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Messages - Amoswar

Pages: [1] 2 3 ... 20
1
Suggestions / Re: unique
« on: May 23, 2025, 01:54:19 PM »
Illegal program should be banned,

So making it easyer for players to spot uniques will make less players turn to illegal programs.

2
Suggestions / Re: unique
« on: May 22, 2025, 08:15:37 PM »
There is no option at the moment, but if players are interested in the options, they can awnser the post and if its something players want, it might get changed by Justac staff.

So speak around and ask players to show their interest

3
Suggestions / Re: Community balance project
« on: May 16, 2025, 09:40:36 AM »
First of all, I personally think that the warlock is now a very strong debuff, so please balance him. The easiest way is to restore his attack and skill distance to the previous distance! Also, the success rate and duration of his sleep skill are too high! Some balance should be done, because he also has a silence skill that is very powerful! At least let him have some risks in 1v1 to make it interesting! The current version of the cooldown can be stacked very high, so the mana value of some professions needs to be reduced! Because they don’t need to consider the problem of mana because they have 4 mana stones inlaid on their clothes! The archer has no debuff skill that reduces physical resistance. I wonder if it should be added to him. As I said before, he has a skill that reduces the blocking rate of others. I think it is useless. If it is replaced with physical resistance reduction, it will be very interesting!
Next, we should increase the movement speed of the elven swordsman. In any case, it should be slightly increased! Because he is too slow!
About Ranger If the ranger can jump very fast, he should jump a relatively smaller distance. If he jumps far, he should jump slower!
I hope the operation team will consider my suggestions. This is my true feeling in the game.
Everyone has the right to speak their mind because we love this game!
Please don't easily deny other people's opinions on the game. Please put yourself in their shoes before answering!

Skill/mechanics/class name: Sorcerer
Problem: skill distance and success rate of halt/sleep
Numeric adjustment or possible solution:
Skill distance = revert it to previous range
Halt sleep = Increase coldown of Sleep/Halt

Skill/mechanics/class name: Archer
Problem: debuff dodge/block are useless
Numeric adjustment or possible solution: add debuff resist instead of block/dodge debuff

Skill/mechanics/class name: Swash
Problem: to slow
Numeric adjustment or possible solution: increase its mouvement speed

Skill/mechanics/class name: Ranger, shadow chaser
Problem: can jump from to far
Numeric adjustment or possible solution:
If he can jump from that far, he should have higher coldown
If he jump fast (low coldown), the range of the skill should be reduced


Hope i did the traduction justice, it should help GM to follow request.
Have a good day

4
Support / Re: Account search
« on: May 15, 2025, 06:20:32 AM »
fixed

5
Suggestions / Re: 1-6 shinewood wave monster movement speed icrease
« on: May 14, 2025, 03:57:59 PM »
Yes

(100% not saying it because I got threatened by Balors at point blank)

joking aside, i can see how pulling would be a pain for players (Sorry im to used to farming with Archlord, i dont have that issue)

ok.. ok.. now i stop, i dont see why it wouldnt be a good suggestion if it help players pulling and having fun.

+1

6
Suggestions / Re: Community balance project
« on: May 11, 2025, 06:53:34 PM »
Hello, here are my thoughts on what came about of a balance project that in my opinion, was never even needed.

For starters, revamp all damage back to how it was, regular damage, dim damage, ele damage.  Keep the new damage stat as that +30 is NOT in my opinion what is creating these insane damage outputs from classes wether it is an archer doing entirely too much ele damage, a summoner just doing absolutely too much damage in every aspect, or an ele doing entirely too much dim damage. Keep the new stats you added to the game ofcourse, the new bonus drop the new damage etc. But the damage scaling need to go back to how it was. It was a great idea to balance characters and for the most part you guys did a great job but for example at times it does not look like you did a great job because on top of these additions, every single damage stat we were used to for years is now x5 for example but the defensives didnt change. This would solve the main two classes that are entirely too op and when i say op i mean without any debuffs, if you just attack someone with a summoner or and elementalist the amount of raw damage they do due to the upgrade of all the damage stats is just not balanced. Others classes its also noticeable but these 2 in specific. Neither in my opinion need a nerf at this point, revert the damage and then lets see if it levels itself out. With ofcourse the changes you implemented to some classes. Other than that, give hunter back its full cure cooldown time. It was intense, exciting, and fun to be able to stamp on a castle with not just a knight but also hunter. Now what i see from coming back almost no class can stamp now, too much damage output and for example hunters cure doesnt last long enough which is something at least on this server that some of us built our characters around. Possibly wanting to tank in this aspect on a castle, and now cant. And if anyone has a problem with bringing the cure cooldown back to what it was, take away that silly movement speed that was given to hunter.. it doesnt need it. Cure does the work for hunter, thats what the character is built around yes you can get slowed or de-buffed but if you can hold on its temporary. Making them faster to a point of catching some of the fastest characters in the game is not necessary hunter was and will never be a killer it is a tank / support class. -Driller

