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xSuigetsuux

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Posts posted by xSuigetsuux

  1. Since facts and evidence are being requested after argumentations of you never being oneshot by a HB. Let's state the fact that you have attempted to play Mecha Ares at over 10 attempts, all of which you switched back to HB within minutes. Your only mecha gameplay was when we were not a full party, and you had SoulBreaker fighting alongside you on the sides.

    In this video you attached https://www.youtube.com/watch?v=rq053nW9lSg&ab_channel=Hasiru , you can clearly see how you were on Mecha Ares completely unable to kill a single member of our team. After that you changed to HB once again and you quickly managed to get us killed. If mecha is that strong and holy blade is not, just stick to mecha for the whole pvp. We did double mecha that day because HB is a extremely boring class and our members would rather play something else, regardless of how broken it is.

    You mentioned AE was still "broken" after first nerf, however here's a post nerf gvg of Stardust using only one AE. https://www.youtube.com/watch?v=UissFXty02E&ab_channel=xSuigetsuux You guys had two players using these two so incredibly strong classes AE and Mecha Ares in this GVG, who got 11 and 8 kills while Losque got 47. Therefore your point of AE being ridiculously strong might just be due to the fact that Losque is a stronger player.

    Here you got another gameplay you provided where you start as Mecha Ares, fight half a party in mid. Then you change to HB once again. There are inconsistencies in your arguments, you mentioned Fire AE with two mecha ares is the current overpowered meta, yet you had Fire AE + 3 Mechas and still changed to HB. Guess who got the top kills despite competing against the "current meta". https://www.youtube.com/watch?v=DNMdBYmgExA&t=2s&ab_channel=Alxs

    You also mentioned you never get killed by HB and this is all exaggerations yet still only play HB and switch back to it when you started the pvp with a different class. Perhaps a solution is not to play the class with almost half damage taken reduction. I have two clips of you in a different class, they're all I could find with you not on HB over months of pvp. https://www.youtube.com/watch?v=tOtw8Hx8spY&ab_channel=xSuigetsuux  In the first clip you can see how your party gets erased in about three seconds of hitting. Second clip is me not even going below >85% hp while your party is focusing me, also not using LW ED combination (which your party did have). You get kited since I do not even need to stop moving like AE to hit you and you get instantly removed from action in around two seconds of gameplay. I slowed down the hitting part so you can see clearly it was all me (I didn't even have Disillusionment, but I don't need it, base build with no procs is enough).

    19 hours ago, xSuigetsuux said:

     I'll be happy to provide multiple oneshots of actual pvp gameplay if they are requested as they are easy to get.

     

    Like I said, many more clips can be provided if they are requested once again, we have over 7 months of pvp footage about HB from different points of view, not one single player.

    • Confused 1
  2. I do understand your aim in nerfing LW ED is a means to consequently removing HB and Mecha power. However the core issue remaining is HB. I can think of 5 different setups without LW ED that will make mecha stronger than having these two classes by a large margin. We simply cannot use these setups because HB would oneshot every single one of us. Independently of how good of a combination LW ED might be for utility, the real problem is that we need them not for damage (they do add damage, but it's not why they must be used), rather for its survivability against HB constantly farming you even at 70 res plus damage reduction from Maul trophy, guitar buff, adju's insight, etc.
     

    19 minutes ago, Locsta said:

    These 30% DMG Taken are the reason why the class is such hard to kill now.

     

     

    And yes, the class that oneshots you having a permanent 30% dmg taken reduction buff is game breaking. Until HB gets modified to be at the same level as Mecha or AE, LW ED will be needed in order to stand a chance at a "fair" fight, in which you might get oneshotted at any moment by a class that receives almost half the dmg others do and does not need any active buff that can be removed to prevent that.

  3. Hello,

    Addressing classes individually:

    • Mecha seems fine, it is the same class we had during AE era, in the past AE was stronger, therefore there was no point in using it. The class seems stronger now because AE is unplayable as main dps and we added LW ED combo which boosts its damage while in the past we would simply add more AEs (main reason it was fun and everybody wanted to enjoy the pvp playing it). But realising the tankiness they provide, similar to now against HB, we could've surely benefitted from the combo when we were 2 AEs facing Garden's 8 AEs. Overall Mecha Ares is not overpowered, mainly because of how easy it is to remove its buffs and armor which causes the class to be weak until you get the next chance to acquire your Bulwark once again.
    • AE is not usable on lightning but other stances do damage, changes should be focused on Lightning Stance rather than Magic Burst, we probably still wouldn't use since it was triple hit before and only Losque was using it to be honest, the first nerf was enough to make the server go from 25 AE players to one. However if you are truly seeking for variety there are some changes that could bring both Nature and Ice stance to pvp, rendering Lightning Stance for PVE as it was stated to be the focus on its rework patch, and the other stances for PVP. Even though I also was AE main and miss playing the class, I definitely enjoy having different metas across time, instead of just playing the same class forever, accordingly having Lightning Stance for a pve environment and we use the others in pvp can be a good idea. Although some slight modifications are needed in Nature and Ice departments for this to succesfully happen. Last reminder that as you mentioned we only focus on holy / fire resistances, consequently forcing players to care about two new types of resistances.
    • Holy Blade's controversial aspect is that you can make a party with only one main dps and you will still wipe. In the past if you ran more healers you simply would lack dps output. Which is not really an issue now since the class can oneshot targets without any swaps required, base build. I don't really understand why a main dps class has -30% dmg taken basically always, he's almost a BK in pve. I also don't see why GM was nerfed when it was already weaker per hit than HB, and HB does 3 hits per jump while GM does only 1. Holy Blade magical dmg augmentation on jump is simply too high, plus the base matk is way higher on HB than AE or any other class. I provide a clip of randomly oneshotting a GK at 70 holy res in Sakura Island, not even LW ED enhanced and fully gear procced which is usual pvp scenario. I'll be happy to provide multiple oneshots of actual pvp gameplay if they are requested as they are easy to get.

