Sorrow Posted August 25, 2008 Report Posted August 25, 2008 Okay...i don't know if this will be taken seriously, not even if someone will take the time to read...i really wish i had gotten an answer from the last post before doing this. But this situation has to come to an end. i'm investing my time in this server, i enjoy playing here. But as soon as someone uses GTB in a pvping action, the fun goes away. GTB nerfing is undoable and this post shouldn't contain a single mention of doing it(due to the fact that some people seem to get angry at mentioning it what might lead to flame). What is to be posted here is feed back on the following ideas/new ideas. With that said, let's get into it. What's this topic about? It's about the fact that GTB overpowers spellcasters and even other classes that don't use magic at all, but are affected by the combination of it with a certain other class' skills. Don't know about you guys, but it gets seriously dull to see only the same people on pvp arenas and when you try to have a little pvp fun, people can start mocking you only because you can't do nothing against the fact they have GTB and you have not a chance of stripping it before getting killed. It gets worse to remember that this is a PK server and you can meet GTB whores virtually anywhere. Alright,The ideas for now; *Changes in the classes themselves; -Rising Matk. Why?=Usually, when someone gets magically attacked, they endure the first coming to see just how strong your magic is or are just umprepared, that's usually your only chance to hit them with your magic if you're strong. So the first attack should be decisive, kill on the first try or not kill at all. This would be specially fair for stalkers. -All spells turning insta cast without the need of DEX. Why?=What if mages could have 150 VIT instead of 150 DEX and still have insta cast? It sure would enhance a lot the defenses of the spellcaster, sure, this DEXless build would turn stripping less probable, but wells...there's always phreeoni cards. -Equipment Improve. Why?=Staffs should deal more damage, so the usage of Ifrit Rings could at least be effective when deciding to go all meelee with a spellcaster besides only hoping for the remote possibility of being successful in the stripping. All classes put aside by GTB also could use better DEF from their equipments, specially the elite ones, with elite set they should reach about 70+vit def. Also rising Wild Rose hat's probability of stripping would be a great help. -Higher HP Mod. Why?=Don't need to go much far on this one. Archers&Mages really could use more HP. Specially wizzards and gypsy/clown whose HP is really really low. Although, unless it's something like currient HPx3, this change wouldn't be enough. Not one of my favorites, but worthy of mentioning. *Changes on Skills/New Skills. -Safety Wall. (Priest, Wizzard and Professor) This skill on this server should be just like Pneuma; Resist an unlimited amount of hits for as long as it lasts. Pneuma can be casted on Land Protector, has a 9x9 area of affect, lasts quite a while, doesn't need a gemstone and every one can auto spell it. Safety Wall should be changed to a more apropriate usefulness in this server that has 195 aspd. From the lot, this is my personal fave. -Quagmire. (Wizzard, the Punk Card and defensive Ifrit Ring skill) This skill should work against GTB users, if anything it could at least disorient pursuers and protect the wizzard. Of course, it also should stop affecting the caster so it could also be used as an "anti-meelee shield". If buffs such as Full Chemical Protection work effectively on GTB, sure thing Quagmire can be changed to affect as well. -Spider Web. (Professor) Being a professor i can say safely, Spider Web is a life saver against GTB whores, and the only way to get some fun off them. The alteration on it could be simply removing the cobweb requirement; although it's easy to obtain, keeping track of how much you have is a pain. Or it should have its duration extended. -Dispell. (Professor and Valkyrie Card) Should remove the buffs of chemical protection as well(at least chemical protection shield) and EDP(not sure about this one, but i'm sure it doesn't work on chemical protection) and also work vs GTB -Soul Burn. (Professor) Reduce Cool Down at least 60%, remove the chance of back firing HP damage on lv5; it only burns out the sp but it always last 5 sp after it. -Elemental Change. (Professor) Should Work on other players, even if blocked By GTB. Should Turn them elemental property[Lv.2] for a limited amough of time, like 20 seconds or something. -Energy Coat. (Mages&cia) This skill suffers from the same problem safety wall does, the high aspd everyone has will drink up the SP way too quick. A more fair way would be that between each sp decreasement it had 2 second of "rest" while no matter how much times you get hit within that seconds the sp will get drained only when you get hit after these 2 seconds and so on. A higher damage reduction would be very welcome too. Add this skill to Soul Linker's skill pantheon. -Stave Crasher/Magic Crasher. (Wizzard) This skill should be improved in damage like...tenfold. And be endowed with every property your normal attack has like status cards, racial adjustment cards(not sure if this is already done by the skill) auto casting abilities and stripping