I cant say about the damage idea, would need to be tested to see if people can still kill one another.

For Hunter : Cure last 180 second, its enough to stamp for a castle, but it is not anymore for Archlord.
The mouvement speed boost was not needed, it could lose 15% to still compete with other archer class.

Currently, its impossible to tank for a castle, any 10 players hitting on you with or without debuff will bring you down since you cannot move,
something need to be done for the damage. But i cant really see what clearly. Hope they find a solution

7
Support / Re: Fix Allow/Bolt Price For Outside of Prison Realms
« on: May 10, 2025, 08:58:20 PM »
You can make your suggestion and improvement needed on this post and GM will check it


http://forum.justac.net/index.php?topic=1340.0

Hope it helps

8
Suggestions / Re: Community balance project
« on: May 08, 2025, 06:39:21 AM »
All professions can easily kill archers, but archers cannot easily kill any profession. Don't tell me archers can run, I'm talking about 1vs1 situations! Please objectively tell me that the archer, like a piece of paper, has the highest risk and relatively high risk should receive high returns, but we haven't seen where his returns are! Very low skill success rate, anyone can test it, so killing archers with so many professions is very easy. What else can archers do? Everyone now hopes to have no team buffs, so what else can archers do? Please retract the skill release distance of warlocks and mages, and retract the jumping distance of rangers! Otherwise, the archer with their own buff can't do anything! I saw someone say that archers reduce enemy evasion and blocking, and I think it can be revoked because it doesn't make any sense for archers, but correspondingly, it can be replaced with 45% physical resistance from archers! I don't know what profession you are playing, but if you first disgust other professions and objectively think about the perverted aspects of your own profession!

While archer selfbuff migt have lost some power since helpless got nerf, it didnt lose overall their kill potential. Archer is almost unkillable fullybuffed.
Balancing it for selfbuff is a mistake, since it has to much power when fullbuff.

Archer might be easy to kill if you stack debuff or let yourself be debuffed, but it's in no way a weak class. It can kill most class on 1v1, except if players go on full tank/food then thats another story

I think it need some power back on helpless to get players offguard when they are on damage uniques. Currently, you just have to wait to see if HH debuff hit, then swap to tank and wait it out to deal with archer.
Ranger is the only counter to the unslowable part of archer.

You cant put more debuff to archer, it has debuff on almost every skills.

9
Support / Re: Event Server Rewards
« on: May 07, 2025, 07:32:26 AM »
GM is logging at random time into the game then he make a notice

You send him a pm with your characters infos and he will trade you the rewards in tullan.


We asked for other way to get reward, so far its only like this that it was done.

Have a nice day

10
Suggestions / Re: Community balance project
« on: May 03, 2025, 01:47:55 AM »
Hello,

Here is my take on current balance

Overall mechanics

Skill/mechanics/class name: PARTY BUFFS
Problem: The party buffs are to strong, its impossible to find a balance when you can boost your character so much with other class.
Numeric adjustment or possible solution:
option 1 : Nerf party buff and give back power to each class itself
option 2 : Reduce the party member to 10 and by leaving the party you lose the party buffs.

Skill/mechanics/class name: IGNOR ELEMENTAL
Problem: Hit to high without a real way to prevent the damage
Numeric adjustment or possible solution: I think a nerf of around 40% of the hits would be necessary.
It''s hard to say how to nerf the damage, because it's linked directly with the new stats and HUGE elemental damage each class has.

Skill/mechanics/class name: STUN
Problem: Can be perma
Numeric adjustment or possible solution:
option 1 :  Make all stun duration for 1 second on all equipement (at least if player dont hit, they wont keep someone perma)
option 2 : Make it impossible to be stun for couple of seconds after you got stun
option 3 : Give a anti-stun skill similar to ranger/archer/orbiter to all class and it can be activated while beiing stunned.

