Recent Posts

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21
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
22
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

23
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....
25
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  :-*
26
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
27
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


28
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
29
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.
30
Suggestions / Re: doubled mobs in shienwood
« Last post by Nymeria on April 17, 2026, 11:41:53 AM »
Increase the number of mobs in Shienwood, double the number. Only 5 people can farm, but what about the rest of the guild?
there were really cool so many mobs when there were only double 7th wave do it for everyone waves

Doubling the mobs won't fix the ongoing issue of a certain guild gatekeeping european players from accessing the game. It will just cause them to be even more greedy, since the "double mobs" would mean the mobs spawn on the regular spots.. Something can be done to improve shinewood, but I sincerely believe that won't be the key to fix the area.

Expanding the Shinewood area is the only way to benefit solo players—trust me!

As always, shining with your absolutely-not-any-bright ideas. How about you & your greedy friends slow down on preventing players from accessing the game for 20h/day (EVEN YOUR OWN ALLIES LOL)? Maybe, just maybe, it might have an impact & allow players no matter if they have a team or not to play the game & cause the server population to grow at least a tiny bit till any further update comes.
Imagine, just imagine, if y'all would allow other players to play, farm, enjoy the game ^^
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