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11
Suggestions / Re: Community balance project
« Last post by Aook on April 22, 2026, 09:53:31 AM »
But there are also characters created for critical, like Zerk Swash Ranger, and they're invisible, like your knight, but you're playing a cast class. Everyone gives up on critical classes because they're useless.
try to capture the castle only with critical characters, there is no chance this its balanced? dont think so even if u had a res debuffs etc


In my opinion, we need to try something, test it, and change it, rather than just stand there while the server dies. atm we gived so meany sugestion and thay didnt try anything

I stopped knight cuz crit was useless when shine opened, and couldn't fit in a combo where there is no slayer

Now critters are OP as fuck, even fully buffed 4-5 of them are what you need to kill anyone even on tank fullbuff

Add on top of that, knight now has SB debuffs (even tho i would have rather see him go for cast than stay on crit), crit ranger is the best farmer ever, crit swash is the best stunner and killer (highest dodge/block/sb debuffs b ut also highest attack speed and stun chance), slayer is perfectly fitting in any combo thanks to his jump to catch up and his ele res debuff

They are still used, KTV showed us they can be used and are not useless as many think

For me critters are even too strong as they are right now, imagine a full 5/5 maxed 8/8 character, goes to 50% crit resi, slayers comes you lose 30% then mage comes and you lose 32% more, no classes other than swash/zerk/slayer (maybe another one) has over 50% crit resi, we can't say lets go and boost them more when they are strong enough
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Suggestions / Re: Community balance project
« Last post by shado on April 22, 2026, 09:45:54 AM »
But there are also characters created for critical, like Zerk Swash Ranger, and they're invisible, like your knight, but you're playing a cast class. Everyone gives up on critical classes because they're useless.
try to capture the castle only with critical characters, there is no chance this its balanced? dont think so even if u had a res debuffs etc


In my opinion, we need to try something, test it, and change it, rather than just stand there while the server dies. atm we gived so meany sugestion and thay didnt try anything
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Suggestions / Re: Community balance project
« Last post by Aook on April 22, 2026, 09:32:30 AM »
I don't think they'll go in that direction, as you can see they don't do things that are on other servers.
That's why I gave it 70%, it's still not much, see what difference there is now in ignore defense when they reduced it to 80%

and that what u talking about in 3 sec on full pt buffs u still can do nothing in my opinion u can use skill but will be blocked anyway on that

Well knight has 80%, slayer 75% they still success their hits quite a lot, 70%+ at 300%+ attack speed, its a lot ngl, i don't think we need more
giving more attack succes rate will just make an unbalance on another side

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Suggestions / Re: Community balance project
« Last post by shado on April 22, 2026, 09:28:17 AM »
I don't think they'll go in that direction, as you can see they don't do things that are on other servers.
 70%, it's still not much, see what difference there is now in ignore defense when they reduced it to 80%

and that what u talking about in 3 sec on full pt buffs u still can do nothing in my opinion u can use skill but will be blocked anyway on that
ofc self buff meaby will help something but ther isnt fights on self always full pt buffs
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Suggestions / Re: Community balance project
« Last post by Aook on April 22, 2026, 09:24:38 AM »
The solution is not to remove the stun chance from the uniques, and afaik all crit classes have over 70% attack success rate so why give more accuracy ??

A solution could be what they are trying, or to add a specific effect on the stunned target, so that when the stun runs out, he has 3s of immunity to stun, thats more than enought to try to rebuff/mutate/halt/sleep/debuff the stunner
And they should remove the stack of stun status, one guy stuns you for 3s another guy stuns you for 6s and another stuns you for 4s, herte its already 13s of stun....
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Suggestions / Re: Community balance project
« Last post by Friend on April 22, 2026, 08:42:00 AM »
replace stun % on rings / neck with % of toh drop , not normal drop  :-*
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Suggestions / Re: Community balance project
« Last post by shado on April 22, 2026, 08:16:24 AM »
change stun stats from rings neck boots wepon to Acceracy

a lot of classes have stun in skills so I think it would be a very good decision and it wouldn't be permanent

and give slow classes that don't have it and the problem is solved
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Suggestions / Re: OLD dungeon on Broken Bridge ( old infernum map)
« Last post by shado on April 18, 2026, 10:10:38 AM »
You can also introduce other pets because in my opinion it doesn't look nice ;p
or mixing these and getting random others would have to introduce some with a new look


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Suggestions / Re: doubled mobs in shienwood
« Last post by Aook on April 17, 2026, 01:17:51 PM »
There is some truth in this, but we have a game adapted to collecting a very large number of mobs, but there you have to take from someone else to collect the full amount and sometimes they even disappear because they are too far away
Also, if the gameplay is so high, especially with dmg/hp, then mobs should also be a challenge. More mobs = a bit more interesting farming, and you don't just stand there and run macros.

HP should be lowered on characters (only Archer needed some more HP) and the damage can be lowered too, its WAY TO HIGH with these new stats, having that higher scaling on Strength/Agility/Intelligence is nonsense
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Suggestions / Re: doubled mobs in shienwood
« Last post by shado on April 17, 2026, 12:16:56 PM »
There is some truth in this, but we have a game adapted to collecting a very large number of mobs, but there you have to take from someone else to collect the full amount and sometimes they even disappear because they are too far away
Also, if the gameplay is so high, especially with dmg/hp, then mobs should also be a challenge. More mobs = a bit more interesting farming, and you don't just stand there and run macros.
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