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Messages - Aook

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1
Game Discussion / Re: and another one
« on: June 23, 2026, 08:01:31 PM »
facts

2
Suggestions / Re: Change LOTTERY SYSTEM
« on: June 09, 2026, 12:04:19 PM »
@admin @Game Operator  what do u think about this change u can tell us if its possible about changes like that

From what i know it is possible to make it technically

3
Game Discussion / Re: Event Server of Justac
« on: June 05, 2026, 03:03:30 PM »
Hi everyone,
if you like it or not but what ya'll think about getting this event server back where everyone started from 0, doenst need to be that long 2-3 months should be enough. last time we had it it was pretty active and its good for new players or ppl who just came back to justac to gain uniques etc. Maybe boost the drop rate of everything and lower the exp you get from mobs so it still be "hard to get" but possible for everyone. something like this Eclipse and Ancient boost event's we had on live server just in this new one.
Im not talking about this #server btw incase you get confused

Such event is not possible anymore. The only time it happened, there were some people blocking access to any content starting day 3.
Forget it, it's not going to happen again, not because the staff won't want it, but because the community can't behave at all.

Facts said

4
Suggestions / Re: Change LOTTERY SYSTEM
« on: June 03, 2026, 02:20:17 PM »
But I don't think it would lower the price of valuable items that much. In my opinion, more LTs would definitely be drawn. you draw one category, not all 5 as before

 as D0gm4 says add this option and you draw everything for one LT or you draw one category for LT + 10m e.g. also a good option for deleting large amounts of gold on the server

I completely agree with your suggestion, but im just pointing that they will cry because they wont be able to control more the market since people would be able to spin on one type of item which they want to focus on or miss

5
Suggestions / Re: Change LOTTERY SYSTEM
« on: June 03, 2026, 10:34:15 AM »
There's absolutely nothing on the AH. If anyone gets something, they keep it for themselves until they collect enough shards and runes will make it perfect or sell it or delete if unlucky
They keep entire characters of items. What are you even talking about?

Or they want to sell for CC/Money, he just doesn't want to lose his money

6
Suggestions / Re: OLD dungeon on Broken Bridge ( old infernum map)
« on: June 02, 2026, 09:18:45 AM »
shutdown unstoppable spwan about shrinewood & infernum & cf

instead of increase the rating & drop

fight for the resources & not competition with who don't need work

Thats not what the suggestion is about tho

7
Suggestions / Re: Archlord title
« on: June 01, 2026, 09:51:22 PM »
Big no, because then you get a free character, that is so strong both for farming and PVP

It would then require a nerf in his damage, because alone he does (fullbuffed) in shine almost 200k damage on cast
And can do 10k damage on people in PVP

This title has to be a dangerous gamble you take everytime you use it for farm/PVP

With the actual new HP boost, and the fact that protectives can almost be spammed (he can use one, rebuff in city then run back, his protective will be back up), the AL is already almost unkillable

And with the actual state of AL battles, it would just benefit the same guys once again, thus giving them a DPS that they can use without any fear

8
Game Discussion / Re: Make Justac Great Again !
« on: June 01, 2026, 10:21:56 AM »
We have been pushing lots of ideas, some were even pushed by both sides, or improved from the starting idea, yet nothing seems to have been taken into account

We ask for more communication, frequent updates, even bugfixes on some parts, some QoL improvements..... and some content

Also we suggested some new way of events, and rewards, that wouldn't affect the market since it would just be some cosmetic.

9
Suggestions / Re: Change LOTTERY SYSTEM
« on: May 30, 2026, 10:34:45 AM »
Then if we follow that idea

The gold amount shouldnt be retardedly high

Like a spin should be a LT + 100m or something like that
Lets say you spin 10 times you already burned 1b
Usually, when people spin they spin hundreds of tickets so here it would easily make up 10b per spinning session

10
Suggestions / Re: Suggestion
« on: May 28, 2026, 03:40:15 PM »
Buy my passports, and here you go you can travel there fast ! :D

Agreed on that one

11
Suggestions / Re: suggestion
« on: May 07, 2026, 06:11:09 PM »
Great for :
- Round trips (for eclipse only)
- Updating the refinery list to add more recipes
- Uniques exchange (similar to when the GM did it)
- Double mobs in shinewood (but only gods like one of the past events)

Bad for :
- Allowing /go and summons everywhere
- Double XP (its fine already right now)

12
Suggestions / Re: Feedback - actual stun update
« on: May 07, 2026, 09:06:31 AM »
Its still true that critical was always the weaker combo and caster always had the upper hand in teamfights.

The crit damage might be high, but the chance of hitting it are very low since everyone beeing targeted run.

With the server desynch its hard for critters to kill without locking someone in place.
So maybe increasing the range or AA would help (from Wonder cloak)
Or bring back the crit at 100%, the 80% nerf was to nerf ignore elem characters. There was no need to nerf the crit chance in my opinion.
Also you guys keep saying there was no counter to ignor elem, where thats not true.

There is also the point that with crit combo, you lack Skill block debuffs to hit those important debuff. So you rely on having a swash on your team or you will lose any fight.

For caster there is already the easiest combo with 100% debuffs like on sorc/mage/archer/hunter which destroy most classes on DPS uniques...

