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Posts
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Everything posted by Rin
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Depends on the buff. Anything that has to do with being a daily/weekly thing will count down even while you're offline. Examples would be Auric/Iris Jewels, Expedition lockout buff, territory salary lockout, glyphs, etc. Anything that has a specific duration once used won't count down while you're offline. Things like EXP charms, buff potions, meteors, etc.
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Third party opinion here since I saw my name mentioned a few times. I don't really see move spd as an issue at all. As infecttado said, there are ways around it. It's annoying, but it's not invincible. You just have to understand how to play against it, as was said already. The thing I DO see as an issue in PvP is this: I really dislike smoke bombs in PvP. Not only do they strongly benefit a playstyle like hit & run (not that there's anything wrong with this playstyle if that's what you like to do), but they completely invalidate classes that are given natural stealth like Assassin, and enable many classes to get away with some pretty crazy BS. I can run around an entire TW/GvG stealthed as an Anni, which isn't supposed to have stealth, and cap crystals as if I were some kind of ranged Assassin with CC. I'll admit that I also heavily abuse smoke bombs in PvP, but despite that I still think they should be either nerfed or removed from PvP completely. They still have uses in PvE so it won't really kill the racial. I think they're way worse than movement speed, engineer potions, all of that.
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Ctrl + Left click it in Archive, get to Archive through the yellow button at the bottom of your bag
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Np ^^ If you're ever unsure, it tells you at the bottom of the costume too. Examples posted below. Zumi's can not wear (Human and Halfkin only): Zumis can wear (Male only, Zumi included):
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Zumis wear male costumes and (most) unisex or male head costumes
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I don't really play Classic so maybe it isn't my place to say, but I really like the suggestions proposed and would like to see the same changes made on the Awaken server, as I believe they would be just as beneficial in the same way. I'm personally okay with either map, but I would love more emphasis on kills and less on capping. Makes GvGs a little less PvE. The timing change would be huge, I know so many people on our server that would be able to make PvP events like GvGs if it were just one or two hours earlier. Would really like to see the same for weekday TWs too tbh, it would make a huge difference in the amount of people that can consistently go if it were just two hours earlier (European/Asian players make up a lot of the Awaken server). Could see these changes doing a lot of good for both servers, and I hope they are at least considered.
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Rework might have been the wrong word. I really think just a few QoL changes would go a long way for it. Again though, another story for another thread. Don't wanna derail the Life Worshipper thread. 😔
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I understand your point, but my point throughout the post was there generally isn't room for a LW and an Adju because of how solid and locked in the top 3 healers are, and there's not much of a reason to run a LW for the 4th slot (if even running a 4th healer) when you can run an Adju, since the meta is so debuff/CC heavy. Tbh I don't know if it really needs much (though it does need something). If the meta shifted to PDPS, I think LW/ED would be much stronger. Currently the meta is stacking extreme amounts of debuffs, CC and res drops for MDPS to nuke (most parties are 2-3 AEs + maybe a mecha for DPS). It's like -50 to 70 fire res, -30-50 lightning res in 1-2 seconds if you're being focused, and that isn't really an exaggeration. If I were to suggest buffs for Life Worshipper, it would be to change some of the buffs to better fit the meta via something like damage reduction, and improve upon its synergies with ED. Song of Light: Increases all allies within 50 meters P-CRIT Rate +5%. Crit rate is honestly pretty useless as a buff. The role of PDPS in PvP atm is CC and cappers, and with the stats we have now, they'll all cap crit rate on their own easily. I would change this to either -5% DMG taken or party-wide debuff removal similar to Shielder (which might push it too close to the other current supports I suppose), or if anything +10 elemental resistances to act as a little band-aid against res drop stacking. Song of Life: Additionally recovers HP of your party members within 40 meters +2136 for 15 seconds. Effectively useless to cast after giving the party the HP buff. You'll probably do it anyway as a filler, but it doesn't feel good to use. This could be changed to something like a 5% HP per second heal, like half of what the awakened guitars do. If that's too strong on it's own in your opinion, you could lock it behind the Suite Concert KP that doubles the healing for Song of Life. Melody of Protection (holy skill): ... While "Poets Armor" is active you will receive M-DMG Taken -1176 pts and DEF +10572. M-DMG Taken from this at level 120 is less than a third of a trophy proc. Would like to see it increased a bit. Doesn't have to match a