

SmolShibe
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Everything posted by SmolShibe
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but just for those 2 items, they arldy are...?
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2. has always been there 3. is copy pasta yes Every other matter is just...weird, like the certs discussion a few months before, some certs are literally never used, it wud take way too much time to overhaul every non-sensical design choice made by XLegend. Not to mention the numerous text bugs thanks to lazy useless Aeria translation staff (ex. Summoning Sroll 75 Gold Item name does NOT match). Doudou said hes dying inside every time he sees the wrong text, theres just no end to the bullcrap happening. That being said, I do beg for an overhaul of the current KPs/certs, so many of them are just not useful.
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Actually u do have the right to get mad at me for saying stuff like that, so props to you for not showing it. As for another, very simple idea I just thought about. Is to give a large portion of the require coins, RIGHT at the start of the Anniversary quest. For example, if 30 coins are required for an Anniversary cosmetic reward, which all happen to be NT, and mostly do NOT affect the market, then slap on a 20 coins reward, and make it once per account, not just level 100-105. It incentivizes people to actually go do the event, since "its only 10 coins left". The lucky ones will finish it quick and try to get another reward, the ppl who r not so lucky...well hopefully they at least get the 10th coin on the literal last day of the event, making them participate the entire duration.
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I wud like to see more of these GoP/HoO/Abyss style single completion quests, instead of the daily quests that arguably serve no function whatsoever. The thing about these daily quests, is that their rates are so bad (as agreed upon by the majority of the community), that its almost the same as sitting in Aven all day long and only doing Event boss instead.
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The Quests this year are a whopping 5 runs for each daily dungeon, for 1 daily GREEN box, which most likely gives nothing, while the 100T/110T daily is more forgiving. 35 Nagas no coins, barely any anniversary foods, tons of fireworks and a few 4T pots. I will no longer harcore participate in this kind of event, and many in the community feel this way as well. The only reason some ppl log on is to check out "what's new", and most simply disappear after finding out about this years system. If the anniversary boss and quests were removed, I doubt most ppl wud even care or notice, the ones that bother to stay online are here to chat and roll Diamond Altar. And the last thing that absolutely irks me. Why is the Vendetta upgrade stone, an item that's "only 2k AP", a very underwhelming reward for 40 coins, put into the main quest of the anniversary, while the other boxes cost merely 30 and give items that easily go up to double the worth of the Upgrade Stone?
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So do they apply on all stance changes, ex. does Fire Hydra buff apply to Nature/Ice/Thunder Hydra? Im assuming no, but I prefer having a concrete answer, plz and ty.
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Oh sorry, I meant that if you had 2m dmg at say, 100% dmg dealt, with Magnus/Sadness procs I see 4m somehow, when it shudve been 3m. Theres just seems to be some spaghetti coding left behind by XLegend that makes different procs do Y things, despite saying X.
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Oh it has no practical use, its just whenever I get the Def +10% buff from PoD, I always wonder what the hp/def scaling wud be, since def got +10% yet HP increased by only a few hundred, was pure curiousity. So Magnus/Sadness just get final priority in that they get calculated last? Ive noticed even on classes that stack high numbers of dmg dealt, the Magnus still makes it 2x somehow...(Axe exe 4T), even tho dmg dealt stat is supposed to be additive. Did XLeg just screw up the coding and basically made it do an extra 100% tru dmg, or I just misread the numbers?
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A. Does Asura holy skill "Suppressing Slam" work effectively, pushing 300% Pcrit dmg to 320% Pcrit? B. How does Hp/Def scaling work? is it based off ur base Hp without class bonus/gear? or is it calculated completely differently? C. Why does the Cerberus 98 Neck, -50% matk passive not apply to ALL matk bonus? D. BM Thounsand-Cranes "100% bonus dmg" and Kanabo "100% dmg dealt" combos, wats the difference here? or there is none and only text is different? is it indeed different, the Thousand Cranes changes every atk efficiency like Sadness/Magnus? E. Why are the BK Sword skill descriptions listed on the Mark skills, where as the Sword skills dont list the Empowered basic atk passive, why not just put the Empowered basic atk descriptions on the sword skills themselves and just remove the Sword skill descriptions from the Mark skills? (oh dear lord, look at the length of this thing...) http://prnt.sc/1bhqsp6 F. This one shud honestly get another thread but...how does the "Dmg Dealt/Taken/Reduc" actually work? is it...100% base effect, then you add numbers? is it stacked additively like res interctions, or multiplicatively?
