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ISELIX |
I don't understand why so many people 'pick and choose' various elements of e-soma and use them as justification for nothing changing on this server.
Humans need to be able to fight devils with melee. Any step towards this is a major leap forward. Surely you want the fight to be as enjoyable as possible? I'll never get devil-mentality. You have to accept that the current status-quo can't continue. There are not enough players to make the e-soma wotw and rvr mechanics viable. It worked there because of the usercount, we don't have the numbers here. Like come on, you won 15 wars in a row.
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[quote="ISELIX"]I don't understand why so many people 'pick and choose' various elements of e-soma and use them as justification for nothing changing on this server.
Humans need to be able to fight devils with melee. Any step towards this is a major leap forward.
Surely you want the fight to be as enjoyable as possible? I'll never get devil-mentality.
You have to accept that the current status-quo can't continue. There are not enough players to make the e-soma wotw and rvr mechanics viable. It worked there because of the usercount, we don't have the numbers here.
Like come on, you won 15 wars in a row. [/quote]
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#16 2018/08/03 18:19:29 |
CYA |
new mobs should be in ic and vod for t6
also hwan & merc respectively |
#17 2018/08/03 18:39:02 |
SLAYER |
"ISELIX"I don't understand why so many people 'pick and choose' various elements of e-soma and use them as justification for nothing changing on this server. Trouble is I've only seen a semi decent turn out by humans on a couple of occasions since I returned last cap raise. Doesn't really bother me either way, may as well just let both races on all maps at some point and make it fair 1v1 2v2 etc etc.
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[quote="SLAYER"][quote="ISELIX"]I don't understand why so many people 'pick and choose' various elements of e-soma and use them as justification for nothing changing on this server.
Humans need to be able to fight devils with melee. Any step towards this is a major leap forward.
Surely you want the fight to be as enjoyable as possible? I'll never get devil-mentality.
You have to accept that the current status-quo can't continue. There are not enough players to make the e-soma wotw and rvr mechanics viable. It worked there because of the usercount, we don't have the numbers here.
Like come on, you won 15 wars in a row. [/quote]
Trouble is I've only seen a semi decent turn out by humans on a couple of occasions since I returned last cap raise.
Doesn't really bother me either way, may as well just let both races on all maps at some point and make it fair 1v1 2v2 etc etc.[/quote]
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#18 2018/08/03 19:11:01 |
MAVERICK |
"JAHEIRA"More so 5th axe than the balance I'm worryed about for wotw I think you'll be surprised mate. With a few epic Gore's and pans +5 knocking around atm. A lot of humans are dropping axe for one of those for extra attack against bosses/pk. A lot less people have the skill atm for axe.
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[quote="MAVERICK"][quote="JAHEIRA"]More so 5th axe than the balance I'm worryed about for wotw
If it does become semi balance for human melee, how many will turn up that has 5th axe
Are devil range 1 class's just going to be instant 5th and kept stoned untill there dead
[/quote]
I think you'll be surprised mate. With a few epic Gore's and pans +5 knocking around atm. A lot of humans are dropping axe for one of those for extra attack against bosses/pk. A lot less people have the skill atm for axe.[/quote]
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#19 2018/08/03 20:12:45 |
SHININGSOUL |
"MAVERICK""JAHEIRA"More so 5th axe than the balance I'm worryed about for wotw till thay swop bk to axe for easy kills then where bk to myth of archers. (for d soma)
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[quote="SHININGSOUL"][quote="MAVERICK"][quote="JAHEIRA"]More so 5th axe than the balance I'm worryed about for wotw
If it does become semi balance for human melee, how many will turn up that has 5th axe
Are devil range 1 class's just going to be instant 5th and kept stoned untill there dead
[/quote]
I think you'll be surprised mate. With a few epic Gore's and pans +5 knocking around atm. A lot of humans are dropping axe for one of those for extra attack against bosses/pk. A lot less people have the skill atm for axe.[/quote]
till thay swop bk to axe for easy kills then where bk to myth of archers.
