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Showing content with the highest reputation on 05/10/2020 in all areas

  1. Hey so let's be real. I suck at (normal) Arena and i feel bad for my teams tbh. For how to possibly do it i thought maybe changing the guild town daily quests to add a random class medal or maybe even 1 for the class you complete them with. That'd make it 6 medals per day(plus a few more every few days if you do the "advanced" quests where you have to hand in the items from the normal ones) and/or however many honor stars you may add. Or maybe change some repeatables in endgame maps(highlands/vipers) to maybe give like 1 or 2 honor star per quest. This way it'll take long enough to not give the PvE people an unfair adventage over doing Arena. Sure, that wouldn't be "classic" but let's be honest, there were many changes made that aren't "classic" and the argument is getting old owo I think it's just a bit unfair that noobs like me get to kinda ruin the arena matches for others just because we would like to make a set that isn't otherwise available
    3 points
  2. Title. I never understood why Greatswords just get cucked out of having luck and have it replaced with WIS. Like for real. I am a frog and i'd like to use Greatswords. Not only do the Greatswords mostly have bad effects themselves but also not having LCK(for example compared to Axes, especially important with Awa Weapons coming in next cap) makes them even worse. Would be one step closer to seeing more variety on the field Thank you.
    2 points
  3. Some more suggestions i gathered from people: 1. Put in Honorstar-Bags / Class Medals for Trial-Quest-Points(so far only useful to get Weapon BPs) -> i like that idea since you currently only need them for weapon BPs and it's good to balance for you since it's a very limited currency 2. "Class medal trader" where you can trade in your current class medals for X currency and buy Medal Y for the same price or honor stars themselves -> This is a thing of "just switch to the desired class at end of arena" case but maybe this would make random-medal-bags useful/possible 3. Make Alpaca Metal/Jade/Gems tradable for medals/honor stars -> I think that's a neat idea. People who want to farm dungeons but don't want the alpaca costume stuff can make a use out of it like this. With gems(trials quest reward) this may tie in with #1 mentioned up there.
    2 points
  4. Okay so i tried recreating your Tests on the awakened Server on normal Class Sakura. For the Engineer I used the lvl 75 Mcritd Light Armor and a lvl 120% +14 Gun with Temple Knight Accessories. For the Mage i used the lvl 75 Mcritd Cloth Armor and a lvl 120% +14 Staff with Temple Knight Accessories. 1. Test: MDPS Engi vs 70 Fire Resist So in this first Picture you can see my Mdps Engineer attacking a Templar with 70 Fire Resist. SuperIronMan is active(as well as some other buffs) letting me deal 17,5k Initial Damage with a Bonus of 6k Dmg due to the Oilbomb setup. So a total amount of 23,5k Damage. 2. Test: MDPS Engi vs 34 Fire Resist After Factoring in some Elemental Reduce (2x lvl 60 Mdps Ring and maybe a Heaven Fire Ring or Neondo T60 Trophy) the Templar should have around 35 Fire Resist instead of 70. we simulated this by removing the VL/DD Trophycombination, the Trophyenchants and the Whirlpool Cape: in this second Picture we see my mdps Engi and the Templar with 34 Fire Resist. SuperIronMan is in effect - Enabling me to deal 33k Initial Dmg with a little Bonus of 11k by the oilbomb setup. That's 45k Damage - "Well that's a lot of Damage!" However, lets compare this with an equally well equipped Mage; 3. Test - Comparison with a Mage in this picture the Templar also has 34 Ice Resist. so the same as the fire resist when testing with the mdps Engi. Here the Mage does 39k Damage which... Is less then the Engineer? Yes. but only by a very small amount, and remember: The Engineer needs SuperIronMan AND Oilbomb Setup to deal equally as much damage as a Mage does with every single cast not being reliant on any buffs or setup at all. Result: Just like Jordan said; the Class could be usable in PvP but it's too reliant on the buffs and oilbomb setup making it inefficient or even unusable as your oilbomb can be cleansed and your SuperIronMan be removed or interrupted by enemy hits when buffing. Oh and another Idea; Why does the immobilize Skill from Slime Bomb get removed when the Enemy is attacked, but Snowstorm does not? It's just a much weaker version (though instead of buffing Slime Bomb, i'd rather have Snowstorm nerfed with that Immobilize skill as the Mage already has enough options against Melee attackers...)
    1 point
  5. The only rates that change are the bottom couple rows (Anything before costumes) and its maybe one or two items made harder or easier depending on what the item it. Example the White mounts are usually made a little harder since you only have to land on it once and allows people who have it or want other items to not land on it too much. If you're talking about the Blue and Gold EC's specfically then they're always the same rates. Primes always have the same rate (Only time this changed was when I had the 4 prime altar, the rate of the primes where the same but I had to buff another item on the row's rate to make up for the extra rates the Lucky Safety Stone slot has over the prime). Stones always have the same rate. Mounts always have the same rate. Blue/Gold EC's always have the same rate. Top Row Alpha had its rate nerfed slightly at the end of beta but hasn't changed since. Gathering Tools always have the same rate. Dye's always had the same rate (They got mixed up abit 2 weeks ago for 1 set of altars, but they've since been fixed to what they where originally). Alpha's usually have the same rate but there was 1 altar I changed it, I cannot remember which altar and why (Might have had a nicer than normal costume or something but I can vaguely remember 1 altar being tweaked). As CRO said I'm always upfront and if you ever wonder if the rates have been changed I won't shy away and hide from you. However, I can assure you the Gold/Blue EC rate hasn't changed.
    1 point
  6. no im not talking about Athena's Fang of the Asp since plasma resist debuff wont increase dot's dmg, it could need dot reduction debuff for that, i am talking about kumari, epona and yesod's resist debuff skills that have 6sec duration that you able spam every 2-3secs for example here SE's Enrage is 2sec cd and -1.5k resists debuff, Yesod have same amount in resist debuff in mech skill with 3sec cd and Epona have lower resist debuff than other 2 but still with low cd too, in 1vs1 fights these could not seem to be that bad but when you see that peoples able spam these in mass pvp every 2-3sec it just make it bad, and for 55lvl major mech these new debuffs what mechs have make it so broken for 59lvl cap when peoples there able use these in that cap in pvp too
    1 point
  7. Try making the textures higher than low and it will work... We will have to look into this problem more. Regards to the costume texture issue.
    1 point
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