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Messages - dabshiree

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1
Suggestions / Re: Community balance project
« on: May 11, 2025, 07:45:36 AM »
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

2
Support / Re: New Zone - For the better of Justac
« on: April 23, 2025, 10:07:53 PM »
"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..


"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."
Only 1 of my player is currently Pking on last zone. WE arent pking on 1-2. If i wanted to block players from playing, all my guys would be pking 24/7.


STOP crying about pking, it WILL be like this ALL THE TIME, read the GOD danm title of the zone "ETERNAL Battlefield"

So now, instead of crying on forum. how about you built characters there and fight for once ?

thanks

Well ill speak for myself personally, im currently trying to build a character and bring you fights if i recall as we spoke about. But the issue is, you currently have a specific player with help of 1-2 others not allowing anyone to step out of town. How you want someone to fight like this? Grow some balls, stop being scared of a little competition and call your dog off so that you can get what you are claiming that you want... a fun fight baby eijun <3

3
Support / Re: New Zone - For the better of Justac
« on: April 23, 2025, 06:49:14 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.

+1+1

4
Support / Re: New Zone - For the better of Justac
« on: April 23, 2025, 12:45:21 PM »
^ ^ people are bad boys camping on safe zone .......


Gear up boys soon start the rewards system

Admin say dont rush lvl  ............

So bad of little boys there is no one left on this new zone. How welcoming to new players you guys are, great job brother!
Crying of wanting pvp, but not giving a single player a chance to pvp xD i expect nothing less though, idk why i am suprised of this.
Gear up lmfao, who? What a joke xDDD

5
Support / Re: New Zone - For the better of Justac
« on: April 22, 2025, 09:36:12 PM »
Look we all know its normal for players to rush max level, and want to control the area. If i recall the GM kindly asked to give new players a chance, as a community how else will we get new players to join Justac if we dont even give them a chance...
I just have a few recommendations for the new zone. I see much good that can come out of it, with a few simple fixes.
1. More monsters in each level area, what i have seen after arriving in the 3rd zone, every farm spot for the most part seems "crowded" with 1-2 players there. How simple would it be to just multiply the area? Knowing casters will group 10-20 monsters and critters killing them in a split second plus the spawn rate seems low which this may be on purpose how the spawn rate is. But if the new zone has any chance to give new players a chance, or cater to more players for example the level 110 monsters in 3rd zone im almost positive 1 caster can clear this entire area, knowing this i think it can simply double if not triple in the amount of monsters otherwise, players just wont bother and lose interest in my opinion.
2. Players with no skull, in my opinion should not drop items. How will they have a chance to even reach the point of fun pvp and competitive gameplay if they arrive in for example zone 3, level 99 and walk out of town to meet a level 150 character 8/8 gear 1-shotting them and resulting in you dropping your gear. At that point if this repeats itself enough times the only option will be to log off. In my opinion i love the idea of dropping items, you choose to pvp and acquire a skull, THEN you can drop items. This makes much more sense to me. But new players will simply have zero chance if they can drop without doing anything. This way players can safely reach a comfortable point of wanting to pvp and risking their gear when they feel  prepared.

To add some positivity, i love the concept of the new zone (still not even knowing what the payoff will be) its different, has the feel of a fresh start and something to grind towards and even when/if i choose to take a skull and i do die, it seems reasonable to acquire gear back once again giving players something to grind towards and go have more fun. Self buff, no party is amazing. With the stage of gear and uniques party buff at times can just be a bit much, and infernum is quite different being its a free for all playstyle. This seems different than party buff fights, infernum, which seems needed to me. 
I thought on these opinions based on if i was a new/returning player, wanting to come try archlord again not needing an entire group or donate tons of money and just have fun. More monsters, and the drop factor strictly applying to players flagging and signing up for the challenge. Give players a chance, if we dont even do this, how will we grow the player base. I hope you guys can see it in a way similar to me and other than these main 2 factors i will say i am having fun for the most part in the new zone, and plan to even put content out on it if the opportunity will present itself. - Driller

+
the idea of being gate kept and losing items on death while unskulled is wild, never progressing only rotating back is wild ._.  49 zone is 1 shot paper chars , + slowest rebuild  zone , how is that playable?

Even putting some type of reward system for acquired pvp's pressing the idea of pvp in the end would be great also, but if players non skulled can drop items and theres no monsters to even kill and level up i can see quickly players losing interest. There must be some type of safety feature to allow players the chance in on this action and ofcourse, a level playing field

6
Support / Re: New Zone - For the better of Justac
« on: April 22, 2025, 09:34:07 PM »
Kuajajajajajajajajajajajajajajajajajajajajajajajajajajajajajajjaajjaajajjajajajaja

Are you ok?? Try to re-read what i posted again

7
Support / New Zone - For the better of Justac
« on: April 22, 2025, 08:22:55 PM »
Look we all know its normal for players to rush max level, and want to control the area. If i recall the GM kindly asked to give new players a chance, as a community how else will we get new players to join Justac if we dont even give them a chance...
I just have a few recommendations for the new zone. I see much good that can come out of it, with a few simple fixes.
1. More monsters in each level area, what i have seen after arriving in the 3rd zone, every farm spot for the most part seems "crowded" with 1-2 players there. How simple would it be to just multiply the area? Knowing casters will group 10-20 monsters and critters killing them in a split second plus the spawn rate seems low which this may be on purpose how the spawn rate is. But if the new zone has any chance to give new players a chance, or cater to more players for example the level 110 monsters in 3rd zone im almost positive 1 caster can clear this entire area, knowing this i think it can simply double if not triple in the amount of monsters otherwise, players just wont bother and lose interest in my opinion.
2. Players with no skull, in my opinion should not drop items. How will they have a chance to even reach the point of fun pvp and competitive gameplay if they arrive in for example zone 3, level 99 and walk out of town to meet a level 150 character 8/8 gear 1-shotting them and resulting in you dropping your gear. At that point if this repeats itself enough times the only option will be to log off. In my opinion i love the idea of dropping items, you choose to pvp and acquire a skull, THEN you can drop items. This makes much more sense to me. But new players will simply have zero chance if they can drop without doing anything. This way players can safely reach a comfortable point of wanting to pvp and risking their gear when they feel  prepared.

