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BesTweaveR

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Everything posted by BesTweaveR

  1. That is hilarious to me and makes me laugh, I totally wonder who you've ever 2-3 hit. Can you give an example on this 2-3 hit killing that you did? To my experience pre-patch considering enough accuracy for ME it required PU's almost 1 full rotation, against CB 1.5 rotations, against WH 1-2 rotations, against DE 1-2 rotations, against SE 1 full rotation, against Sw 0.5 rotations: all this considering all those classes not buffed. If you think of these classes fully buffed than PU's lack in acc and ch-acc killed no Se, Wh, De, Sw, Cb is those roations. Only ME could be still killed 1v1. Pre-patch PU was doing ok in mass PvP in terms of survivability, now it just sucks, whenever you'll decide to go PvP you can feel the WH, SE, SW, DE, CB. Try to kill them with equal numbers PvP. there was a small Ch buff on the passive as a a small compensation and place holder in regards to see how strong buffing plasma tree as much as was done would take to account pu's damage aswell. As it sounds some of that will be coming back hopefully not to much as personally I still agree with Heaven, Pu's combo for a long time have been too simple a brain dead, but that's up to the GS's on how much of that they feel they need to give back. PU's combo was sad in past, now it's better, but it's gotta get fixed to make PU as it has many issues, if you are curious enough to know which, you can read all the posts back so I do not feel writing over and over again the same things. On a flip side I did see a mention of how there's not really many Pu skills with added benefits, and well, that's true and false at the same time, we have a whole atomic tree with speed debuffs, plasma with DoT and 2 skills with addition crit, though I do agree seeing those at a maxed out point is like never gonna happen, not sure if maybe those 2 skills could be something to maybe look over on Pu? or Maybe as going on what Luna was saying adding another debuff stat to Penetration? was personally thinking adding a Crit Eva debuff to it Compared to other classes, PU surely has no disables, which are not required either. Other than that all classes have a speed boost which PU lacks badly and that makes it suffer in PvP a bit. Also to give you another example just at info level: if you played ASB you might know that PU's crit rate is exactly the same since cap 54. while for other classes it's been increased. What I need is PU to have atleast a slight chance to be able to affront the SW, as so far againt a SW the PU is just pork meat, SW slices PU is 3 hits without even going in mech. SWs' advantage on PU is just too HUGE. Answers in red
  2. That's how I felt the few times I joined BGs.
  3. Hah! Noob! I'm in the same situation.
  4. You think I'd choose farming that dungeon instead of hanging out and have some quality time?
  5. You are crazy AF Zene, I did not even make all pet chips lv 2 on my first toon italy2 lol, i said fug off to those pvp def, def, ch-eva lol
  6. Halving it's requirement would be good. New players can better match the perfectly geared players as so far too many difference are there: besides unique jewels, there are also now ancient jewels and spanner that take atleast 1 year of waiting for anyone willing to finally have same gear pieces like most OP players, and if you miss it, it makes it 2 years if still not going to miss it. Also lot's of players play more than 1 toon because it's FUN to try other classes and play them, it personally made me stay in this game until now while otherwise also I'd had quit long ago. It's a huge reason to continue because it indeed brings back excitement for playing this game. I'm playing this for 3 years and yet i have 0 unique jewels, and same as last year I've missed this event due to family visit so I'm also not fully ancient spanned yet. So yeah, halving pet chips requirement would help, especially for medics because what you've experienced like most other medics shall no longer be that way since the original amount was too wrong considering medics capabilities.
