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Showing content with the highest reputation on 11/17/2019 in all areas

  1. but if none of you is a real punisher you guys should at least listen to people who played the class for about seven years now instead of guessing what would be good. for once do something that @BesTweaveR or I have been suggesting and undo those pointless changes you've made so far. some of those changes were a waste of effort, such as the damage passive and overkill's animation
    3 points
  2. I believe there were only 4 people handling the class balancing: 2x Me, Sw, Se players. No whipper or Punisher player at all.
    2 points
  3. Whoever are those testers avoid playing 1v1 or dueling each other... Come in Mass PVP take the values urself see what's working for the class...where there rises real issue.... SW no doubt should be real assassin class should have instant kill access n don't die easy....But in BG Janus SA TP ,,,generally they wont prefer joining they wud die to sw 1v1...( Noobs apart) While I was really hoping Vivi would come with something for people joining more of BG and have some decent n even PVP....but its now reduced to 1v1 or 1v0 or SA ended in a draw 0v0... Only Real BG is NB or AK....Where early NB FK dominating currently with less then 20 numbers to play that NB,,,While later NB 50-50 unless FK show up in numbers.... Well this isn't the place to post this topic but I agree to fix Skills first to near satisfaction of players all class cant be OP ….its just classes should be bit balanced according to What the class can do as there name suggests..
    1 point
  4. May b more who don't play in real PVP times.... but just give values>.>
    1 point
  5. He's referring to class advantages over others.
    1 point
  6. Well they should actively take players from who play for so long to test server,,,,shouldn't just conclude with 8-10 players Like have some players who have special access to test server ...
    1 point
  7. Yes. It is honestly a rhetorical question. In literally EVERY MMORPG over the past 19-years that's been the case. Whether we're talking sandbox games with open-world PvP, or themeparks with structured formats. It goes without saying but generally, a DPS class with a Support class is going to be an insta-win against a lone DPS. Guild Wars 1 and 2, WoW, Black Desert, TERA, practically any MOBA, etc. Are there exceptions, of course. Gear, skill, lag, over extending, whatever. But generally. Reading what I bolded made me instantly think of the "Pikachu face". As for ME's entering BG's, again I have to say of course. Supports are one of the most requested classes across all content in any MMO. They're a dying profession, and have always been the least played class(es) because nearly everyone wants to do damage, a few want to stand around looking tough, and that 1% wants to keep everyone alive running around like a chicken with their heads cut off from the other 99%. Combine that with the general hate and blame thrown at them, leveling process, gearing process, etc. and it's no wonder people don't want to play the support classes. A lot of modern games are omitting dedicated healers/supports because of this. But again, yes, a dedicated support character SHOULD be able to help increase their parties/groups/side's chance at victory. If all it takes is ONE ME showing up to a BG, I'd question the losing side more than the winning side. Team work makes the dream work, after all. I'd like to remind everyone that this is a Korean game, one that was published by Aeria games. They ( Korean games ) are 99% of the time heavily unbalanced especially when there's a ton of systems in place to increase peoples in game 'power'. You will never balance this game. Doesn't mean I don't think you should try but, I'm not interested in playing if you guys are going to play whack-a-mole every patch because 3 people on this forum said X was too OP because Y had a Z. That's like every damn forum for any game ever created. Always got someone saying rock beat scissors and dislikes it enough to tell everyone. I'd hope that you guys are actively testing what's considered OP and weak on your test server using lots of different scenarios with a couple of handful of players. I already absolutely hate the new skills buffs/nerfs at my cap on PU, ME, and WH and am still pissed that they were combined and made into new ones. Ya'll want to make new skills, make them. Leave the old ones alone. Tweak them if you want in the name of "balance". But my wallets shut if this is something that's going to happen every patch.