abilities. And like it is with Sin's Grimtooth, equiping an ailment causing arrow should also endow that status to the attack of Magic Crasher. -Gravitation Field. (Wizzard) Improved Damage should do, it also should stop those who are caught in it and prevent them from moving untill the skill ends. A def ignoring fixed damage of 10k(tenfold) would be enough i think. -Stone Curse. (Mages&Cia) This skill is pretty fine, but it has three major disadvantages that should be changed assap; 1; It is too short range, 2 more cells of range would be great help. 2; People Shouldn't be able to switch equipment while stone cursing, if anything, stone cursing people is the one true opportunity Mages have to finish them off, but if they switch to GTB in the middle of the curse it gets pointless =/ 3; Casting SC in sequence makes stone cursing targets uncurse;take this effect off, make removing stone curse only work on allies not on enemies. -Holy Light. (Priest) Damage Improvement as well, double or triple should be enough. -Magnus Exorcismus. (Priest) Should Work on every enemy. If this was to be made, maybe it would be fair to add that just 2 or 3 can be casted simultaneously. -Lex Aeterna. (Priest) Should work on GTB users as well. -Turn Undead. (Priest) Should Work on any target dealing damage and cause Coma on Demi-Human monsters at a low chance like 2%. -Sanctuary. (Priest) Should heal the Priest and his/her allies three times more than it does in the moment. -Tarot Card of Fate. (Clown/Gypsy) A new Card that strips shield of the target for sure when it comes up. Higher chance of working. The card of Dispell(High Priest card) should also take out the chemical protections. A new card that causes Stone curse would be nice too. -Scream. (Gypsy) Status caused Curse or Stone Curse instead of Stun. -Charge Arrow. (Archers&cia) Even being a distant attack, should count as meelee so snipers and other archers would be able to shoot people out of their pneumas. -Blitz Beat and Falcon Assault. (Sniper) Should deal DEF Ignoring damage on Other players as well. -Claymore Trap. (Sniper) Damage Bonus, tenfold should do it. -Estun/Estin/Eswoo/Eska/Eske/Esma. (Soul Linker) Should work against Players. -Kaupe. (Soul Linker) Should stop more hits, something like 10... -Kaahi. (Soul Linker) Heal More, More SP consumption. Something like 7000 for 250 SP. -Chase Walk. (Stalkers) If there's a way, make it so maya purple cannot see someone using this skill at all; the footprints are hint enough. Make it so only earth property spells can hit them while on chase walk. -Reflect Shield. (oO) Add this skill to Mages&Soul Linker skills pantheon; Reflect 100% easily obtained for spellcasters would asure we at least don't die alone XD. -Asura Strike. (woot!!) Adding this skill to Mages&Soul Linker skills pantheon would give a ace up the sleeve of spell casters. High SP mods would make it lethal even with fairly low STR, so the opponet has to think wheather keep his +10 F king Shield with Usakoring or changing to GTB. In something very much like Thana champs make with others...putting then in a hard to foresee what will the spellcaster do. Or maybe...Ifrit rings add a 10% chance of auto spelling asura strike for Mages&Cia who knows? "Why 10%?!? It's too high!!" Even spamming yggdrasil berries, a professor or wizzard made for casting don't last long in the hands of a sacrificing whore or an EDP whore. Self experience =P -Acid Demonstration. (U GON3 2 FAAAAA!!1!ONE!) Well...at least i can dream XD *Changes on Cards. -Cards like, Siroma, Imp, Salamander, ect(cards that give damage bonus to spells) should be weapon cards. They should also be modified to a max of 25% damage bonus and minimun of 20%. That or Demi human damage bonus cards should stack with one target spells at least. -Byorgue should also be a weapon card. Would help magical stalkers greatly. *New cards. (The less probably, but oh wells...) -Platinun Thief Bug Card (i can make the sprites of the MvP...not too hard to change GTB's color XD) Immunity to Physical damage LOL just things get fair...would be scripted as...having a never ending Kaupe buff or Cast Off Ciceda Shell that doesn't make you move =P. No hope at all in this one... -Shapeshifter card. (some mini boss like angeling, the guy could even be a poring that keeps changing from all the ~~rings forms, or a blurry poring...) It trades the value of INT for STR like...equiping it is like a super Shelter Card...it adds a point to your STR for each INT point you have, but makes your int 1. With this, Mages could switch the build to addapt against GTB with a single card switch, just like the people make with GTB. But it only works if INT is greater than STR by 200 at least, to avoid exploits like getting cheap STR points(like having 200 STR and 100 INT then using the card to get STR 300) also STR will never get higher than 300 by the card bonus, exemple; INT 290+23 STR 50+15, Card equiped INT goes to 290-267(23-290=267) and STR goes to 50+265(15+290=305, but the card never gives more than 300 STR by it self, so it stops when Base STR+Converted INT bonus reaches 300, the rest are other STR bonuses). An acessory card(to avoid being used with two STR Belts). *huff puff* NOTE;i don't intend to have all these changes done, they are just some changes that chosen the right one(s) could help with the issue...
