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Honor

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Posts posted by Honor

  1. Well after the new "antibotsystem" the auto pick should be a good idea.

    Rather, I would propose to enable it only in the maps of Act 6.
    Since there is still the risk of some pg bot intromission, the best choice is to enable it for people who have decent equipment to be able to farm from those monsters.

  2. Overall defence is very good for mages and swordman

    S-HP is kinda useless for everyone but if you find a very good armor with very good pvp effects you can use that.

    Reduce all malus% is very usefull for mages and sometimes for archers

    Increase res is usefull for mass pvp like 10vs10, riot into arena or frozen crownAct4

     

  3. 16 minutes ago, InoriSan said:

    if GM's will decrease prices of shining blue souls then we will earn less money from exp on a6.1 therefore I think that they should also decrease price of full hp pots from 35k to 30k.

    On this I agree.

    16 minutes ago, InoriSan said:

    Also I dont agree with idea of non trade policy before 83 lvl. It's just stupid because lvl never should be a requirement of trade and if it is really needed then they should atleast decrease that lvl to 55.

    This thing was created to fight those who buy gold for real money. It's definitely a boring thing for some secondary players, but it's useful for fighting these illegal exchanges.

    16 minutes ago, InoriSan said:

     Next suggestion is opposition to idea of decrease ingame gold economy by 20%. It is just aggainst rules if gms will destroy our hard work just because they didnt program server good enough to protect it before exploits. Why we have to pay for their mistakes? As IT specialist I can say that it's not professional to make people lose because of somebodys mistakes. That's all from me, thanks for reading and tell me what u think about this ideas. Cheers!

    I played a couple of games and noticed this problem many times.
    When a bug happened some players were punished for exploiting, even if the bug was caused by the programmers.
    Other games simply fixed the bug and only punished those who took too much advantage of it.

    In any case you are right to say that this reduction in gold will favor some and disadvantage others.
    I read what Bash said about changes to gold and to players suspected of using bugs.
    I am sure that this thing will go to favor those who had huge sums in the banks or in the invenctory\alts pg.
    Maybe I'm wrong but in any case punishing everyone for an error made by some is certainly wrong, it is better to punish only the responsible or not to punish anyone (because in any case the problem is caused by those who program the game and has left these gleams of hacking ).
    In any case, I respect all the work Bash and his team have done.

  4. As for the Red mage agree with the changes you have proposed.

     

    As for the Holy, There is not much to say.
    Either you make this sp directly from PvP or you change it a little to increase the support it offers in raids.

     

    For the blue magician I find myself once again in agreement with what you have proposed.
    The balance between the various stuns and the new magician shield seems to me excellent.
    Only note on Blizzard's stun.
    -Reducing it from 80 to 50 seems excessive, I would propose a 65%.

     

    As for the DG, I disagree only with two thing:

    1)

    -Chance of inflicting critical hits is increased by 30% ---> 10%

    -Remove: Critical damage has increased by 50%

    -Add: Long-range attacks increases (Player Level * 2)

    -The improvement you propose is not at all fair with respect to what would be subtracted.
    The DG is based on critics and many players have bought perfect guns to make the most of the critics.

    2)

    Furthermore, with regard to the two buffs, the best thing would be to reduce the recharge time of the two skills.
    From 300 seconds--->100 seconds.


    For the volcano I would have a counterproposal on the Magma Plating skill. 

    - Increase the buff duration to 200 300 seconds
    - Defence against 5000 critical damage
    - All defense powers are increased by (player level 1)
    - Movement speed is increased by 1

     


    For the TL, in addition to the improvements you've proposed, I would have two suggestions regarding the two buffs he has.
    -Sea Bleading Increase defense level 1 -> 2
    -The possibility to avoid malus under lv 3 is 5% ----> 15%

     As for his bubble
    - Reduce damage to 30 ---> 35%
    -Heal 30% --- 25% of the damage reducing the MP
    -Defence against 7000 critical damage
    -It does not disappear due to too much damage.