(for d soma)[/quote]
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#20 2018/08/03 23:20:30 |
MAD_MAX |
the gap in dex between dsoma archers and everyone else is going to be ridiculous, it could potentially kill off rvr and pvp on dsoma, there is going to be alot of people leaving if they don't nerf dsoma archers. 232 str with 230 dex is crazy. adding to that dex gear which some have +50 dex.
Maybe looking at what dex does could be a way forward, maybe dex just should give more stamina, keep str for att, and con for def.
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[quote="MAD_MAX"]the gap in dex between dsoma archers and everyone else is going to be ridiculous, it could potentially kill off rvr and pvp on dsoma, there is going to be alot of people leaving if they don't nerf dsoma archers. 232 str with 230 dex is crazy. adding to that dex gear which some have +50 dex.
Maybe looking at what dex does could be a way forward, maybe dex just should give more stamina, keep str for att, and con for def.[/quote]
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#21 2018/08/03 23:49:40 |
SLAYER |
"MAD_MAX"the gap in dex between dsoma archers and everyone else is going to be ridiculous, it could potentially kill off rvr and pvp on dsoma, there is going to be alot of people leaving if they don't nerf dsoma archers. 232 str with 230 dex is crazy. adding to that dex gear which some have +50 dex. The dex gap should stay the same as it is now (no increase or decrease), but allocate more points to spend in con for other classes, with spear gaining the most, then axe, sword, knuckle, mage. Just my opinion though.
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[quote="SLAYER"][quote="MAD_MAX"]the gap in dex between dsoma archers and everyone else is going to be ridiculous, it could potentially kill off rvr and pvp on dsoma, there is going to be alot of people leaving if they don't nerf dsoma archers. 232 str with 230 dex is crazy. adding to that dex gear which some have +50 dex.
Maybe looking at what dex does could be a way forward, maybe dex just should give more stamina, keep str for att, and con for def.[/quote]
The dex gap should stay the same as it is now (no increase or decrease), but allocate more points to spend in con for other classes, with spear gaining the most, then axe, sword, knuckle, mage.
Just my opinion though.[/quote]
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#22 2018/08/04 01:33:16 |
MERLIN |
Need to do some testing but bow does 15%? Damage to axe per hit with capped hit rate 95%? (damage does increase with the +5 pod sets many archers use) in return axe deals 30%? Damage with a 20% hit rate +/- bows dodge aura
That's supposed to be lowest attack char vs highest defense char, bow keeps same hit rate with extensively more damage vs spear and not far off capped hit rate with more damage again vs sword Scaling this to mages bow can currently 3 hit mages and stop them being able to attack completely for 85% of the time due to speed increase of weaps with no love for cast speed Going on last 10 levels this damage vs mages is only going to increase across the board while the extra points gifted every 10 levels for others going into wis will only lower the damage dealt by mages
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[quote="MERLIN"]Need to do some testing but bow does 15%? Damage to axe per hit with capped hit rate 95%? (damage does increase with the +5 pod sets many archers use) in return axe deals 30%? Damage with a 20% hit rate +/- bows dodge aura
That's supposed to be lowest attack char vs highest defense char, bow keeps same hit rate with extensively more damage vs spear and not far off capped hit rate with more damage again vs sword
Scaling this to mages bow can currently 3 hit mages and stop them being able to attack completely for 85% of the time due to speed increase of weaps with no love for cast speed
Going on last 10 levels this damage vs mages is only going to increase across the board while the extra points gifted every 10 levels for others going into wis will only lower the damage dealt by mages[/quote]
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#23 2018/08/04 07:14:37 |
SLAYER |
"MERLIN"Need to do some testing but bow does 15%? Damage to axe per hit with capped hit rate 95%? (damage does increase with the +5 pod sets many archers use) in return axe deals 30%? Damage with a 20% hit rate +/- bows dodge aura Archer in a high pod set and decent bow starts damaging axe even in best def gear/pd etc...not massively but considering axer can't hit them at all...bow should be doing min to an axer even with POD gear. This is why I keep saying all other classes need a tiered con buff.
