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Suggestions / Re: Feature Request: Inventory Item Locking and Custom Labeling
« on: July 09, 2026, 09:42:22 AM »
+1 for the locking system but the rest is not needed
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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.
So far what I have tested, the change seems to work mostly for teamfight or when you dont have the debuffs yet on you on 1v1 fights.
My concern is that crit is getting ALOT of nerf and might affect the possibility to use this combo.
Now that caster are more freely to play, their combo was already the strongest since resist will always be the weakest stat on characters.
I would have to see it more in teamfight to know its effect, but it doesnt seems to change much gameplay overall.
Its normal for the players who use this combo to be concerned and unhappy with the change, since stun is hated by all of us.
The game rely more on teamfight then anything else, but the only way to kill some classes with critter is to lock them in place,
since everyone is very fast so im still concerned with the impact of the change, will have to see.
I heard KTV is very active and is always up for a fight, maybe you shall try to fight them so you can have a proper test..
A Message to the Developers: The Cost of "Balance"
Chinese players are defined by their relentless drive to experiment, progress, and innovate. We consistently introduce fresh strategies and high-level challenges to this game. However, the server’s frequent "rule adjustments" in the name of balance are increasingly feel like targeted nerfs.
The Inequality of Effort
While these updates ensure that European players can remain competitive with minimal effort or investment, they completely disregard the massive dedication and resources Chinese players pour into building their accounts.
The Reality: You are creating a "safety net" for one group while punishing the hard work of another.
The Consequence: The rate at which we attract new players cannot keep up with the mass exodus caused by these policies.
A Warning on Server Vitality
It is important to look at the data: 70% of the active player base is Chinese. By repeatedly changing the rules to weaken us, you are alienating your most loyal and active demographic.
Bottom Line: If the day comes where we decide to migrate our community away from these dozen or so European servers, the game won't just struggle—it will die. We ask that you start valuing the effort of the players who actually keep your world alive, rather than catering to those who are simply "coasting."
Wow, slow down on the opioids buddy, it's really not suiting you well.
If you did care about the server's "vitality" as you call it, you'd have left way more opportunities to about every player to play the game, not only your friends, and you wouldn't have stood in a union to hover every ressource of the game for YEARS.
And the other day you mentionned being about 10 actives, how can that be 70% of the active server population? Maths are not mathing.
Sometimes you guys really make no sense. If you're that unhappy just leave the server instead of making bold claims that you wouldn't even have the courage to respect. I promise you that if KTV disappears, justac's population would grow back.
Just look at how you treated Beg4Mercy/Godfathers for the time being. As long as you felt the need to have them to fight us, you abused them. Now that they're not bringing anything to the table for you, they just can't farm anymore.
And that's how sneaky & shitty your mentality is. You're a parasite, and your answer is just another proof of it. You're unhappy because you can't abuse a mechanic in the game anymore. It has never been made to weaken critters, when dodge/block debuffs are in people can just die from 3 consecutive crits (selfbuff) & 8 (fullbuffed). Critters aren't weaker because the stun cannot be abused anymore. They would be if their accuracy, debuffs, or damage were nerfed.
Clarifying the Numbers: Why I say there are only 10 players
You mentioned my count was low, but we have different standards for what defines a "player." In my view, a player only counts if they are "battle-ready"—meaning their gear is complete, their stats are maxed, and their build is perfected.
By your metrics: If we count everyone who showed up for the "Chicken Event," we have 18 people. If we include inactive players like pinklady or Give up, the number rises to 30.
The broader Chinese community: There are many Chinese players who aren't even in the KTV guild (such as Sampon, Jmaowang, etc.), plus Chinese players living in Europe. If you grouped all of them under "KTV," you could argue we have 40 to 50 people.
The Reality: I say 10 players because that is the core group. These are the only ones consistently geared and ready for high-level play.
Server Context and Player Retention
Let’s be realistic about the environment: Justac is a niche, relatively inactive server—just one of a dozen private servers in Europe.
It’s true that Chinese players come and go. When 2 or 3 veterans leave, Ohoo’s Bilibili videos usually attract 2 or 3 newcomers to fill the gap. It is a constant cycle of replacement, not growth.
The Issue with Stuns and Rebalancing
I didn't focus on the Stun mechanics because all three factions have crit-based classes. While KTV’s builds might be more prominent, the changes you pushed for have made life just as difficult for your own crit-build Dragon Knights, Knights, and Fighters.
My main frustration stems from a recurring pattern:
Whenever ROG becomes weak, the server rules are changed to compensate. For years, it has been the same story: ROG players expect to play casually without putting in significant time or effort.
Meanwhile, Chinese players have invested massive amounts of energy, time, and even their youth into this game. I know you’ll likely bring up the "farming for potatoes" argument again—and frankly, I find those types of players just as annoying as you do. However, that shouldn't diminish the effort the core competitive group has put in.
So far what I have tested, the change seems to work mostly for teamfight or when you dont have the debuffs yet on you on 1v1 fights.all classes are fast except elem XD
My concern is that crit is getting ALOT of nerf and might affect the possibility to use this combo.
Now that caster are more freely to play, their combo was already the strongest since resist will always be the weakest stat on characters.
I would have to see it more in teamfight to know its effect, but it doesnt seems to change much gameplay overall.
Its normal for the players who use this combo to be concerned and unhappy with the change, since stun is hated by all of us.
The game rely more on teamfight then anything else, but the only way to kill some classes with critter is to lock them in place,
since everyone is very fast so im still concerned with the impact of the change, will have to see.
You've perfectly embodied the saying "playing the whore while setting up a monument to chastity."And you're perfectly using google translate like a kid that didn't go to school

If the drop rate in Shinewood were very high, who would keep staying there? The only difficulty in crafting gear is that players don't have enough tools or shards. If this were made easier, no one would stay in the Shinewood map all the time, and new players could go in anytime to craft their gear. Use your brains, kids.It's your intelligence that is laking maybe go skill trainer to max your intellect XD
My intelligence is far beyond yours, so no matter what I say, you won't understand it.
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KEKW
noob are the original sin
There's only one way for new players to catch up to veterans: increase the item drop rate in the Shinewood map! Anything else is just nonsense!