    1 point
  8. Break down at the end. Let me get this straight, the ME will give 20% ch-acc to a party, but only 5% ch-eva to a part. How is a SE with ME Ch-acc buff not more OP than a SW with a Ch-eva buff? It's like saying we are giving the SE up to 100% ch-acc with ME but only subtract 5% for the SWs with a ME. Values are way too in favor of the SE if you ask me, from their detect, move speed, and ch-acc/acc buffs. But didn't the SE also get some debuffs? Just to be clear, the SW can already get 293% ch-acc on their own with rare jewels, adding another 20% on top of that will give them 313% ch-acc. With the SW getting 19.1k Ch-eva on their own with another 500 ch-eva, will give them 19.6K ch-eva. To put this in terms of Ch-acc that is -196% ch-acc. If a player has 313% ch-acc to start they will end up with 117% ch-acc which is over kill and they can switch out a gear piece or two and still have enough ch-acc to stun. If a player has 290%(SE with ME buff) they end up with 94% Ch-acc with only minor 7% chance of missing a stun or disable. Now If that SW doesn't have a ME to buff them while the SE does, the results will look like 290%-193%= 97% ch-acc. So, currently the SE without ME support of 270% ch-acc(Not including a title but does include randoms, gears, and jewels) against a buffed SW with 19.1k ch-eva, the SE will have a resulting 79% ch-acc in the end. To be fair let's show the SW with ME ch-eva buff and SE without ME ch-acc buff, 270%-196%= 74% That is only a difference of 5%. That hardly phases the Ch-acc of the SE. So, when I state that the ME buffs combined with the SE buffs is too much, I really mean it. The ME buffs need to be lowered or the SE buffs need to be lowered. If the means of allowing the ME to greatly increase the Ch-acc of every player while giving a drop in the hat of help to the SWs ch-eva there is a problem in my opinion. But once the SWs ch-eva buff is gone after 10 seconds we end up with 11.1k ch-eva which is nothing against anything above 211% ch-acc, that is easily obtained by any player really without much effort. Which I will state that the SE needs about 3% ch-acc reduction of Ch-acc and the ME could use 5 to 10% reduction of ch-acc while keeping the same Ch-eva increase. The other option would be to keep everything as is and increase the ME ch-eva buff to 1.5k so it at least can take off 15% of the opposing teams ME ch-acc buff instead of 5%. Break down - Ch-acc SE with ME buffed vs Ch-eva SW with ME buffed 290% ch-acc - 196% Ch-eva = 94% ch-acc final for SE (6% chance of missing) Ch-acc SE with ME buff vs Ch-eva SW solo 290% ch-acc - 191 ch-eva =99% ch-acc for the SE (1% chance of missing it might as well be 100%) Ch-acc SE solo vs ch-eva SW solo 270% ch-acc - 191% = 79% ch-acc for the SE Ch-acc SE solo vs ch-eva SW with ME buff 270% ch-acc - 196% = 74% ch-acc for the SE SW ch-acc with ME buff vs SW solo 313% - 191%= 122% (Over kill) --------------------------------------------------------------------------------- Recommend - this is with arkana's using rare rank 2 jewels of ch-acc/ch-eva and not including titles SE max ch-acc of 265%, ME support ch-acc of +15%, ME support of Ch-eva - 1k, SW max ch-acc - 276%, Will look like this results SE vs SW SE ch-acc solo vs SW ch-eva solo 265% - 191% = 74% ch-acc SE results SE w/ME ch-acc buff vs SW solo 280% - 191% = 89% ch-acc SE results SE w/ME ch-acc buff vs SW w/ME ch-eva buff 280% - 201% = 80% ch-acc SE results SE solo vs SW w/ME ch-eva buff 265% - 201% = 64% ch-acc SE results SW vs SW SW ch-acc solo vs SW ch-eva solo 276% - 191% = 85% SW ch-acc w/ME buff vs SW ch-eva w/ME buff 291% - 201% = 90% SW ch-acc SW ch-acc w/ME buff vs SW ch-eva solo 291% - 191% = 100% SW ch-acc solo vs SW ch-eva w/ME buff 276% - 201 = 75% ch-acc SW solo
    1 point
  9. How bout if they increase ch eva bonus from shadow protection or whatever it is? 5% ch eva is too small as a buff imo
    1 point
  10. Most of the time, any player supported by the Medic is more OP than the players who aren't. Should that be the case that all players who have ME support become too difficult to kill? I did say to reduce the ME support buffs then having SE's higher ch-acc to make sense, but having high ME support buffs and high ch-acc makes the SE too OP. The same goes for the ME support buffs for the SW, reducing them for the party keeps players from being too OP to deal with that it doesn't require an ME on the other side. Often if a ME enters a BG, not AK or NB, the side who got the ME is too OP to deal with.
    1 point
  11. because SWs can kill most people in one combo, and they always land stun first, so people die to them without even fighting. if you want to make a build to kill shadow walkers you wont be able to kill any other class. even with full ch-acc build my stuns still miss 80% of the time. shadow walkers already have a lot of accuracy and chakra accuracy so they never miss, and now they also ignore crit-void and have a lot of damage boost. anyway I guess u agree that punisher is a dead class right now. the only utility we have is a cocoon that benefit the rest of our team. I'm gonna have to say that level 54 and 59 caps were much better balanced than now, there is almost no improvement in the changes made so far. Instead of making complex buffs and skills with a lot of stats yall should try to make it simpler, crit-void/crit-eva/dot-reduc were never meant to be put in classes skills, those have to be built through gears
    1 point
  12. I was looking into all classes skills and I noticed something: from lvl 59 to 65, most buffs and debuffs get new fancy stats such as crit-void, crit-eva, cleanse, heal. punisher didnt get any of those, add that with the damage passive being nerfed and as a result punishers got a low dps in pvp and a even lower tankness. what I propose for a general fix not only for punishers but also for other classes is: undo punisher's damage passive change add a -DEF effect to penetration add a buff to defense cocoon that affects only one person, and gives some defensive stat such as ch-resist/def/crit-void/crit-eva and please undo overkill's animation change. I belive shadow walker's damage needs to be nerfed, they got lots of damage boosts since lvl 59 cap. people cant see them coming because they are invisible, cant tank them because their debuffs are too strong and their buffs got extra damage. now related to what @SparkOne said about mech stun, its common when someone lags to move a bit after being stunned. for punishers its really annoying because after u use swiggers and firing squad, our own buff wont let us move foward to keep the target stunned. having a better range on mech stun would help. if you are playing against a punisher even lag benefits you :s
    1 point
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