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[quote="SLAYER"][quote="MERLIN"]Need to do some testing but bow does 15%? Damage to axe per hit with capped hit rate 95%? (damage does increase with the +5 pod sets many archers use) in return axe deals 30%? Damage with a 20% hit rate +/- bows dodge aura
That's supposed to be lowest attack char vs highest defense char, bow keeps same hit rate with extensively more damage vs spear and not far off capped hit rate with more damage again vs sword
Scaling this to mages bow can currently 3 hit mages and stop them being able to attack completely for 85% of the time due to speed increase of weaps with no love for cast speed
Going on last 10 levels this damage vs mages is only going to increase across the board while the extra points gifted every 10 levels for others going into wis will only lower the damage dealt by mages[/quote]
Archer in a high pod set and decent bow starts damaging axe even in best def gear/pd etc...not massively but considering axer can't hit them at all...bow should be doing min to an axer even with POD gear.
This is why I keep saying all other classes need a tiered con buff.[/quote]
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#24 2018/08/04 12:03:28 |
SAM0 |
"SLAYER""MERLIN"Need to do some testing but bow does 15%? Damage to axe per hit with capped hit rate 95%? (damage does increase with the +5 pod sets many archers use) in return axe deals 30%? Damage with a 20% hit rate +/- bows dodge aura I disagree, then we are back to Mythofaxers and them never being killable. An axer in +5 defence set vs archer in +5 attack set will still take near enough minimum damage, why should it be like it was before when it was quite clearly broken, the way it is now if your equally geared you can be tanky (see sharpi / kekket) and if axers running a +3 gear set, why shouldn't an archer/knux running +6 set be able to damage axers? The only real change I feel is needed is a slight con buff to spear users. And some sort of movement speed slow/stun. Archers only feel "OP" because they have the range.
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[quote="SAM0"][quote="SLAYER"][quote="MERLIN"]Need to do some testing but bow does 15%? Damage to axe per hit with capped hit rate 95%? (damage does increase with the +5 pod sets many archers use) in return axe deals 30%? Damage with a 20% hit rate +/- bows dodge aura
That's supposed to be lowest attack char vs highest defense char, bow keeps same hit rate with extensively more damage vs spear and not far off capped hit rate with more damage again vs sword
Scaling this to mages bow can currently 3 hit mages and stop them being able to attack completely for 85% of the time due to speed increase of weaps with no love for cast speed
Going on last 10 levels this damage vs mages is only going to increase across the board while the extra points gifted every 10 levels for others going into wis will only lower the damage dealt by mages[/quote]
Archer in a high pod set and decent bow starts damaging axe even in best def gear/pd etc...not massively but considering axer can't hit them at all...bow should be doing min to an axer even with POD gear.
This is why I keep saying all other classes need a tiered con buff.[/quote]
I disagree, then we are back to Mythofaxers and them never being killable.
An axer in +5 defence set vs archer in +5 attack set will still take near enough minimum damage, why should it be like it was before when it was quite clearly broken, the way it is now if your equally geared you can be tanky (see sharpi / kekket) and if axers running a +3 gear set, why shouldn't an archer/knux running +6 set be able to damage axers?
The only real change I feel is needed is a slight con buff to spear users.
And some sort of movement speed slow/stun.
Archers only feel "OP" because they have the range. [/quote]
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#25 2018/08/04 15:44:24 |
SLAYER |
"SAM0""SLAYER""MERLIN"Need to do some testing but bow does 15%? Damage to axe per hit with capped hit rate 95%? (damage does increase with the +5 pod sets many archers use) in return axe deals 30%? Damage with a 20% hit rate +/- bows dodge aura I think if you test in game, an archer with +4/+5 pod set does still damage kek or sharpi just fine. I don't think it should be the way it was before but I've played a few capped axers and obviously archer etc etc so I feel I can comment on this fairly. Gms need to run a test on an axer vs an archer in +5 ct vs +5 pod set on an archer with a decent attack xbow. That's ignoring all the other classes that get totally raped.