Skill/mechanics/class name: Summuner/Elem/Orbiter/Swash (its on a slow)
Problem: they dont have a Pulling skill with large area of effect
Numeric adjustment or possible solution: Give a skill WITHOUT debuff a larger aoe of effect, to help pull mobs.


SKILL BALANCE
Humans
Skill/mechanics/class name: Knight Godlike/Barrier
Problem: can buff godlike and barrier to often
Numeric adjustment or possible solution:
option 1 : Increase the CD so it need 10 seconds between each cast at 90% CD
option 2 : Make it impossible to buff 1 with the other

Skill/mechanics/class name: Mage
Problem: To fast
Numeric adjustment or possible solution: nerf her mouvement by 15%

Skill/mechanics/class name: Archer, Helpless VS Intimidate Blow
Problem: Archer was known as the SelfBuff killer and one of strong class on lower level, with the current balance of debuff, it has lost its purpose and made it a Farm beast.
Numeric adjustment or possible solution: Make Helpless and Intimitate Blow debuff the same number
Current setting : Helpless (-30 elem) Intimidate Blow (-85% elem)
Suggestion setting : Helpless (-55% elem) Intimidate Blow (-60% elem)



Orcs
Skill/mechanics/class name: Hunter Diminishing Hex/Subdue Prey
Problem: Take away to much HP with a 100% skill success
Numeric adjustment or possible solution:
option 1 : Decrease the HP to around 40% value
option 2 : Increase Coldown on the skill, so it cannot be used on every player in a teamfight.

Zerk : Most balanced class so far

Skill/mechanics/class name: Sorc, Narcolepsy
Problem: Narcolepsy success rate and duration
Numeric adjustment or possible solution: Not to mention the bug when you switch when you are slept, i think this skill should have maximum a 50% success rate.


Elfs
Skill/mechanics/class name: Swash mouvement speed
Problem: to slow currently
Numeric adjustment or possible solution:
option 1 : Take out the MS on Fortitude Soul and put it on Advent Legend
option 2 : Put 20% more on Advent Legend

Skill/mechanics/class name: Swash, Hide in Sight
Problem: Has a cast duration so if you are debuffed, you sometimes die during the animation because it doesnt take away debuffs. It already remove all the buff of the swash, shouldnt be a risk to use the skill
Numeric adjustment or possible solution:
option 1 : Make the cast time of it to 0 so when you cast it, you dont die
option 2 : Take away debuffs you have on yourself since it already take out your own buff

Skill/mechanics/class name: Ranger range
Problem: Ranger got a boost on range while it already had a closing gap skill (shadow chaser)
Numeric adjustment or possible solution: Remove the boost of range.

Skill/mechanics/class name: Elementalist Bomba
Problem: Is a pet and need to be in close combat to explod and take effect.
Numeric adjustment or possible solution: Make the skill a debuff skill and not a pet

Skill/mechanics/class name: Elementalist damage
Problem: On selfbuff the damage of elementalist is to High
Numeric adjustment or possible solution: 
option 1 : remove dim dmg from Fine Chakram
option 2 : remove 25-30% debuff from Wind Shear (if there is a fix on Bomba, then this will be necessary)

Skill/mechanics/class name: Elementalist
Problem: Fix the revive BUG
Numeric adjustment or possible solution: I dont know how to fix it, but its annoying as the player to have to relog to revive and when it give you free revive, its ennoying to ennemys

Skill/mechanics/class name: Elementalist
Problem: Pets are useless
Numeric adjustment or possible solution:
option 1 : Increase their HP by alot, similar to Tesseris
option 2 : Make them non-targetable, but with a very low duration
option 3 : Make them take 1 damage and need a set of 100 hits to be killed (cannot be healed)


Dragonscion
Skill/mechanics/class name: Summuner
Problem: to high raw damage
Numeric adjustment or possible solution:
option 1 : Lower their skill damage for about 25-30%
option 2 : Join both Perfect sense and Mana Union debuff of physical damage into 1 buff with all defensive stats (take block from Perfect Sense into Mana Union) and increase its debuff of physical damage to make it so when used, Summuner become a tank and not a damage dealer.

