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Messages - Proteus

Pages: [1] 2 3 4
1
Suggestions / Re: Community balance project
« on: August 20, 2025, 10:20:23 AM »

2. Don't create a new magic knight class. Remove the SB debuff you gave him. It's not a magic class. If you want to improve him, give him a Crit Res debuff and take it from the mage. And in place of the mage's crit debuff, give her Dim Res. With this current stats, it's hard to remove Dim Res sufficiently, and with that HP boost, too. Do you want to remove crit class completely?

3.And why are you forgetting about Slayer? Nobody plays this class, it's only used for bosses.


Knight doesn't need any crit resistance debuff since they hit A LOT of critical already and have insane dodge/block debuffs which should be slightly decreased by 20%.

Slayer is useless? The fact that you using him for bosses only says it all. It has insane critical damage. Break armor should be also reduced to 15% crit resistance debuff on maximum lvl 15. I am 131 lvl on my slayer and I hit 12k-15k critical on my archer on max possible crit resistance. I do similar damage on other classes too. I imagine if I move stuff on a 150 slayer this damage would be even higher by 2-4k. Overall critical damage should be reduced as it was suggested by some people already here.

The rest of your suggestions made more sense.

2
Suggestions / Re: Community balance project
« on: August 13, 2025, 11:45:24 AM »
Thanks for your work on the latest changes. However, it feels like the community feedback wasn’t fully taken into account, and in my opinion, some aspects of the update missed the mark. Here’s where I think things went wrong:

Ignore Elemental/Ignore defence
I have concerns about the changes to ignore elemental and ignore defense. This could end up backfiring, especially for players who invested heavily in maximizing those stats, it basically nerfs their builds. Instead of capping ignore values, it would make more sense to address the overall damage output. With the recent boost to passives in the latest update, these characters are now doing even more damage, so the real issue is the overall damage scaling — not just ignore elemental or defense.

Narcolepsy
The latest change didn’t really solve the issue. The skill can still be spammed, and the accuracy is still pretty high. Maybe consider increasing the cooldown a bit more and lowering the success rate to around 60–70% at level 15 to make it more balanced.

Damage Increase on passives and skills overall

This change doesn’t align with player feedback. Most agreed the previous damage was already too high and needed to be toned down. It should be reverted to the original settings or the damage should be reduced. As an archer (caster), I'm doing around 10k more damage on Shinewood mobs and 10–15k more on Infernum mobs, and other classes are likely seeing the same. Critters are currently doing 40-60k more damage on mobs.

Increase of HP in all classes

This change should definitely be removed from most classes. It pushes HP over 100k for many classes, especially with food or party buffs, and completely kills the balance in 1v1 PvP. Not every class needed an HP boost — only archer really did, since it currently has the lowest HP.

Improved accuracy of summons skills.
It’s good to see improvements, but I think the movement speed from Bombas on Elementalist should be slightly reduced. They hit instantly, which makes them a bit too strong as it is.

Slayer
Skill/mechanics/class name: Break Armor/Slayer

Problem: Minus 30% crit resistance debuff way too high. Slayer can hit most classes 7-10k without using Break Armor. With -30% that damage sky rockets to 12k+.
Numeric adjustment or possible solution: MUST Be Adjusted to 15% on Rank 15.

Hunter
Skill/mechanics/class name: Hunter Diminishing Hex/Subdue Prey

Problem: Taking away to much HP/MP with a 100% skill success
Numeric adjustment or possible solution: Decrease the HP/MP debuff to 25-30% on rank 15.

Cooldown on resurrection orbs

Current cooldown after first use is too short and negatively impacts the gameplay, especially during fights.
To improve the experience, the cooldown should be increased to 5 minutes after each death. The current settings disrupt the flow and balance of combat, making it less enjoyable.

3
Suggestions / Re: Tombstone Feature to Honor Fallen Archlords
« on: August 06, 2025, 06:35:58 PM »
Remember put on la gringa one abusing bugs ..... btw 😘

Game mechanics bro....


https://ibb.co/jP62VMfd

4
Suggestions / Tombstone Feature to Honor Fallen Archlords
« on: August 05, 2025, 04:37:22 PM »
Hi everyone,

I wanted to suggest a feature that could bring some lasting impact and immersion to the game, a tombstone system for fallen Archlords.