trophy since it's effectively a permanent buff, but maybe 2k would be nice and feel more impactful. I don't think I would make the same change to the P-DMG variant (the other holy skill "Sleep is for the Weak") because I believe PDPS is much more affected by flat damage reduction than MDPS. After that, I would probably build on the synergy it has with Elegant Dancer. Maybe a bit personal bias from me, but I love love love the whole idea behind two classes synergizing together through skills. Sadly both classes are weak on their own, and the effects increased by them being together typically don't warrant it over other classes (we've tried). I would like to see them at least worth being considered. Combining both toggles giving -X% DMG taken instead of the P-CRIT Rate and M-CRIT Rate. I guess side change for Elegant Dancer, I think Dance Force when combined with LW's Forceful Rhythm should give M-ATK% instead of P-ATK% since LW gives P-ATK% as well. It would help running both of them be more viable in both PDPS and MDPS comps. Final notes, overall I don't think the class needs too many changes. It's not weak, it just doesn't fit the meta currently. It would benefit from some kind of -X% DMG taken for the party (or -X% M-DMG taken at least), and the synergies with ED can be improved on to increase viability for both. As said in my first post here, I think Life Worshipper is underrated and can still function in PvP, and people do still play it from time to time. Again, in a PDPS meta, the value it currently brings is much stronger and this thread probably wouldn't even exist. That just isn't where we're at atm. The main thing I would like to see is the replacement of stats that aren't as useful with the amount of stats we currently get (like the crit rate buffs) for more important stats, and the regen changed to a %HP regen to actually be worth using, even if it's only changed to that through the KP. P.S. Sorry for really long post, I didn't expect it to be this long. >_> I just wanted to explain my thought process behind each suggestion made. I want to state that I don't expect these changes to happen just because I suggested them. If we really want to complain about a class though, it should be something that has NEVER been good in any form of content, like Rakshasa. Rework Rakshasa to something closer towards a PDPS version of the current AE and PDPS might actually have a place outside of capping. Different story for a different time though.
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Having tested this (in the new 115 set, with a few different trophy combinations), Cure consistently outheals any of the LW skills with max KP in all of them. That includes Forceful Rhythm, the skill that gets the most KP for skill healing, as well as the skill that's buffed from the set by 7%. In fact, Forceful Rhythm doesn't even heal the highest out of the LW skills, not even counting Cure. Also having tested the 115 set in PvP (and probably being one of, if not the only person to do so), the debuff removal is extremely negligible and somewhat irrelevant when 10 (if not more) debuffs get stacked every second currently. Losing the insane damage reduction the 110 set provides hurts a lot as well. (PvP Only) S+ Tier (broken): Seal of Defense Paladin S Tier (top tier healers): Glacier Knight, Holy Sage A Tier (solid, 3rd/4th slot healers): Adjudicator, Seal of Light Paladin B Tier (niche, situational): Totem Master, Life Worshipper C Tier (no.): Druid As with all tier lists, my personal opinion. Agreed upon by someone I consider one of the best healers in the game tho. Currently if running 3 supports, 99% of PvP parties will run GK + HS + Paladin/Adju. If there's a 4th, it'll be whatever isn't played between Adju/Paladin. LW/TM are just not on the same level as others in the priority list for healers. I feel like most guilds would sooner run a second Adju/HS than run a LW or TM in a party to fight. Personally I love LW and think it's a bit underrated, only reason I built it and actually tried to make it work in PvP. I think it's better than people give it credit for, but still underwhelming compared to just about any other healer besides Druid. I love the synergy it has with an ED though, it's super fun to play. Either way, just wanted to explain results that I have personally experienced from playing the class that disagree with some of the statements made. I think Life Worshipper is much weaker in all forms of content compared to other healers be it PvE or PvP, but not as weak as people think it is. I agree that it's outclassed unless paired with an ED, at which point might warrant it as a 4th support/healer slot if there's room for it in your current party setup. Even then though it's highly debatable and probably more up to preference/need for a specific utility. I think it could be tuned a little higher, but not in terms of healing output or debuff removal, contrary to other opinions here. As someone who loves the theme of the class and what it actually provides, I would like to see the support utility buffed if anything were to be. Make the buffs strong enough to make it comparable to the typical 3rd/4th slot healers like Adju/Paladin. Just my two cents. o/
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The upper scroll gives you the Head and Body pieces, the lower scroll gives you the Belt, Boots and Gloves. Your choices will be between the Sublime Dragon set and the Glacial Dragon set. Sublime Dragon will give you more damage output, Glacial Dragon will give you more evasion. I would suggest the Sublime Dragon set.