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[quote="SLAYER"][quote="SAM0"][quote="SLAYER"][quote="MERLIN"]Need to do some testing but bow does 15%? Damage to axe per hit with capped hit rate 95%? (damage does increase with the +5 pod sets many archers use) in return axe deals 30%? Damage with a 20% hit rate +/- bows dodge aura
That's supposed to be lowest attack char vs highest defense char, bow keeps same hit rate with extensively more damage vs spear and not far off capped hit rate with more damage again vs sword
Scaling this to mages bow can currently 3 hit mages and stop them being able to attack completely for 85% of the time due to speed increase of weaps with no love for cast speed
Going on last 10 levels this damage vs mages is only going to increase across the board while the extra points gifted every 10 levels for others going into wis will only lower the damage dealt by mages[/quote]
Archer in a high pod set and decent bow starts damaging axe even in best def gear/pd etc...not massively but considering axer can't hit them at all...bow should be doing min to an axer even with POD gear.
This is why I keep saying all other classes need a tiered con buff.[/quote]
I disagree, then we are back to Mythofaxers and them never being killable.
An axer in +5 defence set vs archer in +5 attack set will still take near enough minimum damage, why should it be like it was before when it was quite clearly broken, the way it is now if your equally geared you can be tanky (see sharpi / kekket) and if axers running a +3 gear set, why shouldn't an archer/knux running +6 set be able to damage axers?
The only real change I feel is needed is a slight con buff to spear users.
And some sort of movement speed slow/stun.
Archers only feel "OP" because they have the range. [/quote]
I think if you test in game, an archer with +4/+5 pod set does still damage kek or sharpi just fine. I don't think it should be the way it was before but I've played a few capped axers and obviously archer etc etc so I feel I can comment on this fairly.
Gms need to run a test on an axer vs an archer in +5 ct vs +5 pod set on an archer with a decent attack xbow.
That's ignoring all the other classes that get totally raped.[/quote]
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#26 2018/08/04 16:15:41 |
MERLIN |
Most people are re rolling archers because they're op, they have no weakness, proven with ted not caring if he gets stoned with 4+axers on him, it's only since mages have risen in number that they can die really but even then it has to be stoned with no other archers available to take them out
Moreover people shouldn't have to go full maxed out defense set to survive, axers need acc to stand a chance of doing anything more than a test dummy Archers 1v1 will happily wear zombie pants for the chance to drop an axer knowing full well they dont need the extra 45 def pass give before they dont get hit It will never be like pre patch, axe is still 50 def behind where it was
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[quote="MERLIN"]Most people are re rolling archers because they're op, they have no weakness, proven with ted not caring if he gets stoned with 4+axers on him, it's only since mages have risen in number that they can die really but even then it has to be stoned with no other archers available to take them out
Moreover people shouldn't have to go full maxed out defense set to survive, axers need acc to stand a chance of doing anything more than a test dummy
Archers 1v1 will happily wear zombie pants for the chance to drop an axer knowing full well they dont need the extra 45 def pass give before they dont get hit
It will never be like pre patch, axe is still 50 def behind where it was[/quote]
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#27 2018/08/04 16:22:10 |
AFRO |
"MERLIN"Most people are re rolling archers because they're op, they have no weakness, proven with ted not caring if he gets stoned with 4+axers on him, it's only since mages have risen in number that they can die really but even then it has to be stoned with no other archers available to take them out Team Merlin/Deimos and Slayer are still going strong on "archers are OP yet we leveling mages and nerfing our axers stats"? Archers have no weakness? :P
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[quote="AFRO"][quote="MERLIN"]Most people are re rolling archers because they're op, they have no weakness, proven with ted not caring if he gets stoned with 4+axers on him, it's only since mages have risen in number that they can die really but even then it has to be stoned with no other archers available to take them out
[/quote]
Team Merlin/Deimos and Slayer are still going strong on "archers are OP yet we leveling mages and nerfing our axers stats"?