For example:

Outside Halien, a tombstone could appear reading:

"R.I.P. Massacred – August 2025. Mourned for 8 days."

Or inside Ellore:

"In memoriam ~ Lagringa – July 2025. Remembered for 2 days."

The tombstones could remain visible for a set mourning period (e.g., 7–14 days), giving players a chance to reflect on past battles, pay respects, or even spark new rivalries.

This isn't a troll post, just a creative idea that could add flavor and depth to the world. Would love to hear your thoughts, and please keep it respectful.

Thanks!
Pro

5
Suggestions / Re: Community balance project
« on: May 02, 2025, 08:09:55 PM »
Sorc
Skill/mechanics/class name: Narcolepsy-Sorc
Problem: High success rate and duration, currently bugs passives if uniques are changed while being slept.
Numeric adjustment or possible solution: Reduce duration and success rate by 30%. Try to figure out why passives are being bugged.

Hunter
Skill/mechanics/class name: Hunter Diminishing Hex/Subdue Prey
Problem: Taking away to much HP/MP with a 100% skill success
Numeric adjustment or possible solution: Decrease the HP/MP debuff to 25-30% on rank 15.

Knight
Skill/mechanics/class name: Godlike and Energy barriers/Knight
Problem: Currently can be almost spammable.
Numeric adjustment or possible solution: Increase cooldown on both barriers so there is at least 7 seconds until they can be reused on 90% cooldown.

Skill/mechanics/class name: Swing shot and Defence breaker/Knight
Problem: Currently can debuff way too high dodge and block.
Numeric adjustment or possible solution: Decrease each skill by 15% to 20%.

Skill/mechanics/class name: Sprint / Knight
Problem: 500% move speed even for few seconds is way too high and impossible for classes with 320-350 movement speed to reach them.
Numeric adjustment or possible solution: Decrease it to 400% instead once sprint is casted.

Slayer
Skill/mechanics/class name: Break Armor/Slayer
Problem: Minus 30% crit resistance debuff way too high. Slayer can hit most classes 7-10k without Break Armor.
Numeric adjustment or possible solution: Adjust to 10-15% on Rank 15.

Skill/mechanics/class name: Legendary slayer/Slayer
Problem: Cooldown of the skill pretty low
Numeric adjustment or possible solution: Add at least 7-10 seconds to reuse on 90% cooldown.

Swash
Skill/mechanics/class name: Movement speed/Swash
Problem: Currently the slowest perhaps class
Numeric adjustment or possible solution: I think 15-20% movement speed should be reasonable.

Summoner:
Mechanic/Class name: Global damage / Summoner
Problem: Damage because of the use of two weapons is way too high.
Numeric adjustment or possible solution: Scale damage to 20-30% less overall.

Elementalist:
Mechanic/Class name: Global damage / Elementalist
Problem: Dimension damage simply broken.
Numeric adjustment or possible solution: Scale damage to 20-30% less overall.

Archer:
Mechanic/Class name: Languish & Enervate combo skills / Archer
Problem: The 45% dodge and block debuffs way too high and unnecessary.
Numeric adjustment or possible solution: Reduce to 15% on maxed stage.

Mechanic/Class name: HP / Archer
Problem: Currently archer has the lowest hp from most classes.
Numeric adjustment or possible solution: Add 25-35% hp stat on maxed stage on the Mana gain passive.

Mechanism: Ignore elemental damage
Problem: Currently simply broken to receive more than 10.000 to 15.000 damage on pure tanking uniques from knights or swashes.
Numeric adjustment or possible solution: Apply similar numeric values as on critical damage instead or decrease by 40-50%.

Mechanism: High overall damage / Heroic debuffs affecting most classes
Problem: The changes made to Heroic skills and debuffs seems unnecessary and lead to extreme levels of damage or unbalance of some skills.
Suggested Solution: Revert all Heroic skills and debuffs to their original state, as they were initially designed, without any additional modifications. (Exclude the frenzy effects or chaos) . You could also modify the stats of the Elite weapons to original state (60-100 Physical damage, ele & dim damage back to 30-50)



6
Free Chat / Re: Archlord Battle logs
« on: April 28, 2025, 06:33:42 PM »
I propose to cancel completely AL Battle until a better solution is found. The current settings of Stamp logs were implemented when there were actually 3 sides in the server. At this point is pure abuse and exploitation considering that all server is fighting vs RoG.

