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Dancore
Player

Pharos
Level 506
Mage
14th October 2015 18:41:41

Question, can we have some kind of explanation of how raise is capped and changed from before. If it's capped to certain lvl then being a high lvl raise duo don't matter anymore at all?
Cornetto
Player

Pharos
Level 94
Mage
14th October 2015 18:41:57 (Last edited 14th October 2015 18:51:43)

Quoting El Viperz:
I'm liking the new damage, but one thing I will say is rangers may need a bit of armor pen (Not as much as last time), cause a high warrior blocks most of their damage


I would say that change the defense instead. As warriors are ridiculous strong even in pve. No use for bravery or shaman at most cases. I liked the idea when someone back then said that let's say you block first one with 100% of your defending, 2nd one with 90%, 3rd with 80%, 4th with 70%, 5th with 60% and 6th with 50% etc

Can't remember was it excatly like that, but the main idea was like that.

E: Could be also like, if you have one atking you, you block 100% with your defending, when it's 2, you block 90% of both of their atks. If it's 3, you block 80% of all of their attacks etc.

And I don't mean now with these percents to block all incoming damage, but I mean, the way you block now is 100% of your capability to block and more people attacks you, less your capability drops.
Deadpool
Player

Pharos
Level 472
Ranger
14th October 2015 18:49:46 (Last edited 2nd November 2019 15:02:55)

Deleted
Ryan The Alcomist
Player

Pharos
Level 171
Warrior
14th October 2015 18:53:51

I don't think anything will change.. from what i saw... 20 people needed to kill a paladin now.. that's a whole server.. Low levels literally cannot kill a high lvl now.

The whole purpose for this in my eyes was to bring new blood to this game.. new players.. no one will want to play since already lvl 200s everywhere..

I propose these changes only come with a new pvp Enforced server with Exp for kills and only apply to that server.. the point is to bring new players.. not make the same old players slightly less bored and keep them playing for a few more days.

Pointless update without a new pvpe server.

Ryan~
Troyano
Player

Pharos
Level 260
Warrior
14th October 2015 18:57:48

If this damage keeP.. would be nice easy ways for traP PLAYERS.. now you need combo Magues , Rangers or warriors for kill but its imPossible with that SPEED.. 10% more damage should be nice.. and reduce a little bravery.. still overPOWER
Deadpool
Player

Pharos
Level 472
Ranger
14th October 2015 18:59:56 (Last edited 2nd November 2019 15:02:58)

Deleted
Troyano
Player

Pharos
Level 260
Warrior
14th October 2015 19:04:15

i think damage should be reduced 20% not 25
Dancore
Player

Pharos
Level 506
Mage
14th October 2015 19:12:08

Quoting De Paseo Tmb:
If this damage keeP.. would be nice easy ways for traP PLAYERS.. now you need combo Magues , Rangers or warriors for kill but its imPossible with that SPEED.. 10% more damage should be nice.. and reduce a little bravery.. still overPOWER


Or your team specially mages need some skill involved... You guys had trouble with Coxinha with 4 mages, 160, 170, 110 and 190 + like 3 rangers and you.

I was next there watching the combos but all i saw was 2-3 mages hitting the same time and i dunno what was the 4th one doing. 25% is not that much after all when it comes to team with that power towards 1 guy, should had been more than easy to do even tho he had bravery.

All your team did was killing everybody and giving no chance for testing anything, couldn't even divide in teams and actually make a nice fight so we could test is it actually that bad or not.
Derp
Player

Pharos
Level 252
Mage
14th October 2015 19:26:16

Quoting Deadpool:
How about implementing new bows with crit %, ammunition with armor penetration, swords, axes, pikes with some penetration, applying only to pvp damage, the damage will obviously be the same to monsters to ensure its better for war and worse for hunting.

Better for war, worse for hunting will need to be the parameters

With that said, a new potion could be implemented to give armor penetration % (Alchemy = Brewing)

What you guys think?


I've proposed extra stat on gear for a long long time and nothing has been done about it up to now, but with the way things are looking he may be open to the idea of extra crit chance/crit damage/extra regen/armor pen and a whole host of other things.

Other than that I think it's good.
Baltas
Player

Pharos
Level 362
Mage
14th October 2015 19:36:36 (Last edited 14th October 2015 19:41:38)

I didnt test anything, I just read what changes are.

Bravery takes away particular amount of dmg from every hit (not percentage based). So if bravery was untouched, it would be even more OP.

I know my ideas are mostly ignored, but my guys pushed me to say that not only in teamspeak, but also for public.

If we turn bravery into percentage based buff. It works like this:
A mage makes a combo of 5 spells total damage 2000. Decent bravery used to take away 70dmg from every hit. So in this case -350dmg which is 17.5% buff.
Now damage is reduced by 25%, so instead of 2000 a mage will hit 1500. Bravery will take away 175dmg which is 11,67%.

from 17.5% buff it got reduced to 11.67%. It was supposed to be halved (-50%), but in reality its (-33%).

To sum up,
Why no one is putting that in count when making changes?
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