because people won't be stacking 2 Assassin Cross Cards anyways since Skoll is better, but simply reducing a margin of what a Thanatos Card can do to them. A 3% HP increase is also another marginal incentive to use a card that's still inferior to a raydric and skoll card combined by greath lengths. I think it would make the slightest of differences in the person's HP, but still seems like a nice addition. I know it's a lot of text, but input please LOL.
Xtopher Posted June 2, 2010 Report Posted June 2, 2010 Kinda reviving an older suggestion, I know... But has this been reviewed/accepted/rejected/even considered? I like all 4 suggestions.
Veracity Posted October 10, 2010 Report Posted October 10, 2010 Suggestion 1 (Adding effects to the Scarves): We can definitely do this, though I think it would be more likely to be released as a new batch as opposed to adding them to the existing ones. Suggestion 2 (Additional effects on Assassin Cross Card): I actually like this idea and think it could be interesting. We may or may not implement this, we'll have to test it first but we'll consider it. Suggestion 3 (Buffing WoE Gaurdians): This was already suggested and addressed in another topic. Suggestion 4 (Increasing Heal/Sanc.): This was already suggested and addressed in another topic. It's not possible to do any source edits which this fix would require. We will try to come up with something to help this though. - Suggestion 1 and 2 Accepted -