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things that we would want implemented but would break the game
SmolShibe replied to warbeast667's topic in General Discussion
Ah, I forgot about that part, too used to geared healers not dying pretty much anywhere. Altho, I am quite confused why the char tooltip alrdy says "u can only parry with 2h, and block with a shield", but the certs just have to say it again XD On that note tho...it cud be entirely possible to simply change one of the less used blu certs to a flat block 5% like the yellow one, instead of changing a million lines of code just to give new effects. -
things that we would want implemented but would break the game
SmolShibe replied to warbeast667's topic in General Discussion
TLDR: I wanna change a lot of certs, (yes ofc im serious, I cant catch a joke if u stuffed it into my face), most of them are probably terrible ideas, tho I do provide some of the reasoning if u r willing to read it, otherwise, they are in BOLD text. So for starters, Healers are way too powerful in group fights but if we nerf their healing in PvP maps (by like 15%?) they just die faster, which is unfair. Instead, they shud get compensated by having one of the Blu Certs reworked to also give a "when attacked 4% to debuff offense" cert, such as swapping out the Int 25% cert, to perhaps, 4% attacked lowers PvP dmg dealt by 5%, or just a copy of the other 2 buffs. Then ye, MP max +10% shud be changed to Gheal, and the MP cost -5% shud give "when block triggers, 10% to gain dmg reduction by 10%" In general tho, just want healers to be tanky enuf to survive which is expected of them, without being cancers that make group fights stall into oblivion. Also, the Yellow Stun cert is kind of...oof. You wud mainly have 4x yellow on Shielder, maybe the occasional Pala and maybe some PvE DT, but either the classes that use it alrdy have a stun, or the ppl who use DT for actually 4 yellow but cant land any Hellfire, cuz full tank usually has a bit of tradeoff of accuracy, which is kind of a fair exchange but tbh tanks just arent that strong for either PvE or PvP, so maybe swap the stun to Acc +10%? (I usually recommend new player DTs to go full tank in 110T for some WB because even the healer gets one shot, yes WB are not meant to do oneshots unless someone is playing wrong, but going full tank DT has saved me and certain WB fights countless times in the past, and its just safer and less frustrating for new players) And lastly...does any1 actually use the def/parry/block certs? I cant find any legitimate use for them... Like, def helps reduce a boss's basic atks against u, but only if it crits., cuz ur alrdy cap 55% as pdps PvE meta. In PvE, ur kind of supposed to go full dmg certs anyway? and in PvP with so much phys shred around, if I needed physical defense I wud probably just take phys res +5% certs, and thats a big "IF". Meanwhile, theres so much Parry/Block in the game, I dont see a good use for Parry/Block certs. Yellow Def >>>> hp 10% Yellow Parry >>>> crit rate 10% Yellow Block >>>> Wis 15% Orange Def >>>> ele res 5% Orange Parry >>>> acc 10% If you read to the end, then thank you so much, im sure most of these will sound absolutely terrible to you, and if you would like to provide a different perspective, plz feel free to explain, maybe one of these certs I dislike just doesnt fit my playstyle and is perhaps widely used by others, I would like to know, it may enrich my gameplay. -
things that we would want implemented but would break the game
SmolShibe replied to warbeast667's topic in General Discussion
Dio, I have the Atk Speed formula given to us peer by Soul, 100% - ( 0.5 / Weapon Atk Spd) = X %, X is cap the weapon can fully exploit. For example, Guns have 2.0 Atk Speed in their description, meaning the math here is 100% - ( 0.5 / 2 ) = 100% - ( 1/4 ) = 75%, hence the max effective Atk Speed of a gun wud be at 75% Atk Speed, which is really ez to reach. -
Theres nothing stopping the other group from using it as well tho, and the only advantage Disarm has in 1v1 is to discourage an opponent from capping, which u can do by simply picking a catcher/healer to prevent dmg to the crystal. Why is this Disarm topic only brought up, now that every mdps in TW is just AE? This is not a coincidence, and Im not happy to see it.