7
Free Chat / Re: Archlord Battle logs
« on: April 28, 2025, 01:28:02 PM »
You should change these stamp logs rules, since there are not real three side fights anymore.

8
Support / Re: New Zone - For the better of Justac
« on: April 24, 2025, 10:47:55 AM »
Ladies and gentlemen, meet Amoswar, volunteer by title, liar by action. Even your own members are calling you out for being fake and toxic.

As i already stated.

I do NOT control my players on what they can or cannot do.
I do not play enough for you guys to think im behind every action and decision players from my guild are doing. They are FREE to do as they please.
Im sorry to not be the control freak you guys think im.



"It's quite something to see how Volunteer Amoswar is now even managing forum accounts and replying on behalf of his members!"

Im sorry ? what did you smoke ? I have only 1 forum account and others can says what they want its their free will..



I was clear about something else entirely, you're logging into other people's accounts and posting as them. @Admin, @JUSTACTeam, @GlobalOperator, is this the kind of volunteer you want? Someone who betrays your trust and impersonates users on the forum?

9
Support / Re: New Zone - For the better of Justac
« on: April 23, 2025, 06:22:52 PM »
It's quite something to see how Volunteer Amoswar is now even managing forum accounts and replying on behalf of his members! 😄

I haven’t started playing on the new area yet. I’ve been waiting to see how the final adjustments pan out before investing my time and energy into this new area.

From what I understand, this is still a trial period, and the items gained during this phase are meant to be wiped once it's over. Is that correct?

The whole point of this new area, as I see it, is to bring in both new and returning players, giving everyone a fair shot at a fresh start, whatever that might look like. So, if some players are already jumping in with fully built characters to kill others who are just trying to explore and test the area, it comes across as pretty disappointing.

I was under the impression that the JUSTAC team had made a specific request to hold off on PvP for a bit—at least until the community balance project has been fully implemented.

Instead of supporting this initiative, it feels like Volunteer Amoswar is actively undermining the project by encouraging his group to go all out, which only serves to sabotage the JUSTAC team's effort to build something positive here.

10
Images and videos from players / Re: Videos
« on: October 25, 2024, 04:49:13 PM »
Hello here is my Justac Anniversary Promotion Video.




11
Summer Events / Re: Back to school Event
« on: September 12, 2024, 04:10:37 PM »
Hey, here is my video for the event!

https://youtu.be/YApciUuyV1Y?si=ktmMrgF4gpBtGUEh

12
Suggestions / Re: Class balance - expirience share
« on: June 10, 2024, 07:36:57 PM »
Maxed archer vs maxed summoner.

While my archer is on more than 1000+ elemental damage (arcane + vengeances) and a maxed summoner is on tank mode (their elemental resistance is over 80) I hit them max 3500 to 4,500 dmg.

Summoner on tank mode vs me on tank mode they hit me 5.500 - 6500.

Summoner on attacking mode vs me on tank mode (my resistance dim/ele phys over 80) they hit me from 6500-8,500. If they somehow find you under 80 resistance then you will most likely receive over 10.000 minimum.

The only way to counter summoner at this point is cast debuffs and hope that  you get them on a bad switch. Under any other conditions you get melted due to their extreme heroic damage.

These numbers are an average from my fights versus Earn and Awp06.

Maxed archer vs maxed elementalist

While my archer is on more than 1000+ elemental damage (arcane + vengeances) and a maxed ele is on tank mode (their elemental resistance is over 80) I hit them around 4.500 dmg.

Elem on tank mode vs me on tank mode they hit me around 5.500

Elem on attacking mode vs me on tank mode (my resistance dim/ele phys over 90) they hit me from 6000-7500.

Elementalist again they are pretty tanky vs classes that they don't debuff their physical resistance. Archer vs Elementalist equally geared, archer has no chance and can die on tank mode if they do not try to escape/run.

These are average numbers versus Coolbaby.