     

    As far as the Seer is concerned, I agree with the modification of the Illusion skill circle, the latter should also be applied to his Time lost skill because as you have pointed out, sometimes these abilities are not applied because of a badly scripted terrain.

    As for the magician's shield, I agree to reduce the damage and maybe even the speed if the Defense against 7000 critical hits effect is applied.

    For the lighting: 80% Absorb (lv players) *10MP---> 20MP

    Time lost: Here I would propose to completely change this skill. It is almost useless and difficult to apply in a PvP.
    I would suggest turning it into a shareable buff:

    -100% possible to reduce skill recharge time by 30%
    - Decrease the speed by 2
    - Duration 50 seconds

    As for his buff and the possibility of teleporting 4 cells:
    - Possibility of teleporting 4 cells -> 6 cells

     

    For the archmage, I agree very much with your changes and I would be happy if my previous suggestion regarding the sacred mist was implemented in the balancing series: https://forum.vendettagn.com/index.php?/topic/7803-little -change-to-sacred-mist-of-the-archimage /

  5. For swordsmen the best PSPs are Hongbi Lucifer and Nelia.
    Hongbi makes you invisible and is great for ambushes.
    Lucifer is perfect against those people who fill A4 with buff without restraint.
    Nelia is great because it allows you to move an enemy near you and block it so you can skill it.
    From my experience I see more Hongbi on swordsmen, also because invisibility is useful a bit 'everywhere while lucifer only in A4.

  6. 1 hour ago, Ciri995 said:

    Jeez i just hate scout sp

    Well the answer is the global res effects up the armor.

    20+ global res as S% Green effects is perfect for frozen crown.

    This+good jewelry wih good reduce crit damage and you can survive and kill at the same time.

    Or fernon s6 but we all know that is kinda impossibile if you dont have 30kkk?

  7. I have read the suggestion twice and even now I have not understood what kind of idea you are trying to propose.
    I don't want to be rude either, but it seems to me that you have trouble making money.

    On this game you have to make money and that's it.
    Or you spend it to buy already buys and it takes you three times as long.
    Or produce the items you want on your own, taking the risk of losing money.

    The fact of not being able to interact with the market means that players cannot in any way progress in the game.
    This is because even if you somehow get to 88+1 you would have no hope of getting the C equip for expare in act 6.2.
    If this suggestion aims to create a gameplay where the aim is to create your own stuff but having incredible drop and UP buffs im totally disagree.

    This idea will not in any way give the other players the incentive to resume playing.
    We need new PvP and PvM activities to encourage players to continue.
    Unfortunately Bash is one and runs 3 games.
    It is better to focus on specific things like the famous dungeons or the AOT.

  8. 10 minutes ago, Webster said:

    +15 base damage isnt that significant, but keep in mind that you also get more hp/mp with higher energy sl.

    S%-Dmg however is way more impactful. When you reach the "endgame" your base stats will be very high, so %-Dmg will boost your damage by quite a bit. Combined with soft and/or crit you can reach absurd damage numbers.

    Based on the fact that I am a mage.
    Those 3 extra points of HP/MP and those 15 of attack represent a real increase on my final damage and the amount of MP I receive?

    Also to do a total calculation of the damage I have to do:
    Weapon damage + enahnced damage +%UPweapon + S% Damage + S% Damage PVP(+my normal damage without weapon).

    Example:
    Type 700 + 98 + 200% + 19 + 21% = 2713 as total damage.

    Is this the calculation I have to do or is it different?

  9. Hi guys i have a "simple" question about the sp points with normal sp(SP+15) point and SL.

    If i have:

    One sp with 100 damage and 82 energy

    And one with 100 damage and 85 energy

    The difference is +15 damage in the sp sidebar effects.

    This +15 is very usefull? Is it essential or can it be compensated for by enhanced damage?

    Also how much is the difference between a S% damage in pvp 29% and a 42%?