  7. Is it possible to reduce the crafting requirement for pet chips Lv. 2 with Julia as currently it is a huge pain to gear a 2nd toon with those, 3rd pretty much unthinkable. Farming that dungeon is just eternally long that it feels like to have lost so much of my life time doing nothing. Everyone has more than 1 toon, and it needs 4 items: 1. Amethyst Beacon 2. Powered malachite Scanner 3. Azure Ore 4. Smoldering Lava Rock
  8. The plan is to only relate it to SB in an indirect way @Vivi Kyo & Peppah are 2 SB players who love to go to McDonald and challenge each other, indeed they PHAT AF same as their whippers in SB, so lazy and phatty that soon humanity needs new sizes to cover their butts lines. Then there is also Sand ( @GoddessSand) who sometimes likes to hang out with them, but against theirs' 12+ McDonald's food trays Sand just gets happy with a HappyMeal with Transformers or Cars
  9. Kyoko and QueenPepper after a McDonald dinner: mumble rap
  10. Crunchy Rooooll, Take me hooome, To my waifuus, And my imotooous , She’s got pies and thiiiighs, and tits with eyeeees, she only costs me 6.95..Oh I'm hooome, Crunchy Rooooll Slide to the left, slide to the left Take a lil' step, ay, slide to the left Slide to the right, slide to the right Move your panties to the side, I be in it all night
  11. PU A-bomb bugged, it shows like it decreases enemie's HPs once used, but actually it does not.
  12. if you are RG side player whisp me in game, will help you out, ign italy2
  13. Freyja needs rework IMO, it since ever has the slowest animations on some of it's skills and no one ever complained about it because no one actually played DE in past beside 1-2 ppl. Also true that 1 of Sw's mech skill has so long animation that the mech stun runs out before it can land that skill.
  14. Clearly what you quoted wouldn't be possible because it would balance out actually. Yes there are other classes to be balanced too, but you see PU everywhere because the patch caused a PU rage. Also, as per the PU described as OP in your post let me tell you going certain types of build to maximize the damage always comes with a cost: Just read the my answer to BumpetyBoo's post right above this one. However, there are things we need and other we do not, what we need is a neat PU which is pretty simple in my eyes: All classes got boosted in different ways so here's something I give to you to think on as per my POV: Regain of that 400 lost void, some of the passive damage back, enough to help us somehow counter a DE and not be 2-3 hits by this class, chances to be able to kill a WH and not just die. No need to add a nerf to MoB as other classes got great boosts over various skills and PU is pretty weak already with their new damage. Now I do not mind whether you do this via improving active skills debuffs providing no extra stun time cost @Norleras or via giving enough passive attack. Just make sure You do not make ME and SW godly in terms of surviving and damage. On the contrary the noncontinuous cocoons are a good idea same as it's been done for other classes in various ways giving a weakness moment. Not sure if this implies for all classes already though, but you guys are brainstorming and working on balancing so I dun wanna jump to conclusions.
  15. Can't agree on some and can agree of some of the things you said, can agree on the crit rate, passive atk because other classes got boosted (also in crit eva) and pu only recieved nerf in damage. But some of other things you mentioned sound just not right as they would be empowering too much the class making it over powered, classes need balance not overkills. In other players eyes PU was a glass cannon because it use to hit pretty hard on such classes, however that was happening when these players were out of their buffs. Because indeed: DE could not be killed in 1 or 2 rotations by PU fully geared if buffed (Could get close, but never kill. Doing so implied a full crit atk build which means basic acc of 141-142% and 163-164% ch-acc - sw, me,wh,de,cb could often resist the stuns lol - sp it already was not a glass cannon) . Sw could not be touched while on buffs because it had since previous patch huge eva/ch-eva for PU to do something, also because PU fully anti sw build reached 242% ch-acc so the cry was about 2 hitting the Sw while not in buffs, because that ch-acc is too low to stun them anyway. Probably No PU beside mine was able to kill most of SEs either, I could because I used acc jewels, @Bikini knows what I'm talking about he should be able to recall some tests in mid amara me and him: my PU using all acc jewels + acc title +4% acc form randoms against his 16k eva and yet PU not being able to kill. Against ME: Full crit atk build means no ch-acc therefore I used to go hybrid to get some ch-acc, however 1 wrong hit or delay in skill 1v1 against ME the ME would survive in last patch against PU without even necessity to teleport or run away, done lots of tests against @Leonie Pu vs Se, technically SE since ever had much better chances of victory over PU, it's eva greatly useful knowing PU's weakness was always acc, also, FS against a fast running class usually meant to be a deadly combination against SE. 1 skill wrong or delay PU was dead. Not enough acc PU was dead. CB and PU: it was longest of the duels thanks to the new skill Enfeeble, while before that CB would win 65% of times more or less. Very few PUs were good enough to win against this class using fooling methods.