To add some positivity, i love the concept of the new zone (still not even knowing what the payoff will be) its different, has the feel of a fresh start and something to grind towards and even when/if i choose to take a skull and i do die, it seems reasonable to acquire gear back once again giving players something to grind towards and go have more fun. Self buff, no party is amazing. With the stage of gear and uniques party buff at times can just be a bit much, and infernum is quite different being its a free for all playstyle. This seems different than party buff fights, infernum, which seems needed to me. 
I thought on these opinions based on if i was a new/returning player, wanting to come try archlord again not needing an entire group or donate tons of money and just have fun. More monsters, and the drop factor strictly applying to players flagging and signing up for the challenge. Give players a chance, if we dont even do this, how will we grow the player base. I hope you guys can see it in a way similar to me and other than these main 2 factors i will say i am having fun for the most part in the new zone, and plan to even put content out on it if the opportunity will present itself. - Driller

8
Game Discussion / Information Update
« on: June 05, 2024, 06:13:42 PM »
So can we get an update as it is middle of the week? When is infernum going back to normal? Whats a hint on update or what IS the update? Anything? Im tired of logging on and getting 3 shot as a maxed geared player by a summoner or ele with not a single debuff on me lets go

9
Suggestions / Re: What I have to say
« on: May 15, 2024, 04:14:20 PM »
@Gamboa yes I am fully aware ele and summoner are overpowered and I can kind of see how archer can be overpowered in team fights full buff and strictly in that way but how is hunter overpowered can you explain?

10
Suggestions / Re: What I have to say
« on: May 15, 2024, 03:15:55 PM »
lmfao what needs to be nerfed on an archer or hunter? and please explain your reasoning as i did. lets have a healthy discussion im curious

11
Suggestions / Re: What I have to say
« on: May 15, 2024, 01:34:41 PM »
as a sum,

pvp be killed by Proteus a lot , then "Archer" is too powerful ,  "need nerf damage" ^^

try chose good stats gears and put the right stones or something else into it and Max Everything and operate well which help a lot



have a good day ingame or life.

We both know archer is NOT "too powerful" yes, archers do a lot of damage but can also be 1 shot or 2 shot by most classes while putting this damage out. Always a risk to the reward. The point is ele and summoner have no risk.

12
Suggestions / Re: What I have to say
« on: May 15, 2024, 01:33:29 PM »
Summoner and Elementalist are the only 2x classes with an insane damage amount through defensive Unique's, any other class attack an opposite class while they are on full tank you will see normal to low damage numbers. I agree, the issue is the heroic damage. It is too high for Ele and Summoner idk if the amount of new scions plus the buffs and stats of these classes on top of skill ratios were taken into consideration, but i am a hunter if i try attacking anyone while they sit on Hestia and reapers i can max hit 4k-5k even if i go full damage even on a class i counter. Which is correct they are on defensive Unique's i should not be able to kill. Summoner can hit me 7.5k + while i sit on Hestia and reapers this is just insane. Also mentioned already the amount of HP and stats alone they have its a walking monster plus the class is not slow at all. Also ele just got a movement speed buff which i agree was needed but that plus their damage also is just too much. Both these classes Ele and Summoner need a nerf on their heroic damage. I think both of their movement speed is fine being they can be slowed and stunned, and both have good defensives which is also fine being it is fairly easy to lock these classes down. But the damage is just too much compared to even the most op chars the ratios just don't add up. And these tests were made against maxed gear and maxed Unique's. @Lure you mentioned working on gear there is no more room for growth for me so seeing the damage is does not make sense. The damage an Ele and summoner are doing is with ZERO debuffs onto a target, this is just raw damage while the opposite player is also maxed gear with Hestia and 2x reapers on...makes no sense.

13
Suggestions / Re: What I have to say
« on: May 10, 2024, 10:23:53 AM »
i agree on one valid point, summoner is one of the only classes that can kill other classes while they are on hestia and reapers and also tank just about every if not every class. in my opinion summoner needs a damage nerf.

14
Game Discussion / Re: Changes in Infernum
« on: April 26, 2024, 06:36:52 AM »
Infernum “Friendly Fire” settings will be restored. It was probably removed accidentally with the Infernum skill fixes. Thank you for your inquiry.

No rush, but any idea when these settings will go back to normal with friendly fire restored?

15
Suggestions / Re: About this week-end event
« on: April 25, 2024, 02:41:36 AM »
The item exchange service will be postponed until we discuss the situation again and come back with a better solution. I strongly request that you calm down your emotions and accusations towards the Justac Team. We are working on many issues simultaneously and could undervalue the subject.

thank you for giving it some extra thought. we were just concerned as all the new stuff coming out and we acted quickly on our cosmetic upgrades and what went into them.

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