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I wanna take Screenshots but I don't know how
Rin replied to SayoKurokawa's topic in General Discussion
Hi! This version of the game isn't closing, the AeriaGames server is! However, if you'd like to take screenshots here, just go in-game and press your print screen key (will usually say something like "prt sc" on your keyboard) and it'll save the screenshot to a folder where your Eden Eternal client is installed to in the ScreenCapture folder. -
It might not be as fast as you're assuming it is. With a good runner, leveling every class will take around 20-30 hours of running once you hit max level. With most runners you'll find in peer selling, probably twice that lol. The taunt running bug Aeria had with leaving party is fixed here, so that doesn't work. Leveling isn't much different from Aeria for your first time going through if you aren't getting taunted, just going through quests in zones. Overall, I think the pace is fair. There aren't a ton of people with maxed classes. You still have to work for it. There's much more to grind for as well, our current endgame content is as infecttado said, daily dungeon grinds similar to trials that you do around two hours a day of for weeks/months depending on how much you want to get done. If you want to put in the effort and work hard, it does get rewarded here.
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The new Senshi from Astral Realm (TW Twin Saga) as a pet. Don't know her name.
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This honestly. It was the other way for me personally, I enjoyed Twin Saga so much more than AK. Trying out the AK server a little bit ago just made me want to play Twin Saga, but .to is dead and Aeria had a lot of players, but it was massively P2W (as most, if not all, Aeria/Gamigo games are) and mostly catered to people who wanted to spend thousands. The games are very similar though, and people are usually partial to one or the other. I think a good Twin Saga server would be a game changer right now, but as you said, I'm sure the Vendetta GMs have their hands tied with the games they currently have already. IF the time ever comes though, I know me and @Nanami (and I'm sure a few others as well) will do anything to help make it happen. 👀
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As one of the players who jumped on the Twin Saga hype train on release, I think the issue was more so that Aeria, Vendetta and TS.to all opened within like a week of each other, and even the TW one hadn't been open very long. TS.to opened like a week before Aeria/Vendetta if I remember right. That and Vendetta had 3 rollbacks. 😶 Right before the server closed, many Aeria/.to players had just hopped on because custom armors got released. There were new players and guilds popping up everywhere. Population was just starting to grow. I'm not going to ask for a Twin Saga server, because we've already tried. If there ever was a time to open a server for it though, this is it. Might not be Vendetta (though I wish it was), but whoever jumps on it will definitely see value for the time and effort put into it. The dev/GM for Twin Saga.to doesn't work on the game anymore (they've had the same Astral Puzzle up for like 9 months now? maybe even longer.) and has dropped the game completely, and Aeria is closing down. There's no server that's actively being worked on alive anymore. And Aeria had some huuuge whales.
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They can help, yes. They shouldn't make or break a class though. In your case, if you want to try Victory Slam and it works for you, then that's good. If someone is playing like Ursun though for example, they don't have a racial that can help. They shouldn't just be screwed on a class because of their choice of race, even if it is just PvM. Not to say Executioner is unplayable in it's current state, because it definitely is playable and still functions well enough. It just deals less damage than BM now so it struggles to hold aggro.
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Even if it does work, the answer shouldn't be anything specific to one race. For example, humans have P-ATK when equipped with a rapier. My human does better holding aggro than my halfkin. That doesn't mean halfkins and everything else shouldn't be able to though.