  16. How do I get any understanding of what is the level of the 2 players you used to catch those SS with, it tells no names no players level nor the class. Nor time or date are mentioned. I've got a few to show but I did not take for forum purpose so no date in those either, but rest can be checked,
  17. from PU players POV, ye. Just an example to give you about why: acc buff skill: Se Lightspeed: 33sec cd with 17sec buff Pu MoB: 2 min cd over with 46sec buff, only PU acc buff skill gives self debuffs while no other classes's acc buff does. Sw MissM: 40sec cd with 25sec buff De FasterPSKillKill: 19sec buff with 40sec cd Can I really count in mass PvP on that MoB? how often compared to all other classes? Pu is simple ye but you cannot tell us PUs that just because the balance has already been done, in a certain way, is correct and we have to accept it that way. There's reason for contradictions to exist in feedback,
  18. Bro, this tells me you did not read past posts about PU in this thread. Please back up your words with substantial facts
  19. Reverting Overkill's animation to the original will make you cap again into same dead lock problems which occurs often enough against a faded player or like in case you overkill and go mech your mech stun animation will trigger up to 3 times without working. Unless you got a better animation I'd say this at least is working so I'd rather keep this working rather than 1 not working. PUs dun like this one much because it's greedy animation occults around 60-70% of screen with it's smoke, but again I'd suggest PU players to think better over it, this one causes no locks.
  20. I dun even feel like replying to it, PU is totally useless with current range, in mass PvP totally a dead meat running around to give free kills and RP to enemies. DPS sucks. [WRK [05I But all these questions and guessings about PU by GSes again just gives me the idea you guys literally have none PU players to discuss with regarding this class, so I wonder who was taken in as PU player to be part of balancing team, because whoever it was or did it's balance had less than half the clue about PU. And if I evaluate the outcome regarding this class so far in this thread, I feel like it's just not going to get fixed but ''SF EOJGFIEJOE D4S48W7EWD6 W4FS4'': public class MyClass { static void PU() { System.out.println("I just got executed!"); } public static void main(String[] args) { PU(); } } The issued about this class are not being taken seriously, because none of you play PU. Daddy's got an alt which he plays once every 9 months. Little update on the situation so far: damage taken away survivality reduced atk range made universal as all other classes so no advantage gives for it's nerfed "tankiness" it's skills make no damage without FS since ever most classes count on more crit eva now so critting is also difficult now and no crit buff increase cannot go full crit atk build cause no acc no ch-acc to help cannot go full chk set cause cannot kill any class with it cannot atk from far because 90% of skills are set to 20m cannot run cause FS if try to be hero it ends dead And etc etc etc dfmljFKEFEIFJEIJ Having no real PU player to work on balancing this class is like asking batman to do an MBBS level surgery.
  21. Now explain better, because I dun want people to get a wrong idea as what you said is too vague.
  22. About WH and DE disables, they same, WH surely holds enemy better cause of Mech immobilize debuff and stuns while DE can't immobilize them that long which obviously has it's repercussions as class. You are good enough as taken sample, you play DE class as main, and are fully geared at lv 65. Also hard so far to find worked-active DEs, I see some players running DE alts who ditched other classes like Drakkar @DrakkarUlfsark now because DE is good and fun.
  23. There are plenty of issues to be addressed to make PU's new builds usable. I've talked about nearly all the issues in past posts on this thread: Basically the GMs idea about PU was DoT: but they did not calculate number of skills against the CDs of DoT or Atomic skills, you can find all the details on the matter in my previous posts, just scroll back. Atomic build has same issues. Both builds create a lot of dead times in combos because PU runs out of skills. By any chance if you SMH manage/choose to get the basic skills they simply make no damage. PU has 3 DoT skills: with 10, 25, 35 sec CD. Atomic skills 3: 15, 20, 40 sec CD I'm closing this post here because I feel like repeating myself, but I hope I gave you a bit of idea.
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