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Lets look at the different debuffs/ccs... Stun: stops ppl from moving, atking, casting, reduces Eva to 0, prevents use of items Fear: same as above KD: same as above Sleep: same as above Wormming: same as above KU: same as above Immobilize: stops ppl from moving, reduces Eva to 0 Silence: stops ppl from casting slow: slightly stops ppl from moving doesnt really do much p/gheal debuffs: stops heals from being as powerful they exist? oh, on niche, meme, or shit classes block/parry/res/def debuffs: lowers defenses Disarm: stops ppl from (effectively) atking, does NOT stop ppl from moving/running, does not stop ppl from casting, does NOT reduce eva to 0, does not reduce any defense. Disarm is one of the few "its fine" things in PvP thats actually fine, it should be left alone.
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At the end of the day, guilds die and revive almost on a weekly/monthly basis, based on extremely random factors such as an old player logging back on for a while, drama, and many more. Even if Jordan did do the set up...I just dont know how long it will last.
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I must say...your voice was not deep like CorpseHusband as I imagined. My disappointment is immeasurable and my day is ruined.
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ye, cant help u with that, a Favorite function wud be really nice tbh. but thats up to Jordan if its even doable at all.
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well, there is an "Archive Save" button, so you can keep an archivable item in ur bag that doesnt just go back in when u press "Archive All"
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I mean, even without guitar, u can just smoke bomb urself and then swap-to/use a class with instant regen, such as Assasin, DB, Reaver, Conju, AE, GM, Rifle, both DS, DT, all healing classes, thats like... half the awkn classes really. The regen will be there, item or not, its the disengage thats the core of the strat. Whether the disengage is to be touched is a different matter.
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kekw http://prnt.sc/15bnw1g
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There are so many issues when balancing PvP as a whole tbh. If we nerf hit and run, then cc becomes too strong, if we nerf cc, healing becomes too strong, if we nerf healing, hit and run becomes strong since ppl ill resort to guitar and healers become unplayable in PvP. And thats not even counting the intricacies of which classes need to have dmg in PvP to be viable and which ones dont need high dmg at all (Conju/Reaver are too strong as catchers, and yes, I abuse Reaver as well). Currently movespeed cheesing strat makes solo PvP annoying but does nothing to groups, I think thats the main issue here. Can we focus on the particular facet that solo PvPing just sucks right now, because literally everyone on this thread is almost a solo PvPer, and all the issues being argued I think stems from the fact that solo PvP is just not feeling particularly rewarding?
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Thats why I proposed a movespeed cap instead of other changes, it directly nerfs trash capping AND this cavalry archer tactic. Having less movespeed also means Melee classes get to be played more, becuz right now they inherently need high burst/cap dmg just to usable, since their atks almost never connect due to how melee basic atks work with ping, lag, ppl moving an inch away etc.
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I agree with the pod buffs as well. There's been recent phenomemon of ppl just using conju, going full movespeed set up, and then just cheesing/disengaging. Im not against guerilla warfare as that is my main playstyle in TW, but ppl dont use conju in teamfights to cc as much as using it as a 1v1 ambush cheese class, which is a tad bit unhealthy in my opinion, because that offers little counterplay aside from grabbing a healer, or it just forces u to also play conju, which turns it into a League of Pick/Ban situation, except here we cant ban. I think both conju CC and the cap movespeed in TW need to be nerfed to something more reasonable, like losing 0.5 seconds and dropping cap speed to 185%. Healing is also a bit oppressive tbh, even tho healers lack agency, ppl just squad up with an army of healers, it just makes group fights tedious, stat checky, and repetitive.