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Problem with this is almost all of your malice will come from damage, so the damage is your problem in a sense. Malice wasn't nerfed, damage was.
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Exe aggro issues are probably the scariest thing about the last patch. On Sakuya I usually use a malice certificate, Lv120 Declaration of Anger and Tank Potion Lv2, and sometimes it still isn't enough. I would say I have one of the stronger Executioners in the game, but I still lose aggro to a BM, and even lost it to an Asura when we messed around with Strike comp. It's doable with Provoke as you said, but Sakuya for example is a much more inconsistent fight now, even more than it already was. x.x Tbh my solution has been having the BM use Smoke Bombs to reset malice lol. I would honestly be scared to try something like a slash DS party, as even on bosses where I'm not CCed for half the fight (Phoenix for example), I don't really get aggro until around half health normally. This can be offset with a good Provoke, but it's not consistent and I don't think it should come down to a good or lucky Provoke most of the time. Haven't been since the patch, but I imagine even a strike party would struggle if their Exe wasn't going full DPS no EVA/Shield etc., which can be rough to tank certain bosses with (looking at you Nasci). Besides that, since I never really addressed the whole point of the thread with my first post here, these are kinda my feelings on them all: Exe losing the +20% DMG Dealt as well as it's personal 10% PATK buff hurt. On Sakuya for example, since Exe is the one tanking, most of the time you're just buffing your party while you get KDed/Stunned for 5 seconds every ~15-20 seconds or something. The class in general just deals significantly less damage, and I'm not sure if that's because the DMG Dealt scaled with the class better or if 20% DMG Dealt is just that strong. On paper the nerf might not seem like a huge deal, but it feels like much more than just shaving a little off the top when playing. I think 10% would have been more than enough tbh. BM was very strong, and is still doing fine without the 10% DMG it lost on each skill. The KD is the part that feels bad right now, but it's being fixed. Not sure if possible but could the KD maybe be changed so you can stack just one on top of it? (Example, stun cert procs + Annihilator Satellite Beam immediately gives immunity so it can't be stacked with a third stun, but still extends the stun time.) This allows a lot of flexibiliry with a BM's rotation, which was honestly my favorite part about the class. People had different rotations, and it would include something like following the 4 second KD with the 2 second KD. The nerf to BA really hits weaker players/new players, as they're usually the ones who rely on the holy skill. Geared players can still one shot mobs on BA in both PoD and Quarantined Mine so I don't really feel a difference, but I know it hurt lesser geared players. As previously said, Berserker nerf was a little uncalled for? They're the lowest damage in a slash party, and are usually just the res drop slave, wearing things like TK rings and Khodran. If anything about Berserker should have been nerfed, it should have been the healing, but even then I think that's like it's niche thing and shouldn't really be touched since that's mainly what it has going for it as a class in solo/PvP content. New AE is fun. I liked the AE we had previously and felt it was very underplayed for how good it could be, but I think the new one is so much better in PvE, and is doing really well in PvP. The fire res drop is a little up there though lol. Class feels really strong, and easily one of the top PvP classes now. Thanks for the patch, glad so many people are happy and having fun with the new AE. I'm sure most of the upset regarding PDPS nerfs is because it isn't shaking up the meta or anything, it's just making things take longer. Fights generally take 1-3 minutes longer for things that used the classes involved. People who aren't in maxed gear typically are pushed away from Exe now, since it's still expected to hold aggro. I agree that the classes were strong, but if it's just PvE, I don't really see a reason to make fights take longer. People still play the same classes, it didn't really change, add or fix anything (besides BM KD which is just fixing a very abusable bug so that's fine), just hurt them and took away from them.