    https://www.youtube.com/watch?v=yMZWjY1RhFM&ab_channel=xSuigetsuux

    There are two solutions to solving this constant oneshots, remove double hit from skills or bring down Magical Damage to 150% (which still will be stronger than GM and can hit 3 times). Regarding the -30% dmg taken it should definitely be removed. If you think this is not a neccessary change, then imagine adding perma 30% dmg taken to Mecha or AE, whether it's unthinkable for those 2, also should be for this one. No class should be able to oneshot and be the tankiest in the setup.
     

    • LW and ED combo were unused during AE times since everyone was using AE inside and outsides main parties.
      On 8/8/2023 at 1:33 PM, Locsta said:

       

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      As the person making this party, I can guarantee the only reason we run LW ED is not to get oneshotted by HB, if the class was at the same level as others, we would never use these 2 classes. They are simply there to provide -dmg taken, hp buffs and resistances and be able to even play the game without getting oneshotted every five seconds, which happened every single time we did not run them. Having 5 healers and still having a class able to oneshot somebody does surely contribute to a boring and dull pvp experience. Many players wish to play dps classes but they do not fit inside a party because of the requirement of healers needed. Half the party is there just to keep us alive. As "broken" as AE meta was, there was only 3 healers in party. Makes you wonder if this HB meta is not really stronger.

  4. People walking away in pvp is not really an issue. If you're attacking then you can cap the crystal, and if you are defending then you succeded. Additionally lower move speed cap would make it real hard to react to cap and run strategies, which already was a problem in the past where guilds avoided pvp and treated pvp maps as pve.

    I also do not see why we should aim to become "vulnerable", sounds like you're looking for a lower cap meta where one side is completely wiped every fight. With the classes we are forced to use this is not happening anymore. The only way to survive hb oneshots even at 70 resistances is 4/5 healers, leaving smaller room to aoe wiper classes.

    I'm not gonna comment about pve since Cassie let it clear enough. There are other more relevant issues to fix regarding pvp than move speed.

  5. Hello, very interesting post overall Losque, these are my thoughts.

    1. Personally find this very interesting, myself have spent copious amount of time trying to test anything and it's simply not possible. Every single build hits the same based of rng basically. You simply end up in multihit builds on every single class. We don't even have builds for each class at this point, just stack multihits because rng is too random.

    2. Agreed, should you play on laptop and halfkins use poisonous powder, they simply are invisible. Only people abusing it would disagree, this has been an issue over the years. Especially when playing single target classes like Conjurer, it's pretty much spam Tab until you get lucky with the target or walk melee into them which is not a smart move.

    14 minutes ago, Jordan said:

    Smoke bomb's are a different issue since I think they're slightly better balanced since x4 dmg when hit but still probebly better without them idk?

    The dmg on hit augmentation is not really a thing on permanent 200% move speed, targets simply reposition 200m away from you while you can do nothing about it. Let alone if your class does not have aoe.

     

    3. Any not correctly working CC should be fixed, agreed on both. Getting mundane'd for 18s does not contribute to a healthy pvp.

    4. While I don't entirely agree with its removal, CC certs going through immunities does not make much sense. For example, stun cert going through BP Holy Skill. Removes the purpose of the class to be fair.

    5. Pod could be nerfed since we got plenty of stats, however stat values requirements should consider pve stats as well. I think such changes may cause players to pve with <50% crit rate on some classes. Which is not great considering 90% of playerbase if pve only.

    6. Doesn't really affect pvp in my opinion since everyone uses it, not a specific weapon bug like pike.

     

    7. I agree on dmg reduction nerfing, sitting for 12mins at one crystal makes you not wanna log back to pvp cos it's insanely boring. However they need to be pvp exclusive, nothing affecting pve like I said before. Therefore certs or pet prays to put an example shouldn't be where to apply these changes. Furthermore I'd add some sets / weapons balancing before any of this, Dark Ninja gives 15% patk 5% dmg dealt, while Revelation gives 25% matk 15% dmg dealt; or Sickleshot having 10% triple hit, while Staff gives procs no class truly benefits from.