Impulse Posted August 25, 2008 Report Posted August 25, 2008 i just skimmed through the suggestions, gonna read everything clearly later. but another suggestion that can at LEAST give wiz a fighting chance is to modify the formula for magic crasher.
» Pat Posted August 25, 2008 Report Posted August 25, 2008 Some very nice ideas but also some VERY hard failures. :]
Sorrow Posted August 25, 2008 Author Report Posted August 25, 2008 There are EPIC failures in there :blush: *cough*specially the *cough* borrowed skills and *cough* new cards *cough* i only released most of one month of thinking about the matter... But..."let's give it a shot" "...not everyone who tries to accomplish something manages to. But all those who accomplished something, tried at least once." i just skimmed through the suggestions, gonna read everything clearly later. but another suggestion that can at LEAST give wiz a fighting chance is to modify the formula for magic crasher. Attention and feedback is highly apreciated ^^ even more if you can get new ideas to add to the pile as well, i'll make sure to read and consider each idea posted here with as much attention. Magic crasher makes part of my suggestions too, by the way =3
Terroryst Posted August 25, 2008 Report Posted August 25, 2008 Mm, I didn't read it all. Too much. In another server I played, they took out GTB but the magic skills didn't stun lock. It was all just 1 bolt. Example : Normally Firebolt fires off 7 bolts or something, but it got turned into 1 bolt with the MATK that the normal lvl 10 firebolt would have. Another suggestion. :P
Zeitgeist Posted August 25, 2008 Report Posted August 25, 2008 Rising MATK No. Everyone wears Tao on their armors anyways. That's about 40-50% more damage you can apply (assuming the player doesn't counter Tao's backlash) and it's about enough power magic users could need. All spells turning insta cast without the need of DEX Not doable. Every class has access to certain spells via cards or equipments. Making the spells be instant cast would not only affect the Mage branch and the ninjas, it would affect the whole class branching. Equipment Improve Didn't get this one, please elaborate. Higher HP Mod Doable, although I don't see a super high HP mod. Magic users can do loads of damage at distance, mess with opponent's status alignments, mess with their SP, etc. I'd say that gives them enough edge in terms of class balance. Safety Wall Sounds like an excellent idea. Quagmire Sounds decent as well, could be useful for wizards supporting on WoE. Spider Web Redo-ing the skill so that it doesn't consume spider webs seems easier (a.k.a. it asks you to have one but it will never consume it, kinda like ammo for snipers) Dispell Not so sure about this one. It could be benefitial for proffesors but also gives a lot of room open for griefplay. Soul Burn Doable. Elemental Change Elemental Change doesn't work on players for a reason. You can just reequip your armor and regain your element via te compounded cards. Energy Coat Already planning on making it go down on a lesser basis. Stave Crasher/Magic Crasher Stave Crasher already transmits card effects, even strip. Sin's Grim being affected by arrows sounds more like a bug than an ability to me. Gravitation Field Two Wizards alternating Gravitaton Field plus Loki's Veil situated in the front of a WoE's emp room warp would mean a virtually unpenetrable defense. Not doable. Stone Curse 1: Doable 2: Possible but take in mind everyone can use SC 3: Doable Holy Light Not doable. Priests aren't really supposed to be in the battlefront in the first place. Don't complain if they're not stong enough to fight for themselves, the class isn't designed for that. Magnus Exorcismus Read above. Lex Aeterna Priests can take advantage of people wearing GTB, FYI. Turn Undead Read Holy Light Sanctuary AoE healing spell, the more people stand on it, the more it can heal. If all of the AoE of Sanc was used, it can heal three times more than a full int/full heal geared priest. That's how AoE skills work, they don't deal as much heal/damage as others but can compensate because they can hit a lot of targets. Tarot Card of Fate Strip Shield card: Not doable. Higher chance: Abusable. Dispell FCP: Unfair, FCP requires items to be casted, Tarot doesn't. SC card: Not doable. Scream Already working on it. Charge Arrow Smart snipers push Skid traps to their enemies or MB them out of pneuma. Blitz Beat and Falcon Assault Falcon Assault hits hard if you know what you're doing. Claymore Trap Possible but would need to test for fairness. The rest on the list is just gibberish so I'll stop here.