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Because they want to? If I want to only play Rakshasa, then I'll only play Rakshasa. I might not get accepted into most things sure, but I'll find people who will. I assume this is implying you get full stacks somehow on a 15-meter aoe from a perfect Reaver KD, and even then, that AoJ is going to fall extremely fast simply due to being a melee with no shield. It just doesn't work, and it's not practical. There's a reason it isn't played, and that isn't just because people are sheep. Again, I've done just fine on mine. Top capped many crystals, and will continue to do so. Versus some of the top Annis/Assassins/Asuras. You're vastly underestimating the class. Goes back to point 1. If a party doesn't accept you because you only want to play one type of class, then find people that will. There are plenty of more casual players who don't nearly care as much what someone plays. The exception to this is something like Willow One-Eye who is immune to Slash/Strike, don't play something that isn't going to do any damage lol. I'm not here to have a debate with you though. I came to give my opinion on what the post was about, as well as correct a few incorrect things I saw being said, and I have.
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Phoenix wouldn't work unless you had the new 115 set and just avoided using Battle Hymn for healing. We've used it in Stygian Core, Stygian Peak and Fox Sanctuary though and it was just fine.
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Just going to throw my two cents into here as well. Is this not the same issue that M-DPS has in PvE? They aren't as efficient as a P-DPS party in most cases, but it doesn't mean you can't go M-DPS if that's what you really want to do. Once upon a time, sure. That meta is long gone though. Bard is seen occasionally, but mainly as a debuffer for M-DPS. On paper, this seems like it could work in PvP. In practice though, it isn't anywhere near what you think it is. I've tried it very recently with both the 115 and awakened hammer, and with both Dark Ninja and Hydra sets. As gear as AoJ can be. AoJ suffers from the problem of ramping damage though, just like Executioner. Both of them are looking to get stacks of their +DMG Dealt skill, and there just isn't enough time for that in PvP. Difference is, Executioner can wear a shield while doing it, and AoJ can't. If Executioner isn't viable in PvP, then AoJ certainly won't be relevant unless changed. You try to take on one person, and you won't have any success because your damage doesn't start out as great. You try to take on multiple people to stack faster, and you melt. I love AoJ as a class and wish it was in a better place, but you're giving it far too much credit in PvP (or even PvE for that matter, as we've tried it with a strike comp after the Exe/BM nerfs). Ranged classes can work yes, but not even half as good as an MDPS-focused comp. MDPS cappers aren't far behind (if at all), I've outcapped many people/guilds on GM, and see many others doing it too. And it generally feels much safer than an Assassin for example, both because of range and because it can fight players much better. How much someone uses a class is completely up to them. As you said, AE can run Palace just fine now. I typically solo mutants on either Rifleteer or DB (DB is usually faster). For most content, other classes will be better sure, but there's nothing in this game you can't clear on an MDPS if you really want to. Assassin's damage in PvE doesn't compare to like a BM or Exe for example, so I don't really think it's a problem tbh. I don't think it's a need in PvP either, as it's close enough to other cappers (like Anni) to not really be 100% above or below them. It also has the issue of not being able to fight nearly as well (mainly because of melee issues/kiting) as an Annihilator or a GM, so it has it's own flaws. The team I usually do Abyss with uses LW as a healer in some fights. 😮 It works just fine! All in all, outside of a few classes, I don't really mind the balance of them too much. I've made my suggestions in the past to try and make those classes more fun to play, but overall I think things aren't that bad. Most classes have a use somewhere for something, and if you really like a certain type of class, there's nothing stopping you from using it in just about everything the game has to offer. It's just my opinion, but I don't particularly like PvE being taken in such a competitive way, especially when most of the players are more casual and none of this really applies to them. There's no competitive aspect to PvE, no Haven of Oblivion speedrun category or anything, no reason to try to do things as fast as another party or comp.
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Another thing that I think might have been mentioned but forgotten about: Willow One-Eye has a DoT (Fire Screech) that ticks after you leave the dungeon like Esh-Baal did. Could we get that one removed once you leave in the same way?
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Looking forward to it, thanks for the response!
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A healer getting aggro on Sakuya is either because of deaths or one of your DPS are provoking during a phase where you can't deal damage to her (fox adds being up or her one-shot cast), and because damage can't be dealt to her, healers get aggro for healing. It has nothing to do with malice and -9213891298312983 malice still wouldn't fix that problem lol. I've seen so many Executioners try to Provoke because they can't hold aggro over a BM or something, when all Provoke does is reset malice and make it harder.