Archers have no weakness? :P
[/quote]
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#28 2018/08/04 16:26:49 |
MERLIN |
So why do you never log afro the char you put hours into but choose to play an uncapped archer in its place for ALL pvp?
Nerfing axers stats I dont understand? And yes no weakness, nobody goes 1v1 with an archer expecting to win Without stone a mage csnt actually do anything, a t bow stops them casting for 60 seconds then they only need run for the 10 seconds that 4th staff lasts, literally can be stopped attacking ever
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[quote="MERLIN"]So why do you never log afro the char you put hours into but choose to play an uncapped archer in its place for ALL pvp?
Nerfing axers stats I dont understand?
And yes no weakness, nobody goes 1v1 with an archer expecting to win
Without stone a mage csnt actually do anything, a t bow stops them casting for 60 seconds then they only need run for the 10 seconds that 4th staff lasts, literally can be stopped attacking ever[/quote]
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#29 2018/08/04 16:29:36 |
SAM0 |
"SLAYER""SAM0""SLAYER""MERLIN"Need to do some testing but bow does 15%? Damage to axe per hit with capped hit rate 95%? (damage does increase with the +5 pod sets many archers use) in return axe deals 30%? Damage with a 20% hit rate +/- bows dodge aura I'll run some tests later to see. But yeah Gms could easily test and see for themselves, also axer hit rate is alot higher now (against dex classes) than it was pre balance patch, Axers use to have 20% hit rate vs archers and knux. Now they have 26% hit rate vs archer. And 32%? Hit rate vs knux. If I worked this out right, probably didn't finitos post on hit rates confused me
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[quote="SAM0"][quote="SLAYER"][quote="SAM0"][quote="SLAYER"][quote="MERLIN"]Need to do some testing but bow does 15%? Damage to axe per hit with capped hit rate 95%? (damage does increase with the +5 pod sets many archers use) in return axe deals 30%? Damage with a 20% hit rate +/- bows dodge aura
That's supposed to be lowest attack char vs highest defense char, bow keeps same hit rate with extensively more damage vs spear and not far off capped hit rate with more damage again vs sword
Scaling this to mages bow can currently 3 hit mages and stop them being able to attack completely for 85% of the time due to speed increase of weaps with no love for cast speed
Going on last 10 levels this damage vs mages is only going to increase across the board while the extra points gifted every 10 levels for others going into wis will only lower the damage dealt by mages[/quote]
Archer in a high pod set and decent bow starts damaging axe even in best def gear/pd etc...not massively but considering axer can't hit them at all...bow should be doing min to an axer even with POD gear.
This is why I keep saying all other classes need a tiered con buff.[/quote]
I disagree, then we are back to Mythofaxers and them never being killable.
An axer in +5 defence set vs archer in +5 attack set will still take near enough minimum damage, why should it be like it was before when it was quite clearly broken, the way it is now if your equally geared you can be tanky (see sharpi / kekket) and if axers running a +3 gear set, why shouldn't an archer/knux running +6 set be able to damage axers?
The only real change I feel is needed is a slight con buff to spear users.
And some sort of movement speed slow/stun.
Archers only feel "OP" because they have the range. [/quote]
I think if you test in game, an archer with +4/+5 pod set does still damage kek or sharpi just fine. I don't think it should be the way it was before but I've played a few capped axers and obviously archer etc etc so I feel I can comment on this fairly.
Gms need to run a test on an axer vs an archer in +5 ct vs +5 pod set on an archer with a decent attack xbow.
That's ignoring all the other classes that get totally raped.[/quote]
I'll run some tests later to see. But yeah Gms could easily test and see for themselves, also axer hit rate is alot higher now (against dex classes) than it was pre balance patch,
Axers use to have 20% hit rate vs archers and knux.
Now they have 26% hit rate vs archer.
And 32%? Hit rate vs knux.
If I worked this out right, probably didn't finitos post on hit rates confused me
[/quote]
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#30 2018/08/04 17:41:46 |
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