Icon Posted August 25, 2008 Report Posted August 25, 2008 High Wiz ... The HP mods we already received were nice but still not enough to keep up with the other classes on the server. I also don't think we should get too much of a HP boost given that we can dish out so much damage if the opponent doesn't own GTB. Grav. Field should do alot more than 720 hp per hit, especially since we can't move while the skill is in effect ... or was that ganbantein ... too many skills to keep track of. Safety Wall did get a noticable boost when they altered it but I think it'll get complained about if it gets too much more of a boost. My biggest problem with this skill is my horrible aim. It really sux when u accidentally SW your opponent. LoL Stave Crasher, I think, is fine the way it is. If someone throws on the GTB, swap staffs and SC them as fast I can with BOS or some other converter. Spamming 10k's(that's my lowest average with a converter when I'm trying) with crasher is plenty I think. DANGIT! can't find my 135k stave crasher pic .... edit later ... OH ya that reminds me ... yes cards etc. in your staff affect your crasher.
» Pat Posted August 26, 2008 Report Posted August 26, 2008 Safety Wall Sounds like an excellent idea. Spider Web Redo-ing the skill so that it doesn't consume spider webs seems easier (a.k.a. it asks you to have one but it will never consume it, kinda like ammo for snipers) Soul Burn Doable. Energy Coat Already planning on making it go down on a lesser basis. Stone Curse 1: Doable 2: Possible but take in mind everyone can use SC 3: Doable Sex. Pure sex.
Icon Posted August 26, 2008 Report Posted August 26, 2008 Sex. Pure sex. Great. You just made Blue harder to kill. :D
St. Michael Posted August 26, 2008 Report Posted August 26, 2008 Soul Burn should be like another type of Asura Strike and damage a lot more than what it does and if possible disable the chance of regaining SP for an x amount of time if doable. :s People just yggs through the SP loss to get it all back.
» Pat Posted August 26, 2008 Report Posted August 26, 2008 Great. You just made Blue harder to kill. :D Roar. :> Soul Burn should be like another type of Asura Strike and damage a lot more than what it does and if possible disable the chance of regaining SP for an x amount of time if doable. :s People just yggs through the SP loss to get it all back. It could just need a little damage-formula-re-calculation.