  6. That does make sense. Perhaps making weapons NT will force them to still do the dungeon for blueprints and materials instead of buying their way through the conten. The issue addressed is unlike previous contents, once you're finished with gear there's not a reason to continue going, which will make new players have a much harder time finding party members.

    I also think Infecctado did not get the point, it doesn't mater it takes 1h for geared players, because we will not go. Likewise suggesting tradeable exp shows lacks of understanding about the new dungeons. Since there is absolutely no problem with exp to level up weapons at all. Dungeons give more than enough, and in the unlikely event that you craft one more weapon compared to normal players pace, you can just farm 0/10 dungeons which give a very generous guaranteed amount of exp, while essences are completely random.

    • Like 1
  7. Hello, I wasn't gonna make a suggestion regarding the recent Angelic Temple / Demonic Fortress content, but seeing the new Patch v111 I think it might be good.

    In previous pve patches such as hoo or abyss, once a player finished acquiring the gear, doing runs was still beneficial since you could help guildmates by giving essences or just selling them for gold. However in AT / DF they are not tradeable. You may trade weapons but that's not where the problem lies, I have way more weapons crafted than I can upgrade. Therefore running the dungeons for weapons doesn't help in any regard.

    As I'm sure staff knows, there was a drop of pvp players around 2 months ago when some guilds stopped attending pvps. Along with the new players coming thanks to Patch v111 (I have already seen a few and it's first day), these pvp players are also coming back for the new weapons. Players who we've always been up to date in content have helped newcomer / returning ones to gear up, since it was double benefit by either giving them what they needed, or getting drops we could profit from.

    For those reasons, I think making essences tradeable could be one interesting option so these players don't have to grind this much without help from already geared players, or making geared players help and being a waste of time for them. The idea of adding a daily quest was suggested somewhere along the way but I feel it still won't provide a solution for geared players since they would go for nothing.

    Even more since drops are not really that common, considering that many players have gone up to 5 days with no drops of any type of essence. Personally been doing three characters a day since the dungeons got released and I'm still in the process of gearing. Therefore I pressume new players with barely one character being able to run will sure take their time.

    Thanks for your time

  8. Hey there, hope you all having a good day, sharing my thoughts about the new patch

    Regarding the new battle map Demonic Valley, I would say DSR still remains as best. Resources required for potion enhancing in DV are too heavy in comparison for the minimal upgrade it provides. We also don't obtain MP Potions as drop so overall DSR wins.

    •About the new trophies: They are really good if you starting, you won't dps as high as with CC, but you surely can do it. Highlight the 20% speed one.

    Event with costumes, furniture and pvp consumables would have been good, I know players that were expecting it as well. However there's still New Year's event to be seen.

    Weapons are strange since we got lv130 cap, weapons are lv120, and you roll them in lv110 content. Personally feels like we could've just had them at cap 120, there is no +120 content related to them. Arcane box re-rolling for 120% feels low so I'd say we will use 115 weapons since they grant teamwork buffs. However they are a good option for new players, I'd recommend using them if you are new one hundred percent.

    New racials are good, zumi is best in my opinion. Human and halfkin are minor upgrades but lv8 gems were already seriously good so I'd say it's pretty fair. Same with partial enchants lv9 when we get them, lv8 are already huge compared to lv7 so it's understandable the changes are not huge. Frogs in the same lane. Zumi ones are very nice.

     

    •Finally regarding pvp as a player that has attended every pvp of the previous 2 years, I can affirm we have lost many pvp players due to the preparation required for pvps. If you amount the gold it takes the approximate 20 potion types used, twist of fate, and the time for pod + events, it's considerable. Since a pod immobile spot like Classic, or pod dgn as seen in other servers is not possible in VGN Awaken, consider slightly boosting at least Death Mountains mobs. Honestly, Fallmyst was seriously slow compared to the other servers, many players could attend VGN after Angels or Infinity TW but simply didn't because podding takes too long. If you wish to change anything about pvp, please let it be this.

    Excited to see the pvp changes you mentioned above, GA is VGN exclusive and it's my favourite pvp map so looking forward to them as well as the new bear racials, good work. Thanks.

    • Like 1
  9. Hey, since weekends pvp is dead most of the times, I thought that implementing given pod as in nctw might be a good idea. Example of sundays having to pod 5 times a day, 3 tws, 1 gvg (usually 1 round is vs alt guild so no pod needed) and 1 ga makes people just skip tws frankly.  Me personally I skip them a lot of times even tho I'd enjoy them cos I spend more time podding than playing the game otherwise. If you are pvp exclusive you can save buffs by logging off but feels not a smart move since you are basically encouraging players to log off the game and not pve either.

     

    If it was given as in nctw where you literally just have to click join that might help to give life to weekends tws instead of having to pm people if they are gonna assist or not.

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