Dont get me wrong, beiing lock stun was not good,
But
Critters keep getting nerf after nerf.
They need something in return to make them viable if the stun is not a priority option anymore.

They got something in return, slayers got extra ele resi, extra damazge (same for knight and swash) with the new scaling on strenght and the passive going at 500 now, they got more HP (and knight is the one with the highest boost out of it).
Knight got SB debuffs, knight + slayer in selfbuff conditions are destroying everyone, enought MS to catch up almost anyone, enought damage done, and more than enought dodge/block debuff
Swash is an ace for casters and critters

BTW they didnt change the crit chance or crit damage, they only touched the ignore defense, yeah they could bring it back at 100% but it would just allow that every hits goes through defense, boosting the overall damage, but their crit chance has never been changed idk where you saw that

Perma stun shoud NEVER be a thing, imagine you are fully buffed in a team fight, your mates are on a target or helping the one being targeted, they need your debuff to be able to kill, a solo side critter is able to lock you out, its bullshit

Stun needed that change, definitely, but for me the fact a critter stops for a split second when trying to hit someone running is BS, that has to be fixed, and adding range would do it. We should do a dedicated post for that or put it in the community balance project one. I dont know what we can do yet, but i believe if we all think about it we can figure something out

Have a good day
You’re presenting a passive buff that everyone received as if it were a boost for those specific nerfed classes. Do you even have a brain?

First the passive buff benefitted MORE to the critters than anyone else
I also added that one of the crit classes got a boost in terms of SB debuffs, which in selfbuff conditions is not negligeable at all, and it even helps in teamfights
So yes critters got something, they never got any huge nerf similar to what other caster got (like the DMG % reduction on summoner for exemple)

The one acting braindead here is you, because your lack of knowledge and understanding on the game is clearly showing :)

13
Suggestions / Re: Feedback - actual stun update
« on: May 01, 2026, 03:53:20 PM »
For fuck sake, the ignore defense doesn't affect the attack rating or the accuracy....

Ignore defense will just make the hit that you make goes throught the target defense, so making higher damage due to the fact that you ignore it....

Attack accuracy on all critters is at least 75% (if not 80 for all of them), some classes do have a slightly higher attack rating but that can be compensated by their damage.

For the fact some hit misses, its due to the attack speed bug that happens, with hits not registering, which has been reported ages ago, and no suitable fix or permanent fix has been found yet.
The main issue is that critters when running behind someone and trying to hit them, they stop for a split second, thus making them not hit. That is the issue to be addressed, not an accuracy one/crit chance or crit damage....


14
Suggestions / Re: Feedback - actual stun update
« on: May 01, 2026, 03:47:13 PM »
Its still true that critical was always the weaker combo and caster always had the upper hand in teamfights.

The crit damage might be high, but the chance of hitting it are very low since everyone beeing targeted run.

With the server desynch its hard for critters to kill without locking someone in place.
So maybe increasing the range or AA would help (from Wonder cloak)
Or bring back the crit at 100%, the 80% nerf was to nerf ignore elem characters. There was no need to nerf the crit chance in my opinion.
Also you guys keep saying there was no counter to ignor elem, where thats not true.

There is also the point that with crit combo, you lack Skill block debuffs to hit those important debuff. So you rely on having a swash on your team or you will lose any fight.

For caster there is already the easiest combo with 100% debuffs like on sorc/mage/archer/hunter which destroy most classes on DPS uniques...

Dont get me wrong, beiing lock stun was not good,
But
Critters keep getting nerf after nerf.
They need something in return to make them viable if the stun is not a priority option anymore.

They got something in return, slayers got extra ele resi, extra damazge (same for knight and swash) with the new scaling on strenght and the passive going at 500 now, they got more HP (and knight is the one with the highest boost out of it).
Knight got SB debuffs, knight + slayer in selfbuff conditions are destroying everyone, enought MS to catch up almost anyone, enought damage done, and more than enought dodge/block debuff
Swash is an ace for casters and critters

BTW they didnt change the crit chance or crit damage, they only touched the ignore defense, yeah they could bring it back at 100% but it would just allow that every hits goes through defense, boosting the overall damage, but their crit chance has never been changed idk where you saw that

Perma stun shoud NEVER be a thing, imagine you are fully buffed in a team fight, your mates are on a target or helping the one being targeted, they need your debuff to be able to kill, a solo side critter is able to lock you out, its bullshit

Stun needed that change, definitely, but for me the fact a critter stops for a split second when trying to hit someone running is BS, that has to be fixed, and adding range would do it. We should do a dedicated post for that or put it in the community balance project one. I dont know what we can do yet, but i believe if we all think about it we can figure something out

Have a good day

15
Suggestions / Re: Feedback - actual stun update
« on: April 30, 2026, 10:36:49 AM »
Just like the tools duplicating your stats in the beginning of Shine that some of you abused but didn't get a ban for it—what's the story behind this? Could you elaborate on that?

Transferr, Crazydevil used it in fights and for one of the best damage event, which is why they got disqualified, Granit used it but he said he recorded the bug to report him (i give him the benefit of the doubt)

If a tool was failing on the lowest stat in your gear, it was duplicating that same stat, which then someone could have 50 times 100 damage for exemple, even if it was only showing one time the damage in the gear

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