Skill/mechanics/class name: Summuner, Killing Breath
Problem: its the only slow of Summuner, but its duration is bugged (i think) and last only for couple seconds
Numeric adjustment or possible solution: Fix the duration of the debuff to last like any other slows in the game (30 seconds)

Skill/mechanics/class name: Slayer, Break Armor VS Restrained Strike
Problem: Slayer hit to high and not often enough. Its only utility is on selfbuff fight or for Boss.
Numeric adjustment or possible solution: Take 10-15% from Break armor debuff and increase or even double the dodge/block debuff from Restrained Strike

Skill/mechanics/class name: Orbiter
Problem: to slow
Numeric adjustment or possible solution: increase its MS by 15%

Skill/mechanics/class name: Orbiter, Victim's repose
Problem: the coldown of the skill make no sense (540 seconds)
Numeric adjustment or possible solution: Make it like archer similar skill "Hurricane of Death", having a 10 second coldown

Skill/mechanics/class name: Orbiter, toxic hand
Problem: if you fail the skill after it has succeeded, the player is still blocked from attacking.
Numeric adjustment or possible solution:  fix it so you cant stack its effect continuously, if it fail to hit again, it should remove its effect

11
Suggestions / Re: Eternal Battlefield & World
« on: April 29, 2025, 11:39:06 PM »
Hi,

Problem : Weapon lv55 on lottery on zone lv49
Possible solution : remove possibility to get weapon on the lottery
or
block the zone to lv47.

Problem : Takes alot of time to gather enough gold to make a full item, if the zones are meant to be only for FIGHT, then you should be able to get your stuff back very fast.
Possible solution : Increase the drop rate of Gold coins and make Silver coins stack more (maybe 50)

Problem : Skill mutation abuse
Possible solution : make the skill do damage
or
Mutation only able to be used on players already red.

Problem : Low number of passport/rountrip passport
Possible solution : Increase the drop of those passport on mobs

Problem : Wings and resist not refinable
Possible solution : make them refinable to lv6 maximum

Problem : To few mobs of max level on each zone
Possible solution : increase spawn time of mobs
Problem : CRITTER are to strong on all zone, no caster can farm if there is a critter on a spot
Possible solution : Take out the 50% crit res debuff that was made on mobs on the new zone, to try balance the damage and let caster have a chance to compete for mobs

12
Free Chat / Re: Archlord Battle logs
« on: April 28, 2025, 08:04:47 PM »
A 80k stamper goes to arounr 55k with just hunter debuff. Each players full buff do around 5k damage. It doesnt need long to get someone who doesnt move to die.

@Proteus
Has i already said and same thing GM said already. Alliance is not their concern, they cannot force ennemys or allys to fight each other.

So any change need to be done, not considering sides, but the actual need for a stamper to survive for 5 minutes. Check logs of all previous AL when there was fight, nobody come even close to completing.

13
Free Chat / Re: Archlord Battle logs
« on: April 28, 2025, 04:17:44 PM »
Alliance is not GM concern.

Thats what we proposed in beginning but à 70k HP hunter full buff/food can die in less then 10 seconds.
Even knight with 80k+ Hp was diing that fast.

It would be hard to balance the buff the stamper would get while stamping.

14
Free Chat / Re: Archlord Battle logs
« on: April 28, 2025, 03:13:25 PM »
@Proteus
Rule were changed cause stamping is almost impossible with the current damage output. Any 10 players focussing only 1 guy make it almost impossible to stamp.

Its been since the change in damage that no guild has ever completed the stamp except when a side had a castle.

But i can understand that you feel its unfair.
If you have any other idea how to fix the stamp, please say so.

 

15
Support / Re: New Zone - For the better of Justac
« on: April 24, 2025, 06:18:38 PM »
As of the question of dropping items.

There is a reason we are currently in BETA testing. Its to see what need to be changed and adapted so players can play efficiently there.

The current characters created are here to stay. So dont hesitate to grind and build your character for the fights.

The main problem i see so far on the zone, is the drop of items when you are getting killed.
BUT considering how fast its to get items there, i understand why it was made that way.
Its supposed to be a zone of HIGH danger and HIGH reward. Those zone DOESNT replace main server characters. These characters are specific to Eternal Battlefield zone, so getting perfect gear, mean nothing.

The way i see it, it should be like this :
Non skulled player : lose items in inventory
Skulled players : lose equipped items

I dont understand yet the way items drop or get destroyed once getting killed or beiing killed. So i need more testing to understand it fully.

The zone is here for fight, not to create the perfect character. The main character is the goal.

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