Recent Posts

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11
Suggestions / Re: Feedback - actual stun update
« Last post by Aook 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....

12
Suggestions / Re: Feedback - actual stun update
« Last post by LeafaSenpai on May 01, 2026, 03:49:00 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 cannot hit constant ? you didn't play enough Eijun that shows it
even with 80% ignor def classes can still hit you constant thats why the stun lock was there even on full buff without debuffs !!
and no the change on stun didn't nerf the crit classes since they can still fuck you up with almost no debuffs since some classes can be support like archer and sorc and debuff 30% dodge and block with unblockable skills .
with thats change to passive critters got a huge boost on damage , slayers on full buff can hit another classes more than 15k with only his crit res debuff XD
right now the fights feel more balanced and more skill related now
13
Suggestions / Re: Feedback - actual stun update
« Last post by Aook 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
14
Suggestions / Re: Feedback - actual stun update
« Last post by Amoswar on May 01, 2026, 02:31:46 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 ignor at 100%, the 80% nerf was to nerf ignore elem characters. There was no need to nerf the crit ignor 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.
15
Suggestions / Re: Feedback - actual stun update
« Last post by D0gm4 on May 01, 2026, 11:13:25 AM »

u might look into ur debuffs on knight or even slayer, u might realise how usefull they are in a fullbuff teamfight.
16
Suggestions / Re: Feedback - actual stun update
« Last post by CHN-Ohoo on May 01, 2026, 10:31:49 AM »
In team fights, classes like Orb, Hunter, and Archer can dispel stuns for teammates. What does dispelling stuns mean? It means players can quickly break free from stun control and easily counter-kill critical strike teams. But now, these three classes no longer need to worry about dispelling stuns and crowd control for their teammates at all—because the stun effect will become useless on its own.
17
Suggestions / Re: Feedback - actual stun update
« Last post by CHN-Ohoo on May 01, 2026, 10:23:39 AM »
This game isn’t just about mage classes—there are also critical strike classes. Don’t you realize how weak critical strike classes are in team fights?
When mage classes are properly matched, getting kills is extremely easy. Now you’re even proposing to remove the only stun effect. I’m sure this isn’t the GM’s original idea; it’s been pushed nonstop by your ROG faction, hasn’t it?
Haven’t we critical strike classes been killed enough by you guys in team fights? Critical strike classes are strong when relying on their own self-buffs. There are two types of combat scenarios: team fights with full raid buffs, and duels with only self-buffs. I originally thought the balance between these was perfectly fair, but now the balance has completely tipped out of alignment.
18
Suggestions / Re: Feedback - actual stun update
« Last post by CHN-Ohoo on May 01, 2026, 10:17:37 AM »
Stun has always been one of the most basic game mechanics since the server launched. Now you’re even suggesting changing the stun effect. I’m worried you’ll come up with even more unreasonable suggestions for this server later on.
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Events / Re: Guild Ranking monthly event
« Last post by Game Operator on May 01, 2026, 10:06:42 AM »
KTV         7208
Godfathers         3866
CHN1949         1170
HUAWEI         1052
UnreasheD         550
RoG         545
JUSTER         369
Batard         256
ShadoOrder         139
XIII         72
G0dfathers         70
TheChurch         70
GucciMafia         61
SukMaOldBalz         56
TrsT         54
BGF         45
AngelArmy         41
G0dmothers         37
RetardSquaD         36
Creeper         34
TheBloodline         31
tiantang         28
Owned         25
Maowang         14
Tribuns         13
UFC         13
Slaves         11


Congratulations to the winners. Prizes will be distributed shortly to the guild leaders:
KTV
Godfathers
CHN1949

Additionally, we ask the KTV guild to submit an emoji design. The design must be within the dimensions of other emojis and not be offensive in any way.

The rewards we will be giving out next month are 1 Super Manual for the guild for every newly gained 100 points in the ranking.
20
Suggestions / Re: Feedback - actual stun update
« Last post by Game Operator on May 01, 2026, 09:50:10 AM »
We remind you that any accusations of corruption or support for one side or another are false and harmful to us and our server. Spreading such false information may result in a lifetime ban not only from the forum but also in-game.

We also ask that you stick to the topic of discussion.

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