Jump to content
ginkgo

Pvp Status Ailments - New View On Pvp

Recommended Posts

Posted (edited)

Alright this thread is to Suggest the editing of some of the games Status Ailments so they actually make a difference in battle.

These are what the Ailments do now. These are taken from Iro Wiki. Source

External Bleeding

Causes "rapid" loss of HP over time. Contrary to the effect of Poison, this CAN kill the victim - however the damage is slow enough that it rarely will. The red icon disappears but the effect stays even after death, relogging or map/zone changes.

Natural HP/SP Regen disabled. '

Blind

Reduce your HIT and FLEE rate by 25%.

Also graphically reduces range of your visibility.

Curse

Reduce your ATK by 25%.

LUK becomes 0.

Drastically Reduces your Movement Speed.

Poison

Status-oriented DEF is reduced by 25%.

If HP is over 25%, you will lose 1.5% + 2 HP of your max HP every second.

SP Regeneration is disabled.

Stun

Any flee will be negated.

Impossible to move, attack, pick up items, skill usage, sitting, force disconnection, and item usage.

These are the ones i feel need to be changed to actually be useful in the world of PvP we have here in FRO today.

Here is how they should be changed: (Due to the fact that Yggs are spammed during battle they have to be boosted dramatically to even be noticed at all.)

External Bleeding

HP - 10% Every Second. Cured by Panacea

Lasts 30 seconds

Can kill the Player.

Chance of getting this ailment unaffected by stat points only by card %

Blind Cured by Panacea/Green Potion

Reduce your HIT and FLEE rate by 70%

lasts 30 seconds

Chance of getting this ailment unaffected by stat points only by card %

Curse Cured by Panacea/blessing

Reduce your ATK/Matack by 30%.

Crit 70%

Drastically Reduces your Movement Speed.

Lasts 30 seconds

Chance of getting this ailment unaffected by stat points only by card %

Poison Cured By Panacea/Green Potion

Max Hp - 25%

Aspd- 10%

lasts 30 seconds

Chance of getting this ailment unaffected by stat points only by card %

Stun Cured by Panacea Immunity: Orc Hero Card

Cant Use Skills

Cant Move

Any flee will be negated.

Dispells Target.

Lasts 30 Seconds.

Chance of getting this ailment unaffected by stat points only by card %

Now players can incorporate Strategic Status ailments into their build instead of only thinking pure damage wise.

This would make PvP a lot more fun and interesting as well. As well as adds a new item to a player in PvP

Panacea!

which will cure all these status ailments before the 5/10 seconds are up.

Let me know what u guys think.

Edited by ginkgo
Posted

Well do keep in mind that this is a high rate server, hence why it's less about effects and more about power.

However I can understand if people want to see more status ailments in game, though in my opinion your suggested effects are WAY too overpowered and would make the assassin class way more powerfull than any other class.

For example since edp causes external bleeding and enchant poison causes the poison effect all the assassin cross would have to do is normally attack with both skills on to reduce the target's hp by 20% each second on top of their already huge damage and on top of that you'd also lower the targets HP by 40% and lower their attack speed with 40%. No offense but that seems rediculously OP to me.

Posted (edited)

Actually I agree with you i will tune them down a bit.

Edited by ginkgo
Posted (edited)

Accidental Double Post.

Edited by ginkgo
Posted

Most of them dont work because of forsaken Kings items so it's pointless.

Posted
For example since edp causes external bleeding and enchant poison causes the poison effect all the assassin cross would have to do is normally attack with both skills on to reduce the target's hp by 20% each second on top of their already huge damage and on top of that you'd also lower the targets HP by 40% and lower their attack speed with 40%. No offense but that seems rediculously OP to me.

^ You didn't even mention the fact that they could use sonic blow and stun you as well.

Some status ailments would be cool... but its very important to pick ones that won't completely mess everything up. One that you didn't mention that I would like to see would be Silence through Lex Divina.

I'm not 100% disagreeing with the suggestion, but I'm betting most players are not going to like this... ppl are adverse to change.

Could you imagine if champs found a way to stun you then just asura back and forth? To hell with that.

Posted (edited)

You can become immune to all of these quite easily.

Forsaken King Only stops freeze everything else is fair game.

Also if you have a suggestion to a modification of a status ailment post it here or if u want to add another ailment.

Edited by ginkgo
Posted
Having 100 vit or so is just gonna make this irrelevant...