     

  10. 9 minutes ago, Ciri995 said:

    The thing is that if this become a reality, people don't need to get well equiped for this kind of pvp arena

    And instead of making "eq stat based" it will become "sp stat based".. so anyone with the right sp at 100pp can gain the most advantage..

    Unfortunately i don't really know any game that have a FAIR pvp instance

    Obviously when I say that the sp returns to 21 + 0 I mean that it is also brought to 0 pp and without any point on it.
    If we really want to balance it at most it would be enough for the SP to have all the skills.
    I agree that the commitment must be rewarded but if this leads to a challenge where the strongest will always win the prizes then it doesn't make sense to exist as a challenge pvp.

     

  11. Things are two:
    1) The prizes are completely eliminated and transformed into a purely goliardic activity without rankings.


    2) As you proposed, you challenge according to the rankings (which is probably impossible given that 70% are definitely bronzed and silver and the rest is between platinum and diamond).
    Already now there are times when nobody comes and when there are enough people like you said it happens that there are extremely strong people and players with decent weapons but not suitable for high-level pvp.
    This leads weak people to not want to participate and the strongest almost always win.

    3)One thing that is missing here is the ability to make serious and not pvp based on how much money and time you spent.

    -For example you could do that once you have entered your equip and your SP are reduced to 21 + 0 and R0 + 0.

    -Or you can chose what sp you can use during the battle and the best team\random team win.
    In this way the challenges would be based solely on the skills of the players, making sure those with the skills can win.

    Because the problem is the classic: rich\powerfull people they will become stronger and richer.

  12. By removing the "Furry" side they are so beautiful.
    Going to look in other forums I discovered that it could be a sp with a double element like the Renegade(but it is not a sure news).
    In any case, if Bash decided to implement the 4th class with its modifications, there would be a small wave of novelty regarding the PvP side.

    P.S Only now known as the graphic brand is no longer of Entewell but of this GameCyber, probably because Nostale Korean closed its doors and Gameforge decided to turn to other graphic designers. In any case, the fact that they are going forward is good news.

  13. You need to decide what you prefer, PvP PvE Frozen Crown etc etc.

    Normaly the best is the shadow stone for pvp and pve but

    if you love the pvp without res down and crit you can build the stone of destruction.

    If you wanna do fernon raids build the hourglass

    • Like 1
  14. 2 hours ago, Kaizou said:

    There's multiple sweet spots to use Sacred Mist, there's also a lot more in Hells Ruins 2 than what I showed.

     

    Honestly...this is just your way to use that skill. 

    In addition to the fact that it also takes enough time to bring them close to the wall there is also the risk that they scatter in opposite directions.

    If @Bash remove the "run away" you\we can do that without bring the monsters close to the wall.

  15. 30 minutes ago, Kaizou said:

    I don't agree with this change, Run Away is actually super effective and useful if you know how to use the debuff.

    If you've used Archmage a lot in Act 6 you would've learned the Sacred Mist sweet spots in the map where you can get your entire lure to all go in 1 place, or run away your current lure into a kill corner which allows you to get mobs that wouldn't follow because of the provoke limit, and then combine those last mobs for an easy overkill.

    Especially with the fact that mobs don't attack you allowing you to finish the monsters with ease and no stuns.

    But what I do find annoying about the skill is how long you stand still while casting, this not only wastes the debuff time, but allows enemy players in PvP to easily out run you untill it finishes.

    Honestly, I didn't understand what method you use to close the monsters on the corner.

    When I use the malus the monsters that I have gathered in a single point scatter in the most ridiculous ways.

    If the malus "Run away" was taken out of the way I could continue to skill the monsters that will remain at a single point at the mercy of my 4 AOE skills.

    This suggestion, moreover, is based both on my experience and on that of all the archmages I've seen.

    None of them has ever used that skill except in the case of an absolute emergency, but in any case, even in the event of imminent death, you will have 7 seconds to escape and care without the monsters attacking you.

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