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Showing content with the highest reputation on 11/14/2020 in all areas

  1. Ya, I figured that out, but it was funner to find obscenities that would pass the filter. So I could communicate better, you know?
    1 point
  2. I play a little PU only but i have some thoughts aswell. I agree with Che that firing squad is the center of frustrations as PU. I havent even use the skill for its immobilize. However I think its kind of central to PU's kit at this point to sacrifice utility for raw damage. I would suggest making the weakness of firing squad into its strength. When using firing squad a PU cant walk, why can it be pulled? if firing squad kept smart PU players in their strategic position with cocoons it would pose a benefit that I think would be greatly useful in pvp. Some bosses have 'cannot be pulled' status, and if this cant be affixed to firing squad maybe a 1% reflect can. Not for the sake of actually reflecting damage but to mess with pulls, pulls currently seem to have little to no counter play.. These are my thoughts. let me know what you think.
    1 point
  3. one thing i want everyone take attention are new skillstones(Stun and immobilize) that got released on this year halloween event, those should be first thing to observed how they affect both 1vs1 on every class and mass pvp, before we gonna start nerf or fix classes, since those can have so huge impact on pvp in this game particularly on mass pvp
    1 point
  4. Hello! I'm not really good at explaining in a constructive manner, but anyway here's just a little suggestion about PU (PVP-wise). We all know Firing Squad is a very strong buff that gives you the cons of being immobile. The impact to me is that it's a big waste of buff if you can't even relocate yourself when you made a mistake on when to activate it. Yes i know, it's player error but then considering there are also classes that can freely move while having a huge buff with a considerable amount of cons as well (- void, - def, - resist but huge atk etc.) So to my suggestion, what if we do somewhat the same for PU's firing squad? Maybe can do: Low movespeed (30 ~ 50? Considering there are attacks that can gradually decrease movespeed) Lower damage buffs (or retain them) Remove EVA & VOID buffs on FS (Instead, decrease eva & void?) Lower its duration? But anyway, the main suggestion here really is if there can be a balanced way to make PU's be able to move while on FS (of course all decisions are upto the GM's / GS). Since for me, Immobile or not while on FS, a good CC can bring down a PU, but being able to move while in FS also gives a good opportunity to correct some small positioning mistakes the player did. Lastly I'm suggesting this since I'd also like to see a different approach of playing PU besides being the usual immobilized, but strong attack. I'd like to know opinions too. So long as there's no flaming 🤣 Peace~ 😁
    1 point
  5. I'm new here for the second time; the first time was when the game itself was new. You probably wouldn't be shocked to know how many 'old players' don't know about this, as they often make assumptions and claims that could easily be verified or debunked with the hard data.
    0 points
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