Well, I'm hoping that if this was taken seriously as a suggestion then they would fix it to where your vit wouldn't matter/reduce anything.

Posted
Well, I'm hoping that if this was taken seriously as a suggestion then they would fix it to where your vit wouldn't matter/reduce anything.

If you read carefully you would see this "Chance of getting this ailment unaffected by stat points only by card %"

Means stat points wouldn't matter.

Posted

i lmao dang that some sick op stuff lmao....................... i would like to see a change in battle but not these kind of change it just put stress on more things you have to deal with while in battle..

Posted
i lmao dang that some sick op stuff lmao....................... i would like to see a change in battle but not these kind of change it just put stress on more things you have to deal with while in battle..

That's the whole point of battle.. To put stress onto the other player until they screw up and lose.

Posted

I think status ailments were less affected by vit in normal servers when the 3rd jobs are released. If you suggest to be like that, then it could be ok, but it needs to be toned down a lot. Whitesmiths would love to stun you forever then, silence would kill you before you can cast a skill, and yes sonic blow would annoying and as mentioned by Xtopher, a champion stunning you and making you look like a punching bag is not fun :)

Posted

i always wanted status alignments here but stun is for low rate servers, and the suggestions made to the alignments were way to high.

Posted
That's the whole point of battle.. To put stress onto the other player until they screw up and lose.

Yea correct but look at the Ailments that's OP then people going too start complaining oh Sinx OP this and that and its annoying..

Posted (edited)

Accidental Double Post

Edited by ginkgo
Posted (edited)

You guys aren't thinking that you can become immune to stun quite easily an "Orc Hero Card" on your helmet can make u immune to stun. There u cant get stub blasted anymore. Also boom Orc Hero Economy just when up the roof.

Stun -| Immunity| "Orc Hero Card"

Now you guys are going to say... Well if its so easy to become immune to it why change it???? Because now i just made you take a Kiel off or a Maya P off. So you have to be creative in how you pvp.

External Bleeding...die in 10 seconds.

Your forgetting all the Ygging done in battle. Most assassins kill in less than 5 seconds and waste about 20 Yggs 10 seconds is doubling that time u wont even feel the external bleeding.

Edited by ginkgo
Posted

I don't remember the last time I let an Assassin just DPS me for 5 seconds while I just stood there. Most players cloak and run, or backslide, or snap. They don't just ygg until the Assassin stops...

Posted

Exactly my point right then and there when u run away just take a panacea and be cured lol then go back and join the battle.

Posted (edited)

Okay, lets say this suggestion goes as follows.

To prevent the status ailments to affect a player, the player would have to carry a reasonable variety of status ailment cure items (not including immunity cards).

My question is how would low weight capacity classes cope with this? Classes that don't put strength would have to resort to capping their Yggdrasil berry/seeds in order to make room for the status ailment cure items. Therefore, this would weaken the already fragile, non-strength classes while making the high weight capacity classes (Strength classes) even more OP.

If a non-strength class sacrificed their other essential stats for more strength, then this suggestion will be more of a nerf to them rather than acting as a means of diversifying the PvP experience.

If you lower the weight of the status ailment cure, then strength classes will be able to out-carry the status ailment cure items over the non-strength classes.

Plus, in a high-rate server, I believe a fast, action gameplay is preferred over nuances such as status ailments (not saying strategy shouldn't be involved).

And so, I disagree.

EDIT:

Hits per second classes will triumph, a.k.a. assassin cross- 8 weapon slots, high damage per second, ability to use variety of status ailments through skills.

Edited by Forum~
Posted

First of all. there is 1 item that can cure all status ailments its called panacea its like the Ygg of status ailments. That item would become way more valuable imagine a new ticket right there.

Second making space for the panacea balanced pvp more all classes will have to make more room for panacea. Third all classes will have to modify their builds to incorporate status ailments.

Third GTB does not block status ailments giving wizards and profs a bit more things to do in PvP.

Wizard's Stave Crasher can induce status ailments.

Players will have to sacrifice cards in their builds for status resistance opening up weakness in their build making PvP more balanced.

Posted

While I do like this idea and think it would be interesting, this would be difficult to do and could cause a considerable amount of problems. As Ryuk pointed out, it would also make the assassin class even more strong, as well as other already powerful classes like champs. So, keeping balance in mind, I do not really think that this is that good of an option.

- Rejected -



×
×
  • Create New...