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Messages - Amoswar

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1
Suggestions / Re: race boss time adjustment
« on: September 04, 2025, 11:42:22 PM »
1. There should be BG every 6 hours. Lower the drop of the mobs and it shouldnt be a trouble

2. Increase on the number of gold that can be traded was suggested long ago. I doubt 100b is a good idea, but 10b should be normal as it was before.
For AH, with current economy i can see it needed to be increase since price are all higher.

A new way to use gold WITHOUT archondrites, need to be added if they keep the uniques selling that heavy.
At the moment, alot of gold could be used to make Boxes, GT, etc. But since it need archondrites, not alot of players are doing it.
Increase price of GOLD of those and let archondrite a item for SPECIFIC craft only

100% agree Gold is becoming fast a issue, it need to be used for something

2
Best Damage Event / Re: Swashbuckler Casting
« on: September 03, 2025, 11:08:06 PM »

3
Suggestions / Re: Tombstone Feature to Honor Fallen Archlords
« on: August 05, 2025, 07:02:08 PM »
100%, make it a timer since they got AL and Give reward to killer so it become a Hunt for the BEST !

4
Suggestions / Re: Sieges time
« on: July 30, 2025, 05:51:29 PM »
Hey,

I dont think the siege time need to be changed, but i could see the need for Drayger castle to be activated on the first siege time so it give possibility for smaller number of players to win a castle and not face big union on just 1 castle.

Lets see

5
Game Discussion / Re: Problem with the event tokens and battle square
« on: July 14, 2025, 02:02:15 PM »
hello,

Most players buy them from other players.
or they use a main character to farm them and then trade them to their secondary character for BS.
There is also the option to use TOA minus -100%, to stop getting exp and farm the token then, but this is the least optimal option

hope it helps

6
Game Discussion / Re: D0gm4  use bug
« on: June 22, 2025, 04:09:20 PM »
Hello,

its not a bug, it was a feature added when Scion had no way of getting buffs cause of to strong party buffs from other races.

At the moment, i doubt its needed and is not often used.

so i doubt it will be changed except if it become used to often since its a clear way to much of a boost in stats to have ranger buffs and crit res

Send a ticket to GM and check his position on the situation. But definitly not a bug


7
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.

8
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

9
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

10
Support / Re: Account search
« on: May 15, 2025, 06:20:32 AM »
fixed

11
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

12
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

13
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

14
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.

15
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

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