Maxed Archer vs Sorc

Haven't fought a maxed sorc yet (I think)

While my archer is on more than 1000+ elemental damage (arcane + vengeances) and a sorc is on tank mode (their elemental resistance is over 80) I hit them around  6000 - 7.000 dmg.

Sorc on attacking mode vs me on tank mode (my resistance dim/ele phys over 80) they hit me around 6500. If they somehow find you under 80 resistance then you will most likely receive over 8.000 minimum.

Narcolepsy needs to be adjust since it has LONG duration and insane success and can be spammed. Plus it bugs your passive/ranks in case you switch uniques during narcolepsy.

Maxed archer vs maxed hunter

While my archer is on more than 1000+ elemental damage (arcane + vengeances) and a maxed hunter is on tank mode (their elemental resistance is over 80) I hit them max 3500 to 4,000 dmg.

Hunter on attacking mode vs me on tank mode (my resistance dim/ele phys over 80) they hit me from 4500-6000. If they somehow find you under 80 dim resistance then you will most likely receive over 7.000 minimum.

Op hp debuff takes instantly over 7000 hp.

Maxed archer vs ranger

While my archer is on more than 1000+ elemental damage (arcane + vengeances) and a ranger is on tank mode (their elemental resistance is over 80) I hit them max 4000-5000.

Ranger on attacking mode vs me on tank mode (my resistance dim/ele phys over 80) they hit me from 4500-5500.

Maxed archer vs orbitter

While my archer is on more than 1000+ elemental damage (arcane + vengeances) and the orbitter is on tank mode (their elemental resistance is over 80) I hit them max 4000-4500.

Orbitter on attacking mode vs me on tank mode (my resistance dim/ele phys over 80) they hit me from 4000-4500.

Maxed archer vs maxed zerk

While my archer is on more than 1000+ elemental damage (arcane + vengeances) and a zerker is on tank mode (their elemental resistance is over 80) I hit them max 4000-4500.

Zerker on attacking mode vs me on tank mode (my resistance dim/ele phys over 80) they hit me from 5000-7000.

Sample from fights vs Beastguardins.

Maxed archer vs maxed swash

While my archer is on more than 1000+ elemental damage (arcane + vengeances) and a swashs on tank mode (their elemental resistance is over 80) I hit them max 3500-4500.

Swash on attacking mode vs me on tank mode (my resistance dim/ele phys over 80) they hit me from 4500-5500.

Sample from fights vs Giaoxilan.

Maxed archer vs knights

While my archer is on more than 1000+ elemental damage (arcane + vengeances) and a knight is on tank mode (their elemental resistance is over 80) I hit them max 4000-4500.

Knights crit me around 6000 currently. Knights on ignore elemental builld hit me 8.000 to 10.000

Maxed archer vs slayer/mages

Haven't fought many but I am able to kill slayers and mages quite easily at this point.

13
Report / Re: Non stop runtime errors since latest patch
« on: April 25, 2024, 01:57:40 PM »
Still same problems when using any passport or going through teleports in towns/cities.

14
Suggestions / Re: About this week-end event
« on: April 24, 2024, 12:31:06 PM »
Bro you could troll as much as you want since you haven't invested here but rely on your friends pocket. Even players from your side are not satisfied happy regarding the "as close to Free2Play" event that they planned this weekend.

Truth is that JUSTAC Team is not listening to players and the community at all. They are supposed to come up with ideas to improve the state of the server and not dig it's grave even deeper with stupid decisions.

15
Suggestions / Re: About this week-end event
« on: April 24, 2024, 10:40:44 AM »
This is another hypocritical reply from Game Operator/JUSTAC Team: "Player valuations in real currencies are an abstraction for us and are not taken into account, because the game should also be available to players in a system as close to Free2Play as possible. Please post your opinions on the forum, in an open discussion, where other players can also comment."

How do you claim this solution of not returning wings to player to be as close as Free2Play? How much more hypocrite and greedy can JUSTAC Team be when you are taking away our wings and asking to open more wing chests and gamble with new cloak designs?

Most of the players here have been commenting and expressing that this a pure scam and they are not happy with this. What else do you need from us (apart from our money)?

@admin Please can you reconsider the refund and have more competent staff in your team that actually listen to players and the community?

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