Sorrow Posted August 26, 2008 Author Report Posted August 26, 2008 -Equipment Change. Staffs are extremely weak weapons when it comes to meeleeing people; My Wizzard with over 150 STR deals around 300 and something when he hits with a staff(normal monster of normal property). Improving a bit the meelee capacity of the weapon of the staff/rod class would make the attempt of stripping a bit more than just "Strip or die" and become a more significant threat since in some cazes this is our only choice. And Defensive equipments for the magic classes should also give more resistence so we don't die as fast, actually i preffer damage suffered reduction over HP bonuses to the class. And Lastly, but the not the less important, a bit more of chance of wild rose hat's ability to strip shields, to work; Most casters, made for casting won't have much chance of being successful in striping a shield against true meelee classes. -HP Mods. Wizzards and Gypsy/Clown at least, really do deserve this plus. Doens't need to be immense, but something they can work with. Since HP formulas are kinda proportionality based, the higher the levels available, the bigger the gap between classes get. -Cast&Matk. Understood. -Safety Wall. As i said, my favorite among all possibilities. Pneuma and Safety Wall are supposed to be huge obstacles for ranged and meelees. In low rate they are quite equivalent. But the rules for a high rate makes Safety Wall lose efficiency greatly when compared to pneuma. i've came to know about the boost gave to the skill previously, but it really still isn't enough since GTB will be our friend forever. Safety Wall should be an obstacle to meelee chars as big as pneuma is to Ranged chars, and it still isn't. Ranged chars players usually start to think "Man that Pneuma is a pain in the neck!" and start to create strategies around it. Meelees think like this "Safety Wall? LOL keep hitting!" -Spider Web. Yes!! Please!! Do this!! Archers have infinite arrows, f mantle gives gem free spells. Professors really deserve this. Don't even boost Professor's HP if this is made XD -Stone Curse. Go Go Go! It'll make me so happy ^^ i swear i'll never ask about GTB again if this three skills get this change...i'll even change my signature! XD -Quagmire. This would be great for wizzards, it's the next set i'm working on getting and already got some strategies if this works /ok -Stave Crasher. Still haven't exploited much this skill...only suggested because i plan on doing so. But Damage bonus please ^^ -Dispell. i'd love to, but i'd understand if it can't be made...but consider at least the protection shield, the others aren't that important. -Priests skills. Understood. Only though that int attacking priests deserved a bit more...only that, could priests be able to dispell their own sanctuary? -Falcon Assault & Blitz Beat. They deal def ignoring damage on MvPs and Monsters, but the damage is pretty much reduced when hitting other players. Since the attack is done by a falcon...a falcon isn't a demi human, demi human reductions shouldn't work =P -Claymore Trap. Trapper Sniper FTW ^^ i'd seriously love this. -Energy Coat. Superb. -Elemental change. It could at least disorient the opponent, what counts a lot. Don't have great expectative in this one, just pointing out its reason. -Gravitation Field. Removing this "holding" effect during WoE? Well there are a lot of skills that get changes/unusable during woe. i just think this skill has potential, but it is useless in here =/ It could add an option to a wizzard against someone with GTB. -Tarot card of Fate What about a card that gave some kind of damage? Gypsy and Clown get kind rendered useless against a GTB+FCP Pally. Sorry Vapo XD i'm not very experient with clown and Gypsy, i was only taking the class in consideration... i think this is it ^^ still big but shortened considerably =P
Eclipse Posted August 26, 2008 Report Posted August 26, 2008 -Quagmire. (Wizzard, the Punk Card and defensive Ifrit Ring skill) This skill should work against GTB users, if anything it could at least disorient pursuers and protect the wizzard. Of course, it also should stop affecting the caster so it could also be used as an "anti-meelee shield". If buffs such as Full Chemical Protection work effectively on GTB, sure thing Quagmire can be changed to affect as well. Doesnt matter if you wear GTB or Not quagmire affects ASPD and MSPD even with GTB (I tested that few weeks ago)
Kei Posted August 30, 2008 Report Posted August 30, 2008 -Gravitation Field. (Wizzard) Improved Damage should do, it also should stop those who are caught in it and prevent them from moving untill the skill ends. A def ignoring fixed damage of 10k(tenfold) would be enough i think. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ i like this idea there should be more dmg wait a sec... doent grav fild depend on str?
Sorrow Posted August 30, 2008 Author Report Posted August 30, 2008 Gravitation Field deals a fixed amount of earth property damage of 1200 per second while the enemy stands on the area of effect, this damage is def and mdef ignoring. It also reduces the enemy aspd by a % i'm not quite sure exactly, but it's something like 20% on lv 5. This spell has as well some major backlashes; you can't move at all while performing it, and even iten usage is not allowed during it.
Kei Posted August 31, 2008 Report Posted August 31, 2008 ah kk. like i said :P i like the idea where grav fild does more dmg
HandCock Posted September 23, 2008 Report Posted September 23, 2008 if gtb was nerfed id go coma build all day ^_^
» Pat Posted September 23, 2008 Report Posted September 23, 2008 Yea revive some more topics. :rolleyes:
Zeitgeist Posted January 26, 2009 Report Posted January 26, 2009 As I previously mentioned. We can work some of these suggestions out. Do note that we buffed HW's and Sniper's HP modifiers to the most they could go; anything higher gives us a buffer overload. We'll be looking forward to adding more HP to these classes via other methods.