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Daddy

Head Support
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Everything posted by Daddy

  1. No more personal attacks or I’m locking this too. Stahp bein annoyin
  2. one time in asb my char slots moved and i was scared
  3. no glory in the process but I am working on a 2 different craft systems and a nice thing for pvp which will connect with a nice pve/pvp patch banana is working on
  4. @sufi while I do know de has high damage. It is good to point out that de is single target vs pu being multi target. I do think we need to reduce the crit rate that was given back but I need to sit on that since it would be a major nerf in mass pvp. De is pretty good in 1v1 but still kinda mech in mass. That’s one of the main issues with the class which is annoying since it’s the main tank class
  5. The point cost to do this is ridiculous. I’m the only DE with all the buffs and I literally only have 2 skill points left for attacks. CH shield is perm but SUCKS by itself. Pussycat does literally nothing by itself it’s main use is acc buff. Purge is cool but I wouldn’t waste it on myself unless it’s 1v1. Most wont get maxed purge cus it’s useless unless ur full reflect or max tank like me, the stats look cool but it’s actually not going to be used in the way you might think and also people still get smacked when I use it on them. Mothers aura kinda sucks on its own and you have to waste healing chakra to use it well, otherwise you take full damage the whole time. The only thing that keeps a defender up is iron skin and freyja together and not everyone maxes chakra shield and not everyone even max iron skin. Max chakra shield isn’t really worth it unless your max tank. People usually put the 4 points needed to move on.
  6. jus the small christmas daily and the box was posted here
  7. Lol yes sorry I forget which was changed it’s a lot of stuff to remember
  8. SE: alot of the changes could make se too op or too weak so ill jus write it out. SE is really good right now too and was hard to alter. 1) Extinction event. its alerady particle isnt it o .o 2) I have seen multiple ses drop slows for particle or mix slows with particle and have been really well. particle is really stronk and blends well with eva SE. 3) SE can actually be pretty strong altho they aren't meant to be like amazing. But there are builds where you can have BS dps. 4) Particle is now 20m. atomic kinda hesitant to increase to 20m as it causes se to have to go into range of both WH pull rather than making WH always at 20m away from SE making them impossible to reach. Also only1 slow is 18m. Hex is interesting being 16m which i can think about but would need others to way in on being 20m. stupefy i dont think should be 20m and kick should stay as is. other than that it is all 20m. 5) se has already received a dmg improvement. I am scared to increase it due to certain builds being ridiculously strong. 6) skiritng disaster: SE eva can actually be very high and can max at 20k with everything possible, (refering to other thing pu can max at 16k and at that has to be immobolized in firign squad in cocoon) se also could get almost 10k Crit eva making them almost impossible to beat unless against pvp atk randoms. low void is understandable as a dps class who has other forms of tanking. very rarely should a SE lose to a SW and very rarely have i seen them lose. 7) exhaust: the weird chacc debuff i understand and not sure why its even there. I could see it being changed to benefit the class more 8: slows: movement speed cant be a % debuff. also changing uo the slows so they dont immobolize could be really bad nerf for the class 9) trap: we tried making it better we can look at it again. I was really hesistant to make it stronger than it is now before going live as I remember the first rendition of trap which basically just killed people on its own. 10) hex: improving damage here could be viable. once again certain SE builds are ridicuously strong and big dmg improvement could be really bad 11) eagle eye: same issue with dmg increase 12) cost of se: we all have point sinks which sucks but as we saw with first cb rendition in v118, changign some costs can easily make it so you can get everything. 13) detect/conceal: we can review it again PU 1) Eva was added for an additional way to tank as PUs were having an issue with being too squishy. PU cannot get that much compared to se or sw and is actually less than medic still. PU does not have the extra stats like other classes that would be a secondary tank like SE having EVA and Crit Eva. PU would have to choose between hp/eva/critvoid or face having really bad stats if mixing. This still makes them vunerable as a glass cannon, also we are at a stage in the game where you can afford two sets. PU is not better than SE at EVA especially with SE's particle tree. I have seen many ses use this tree to their EVA advantage and live through pretty interesting situations. 2) firing squad: added eva because it allows for additional tankiness outside of cocoon. impossible to make it so you cant get hooked unless you are have reflect which i do not want to add to punisher. Any change to crit atk or crit rate on PU has catastropic effects. I tested many values and any change just made PU suck. and vice versa, giving more makes them astronomically strong. not sure if we are fair enough along to guage the flat reduction. an increase flat of ch would be too strong especially if we are lowering it on passive. this would free up points for them making passive not really a great thing to get overall. PU already has a lot of freed points which we are now seeing consequences of. 3) offense cocoon: unfortunately increasing the size means everyone gets an increase and that could be bad. more crit rate as aoe is not a good idea. 4) Mind over body: i dont want to rework a skill so much that has been in the game since the beginning. the elements are basically the same but this would even need a name change at this point to change it to this and PU does not need to be more tankier this way since they should be glass cannon. 5) defense cocoon: i am iffy with adding more void to them then they already have and giving more void to everyone in general. especially making a wh/de/me/cb more tankier in their tank forms. 6) eva reducing would suck for sw/se/me/pu and everyones base stats 7) in plain sight: i can forsee it being op in some situations and can be removed but is also to help with the tank issues. EVA added was mainly for PVE when you fail with dropping all mobs and I would like for that to stay. 8: changing any stuns would really, also most mech types were supposed to go to plasma for QOL for most players since pu mech damage is just ridiculous especially on wildfire. The new debuffs on mighty impact is more of a incentive to use the tree but not really intended for you to max everything, which is possible in some builds. 9) wildfire is pretty op as gravity and was changed to plasma to help reduce some damage output. DE 1) quicklime/mech: idk why i keep forgetting butit was orignally intended to be 20m and it just got lost. 2) mech is being looked at for future 3) Purge: was way too low before and had to increase it to where it is now. I will see how much more it could go down but I don't really see it coming down that much especially with new skill. also a single target is very nice to have and would be a bad nerf for defender's survival and effort to help the team out 4) Luminescent Targe: skill is pretty nice and really helps with pull defense blends well with mother's aura 5) Mother's aura will be really great with enw skill. Cannot change the way refelect works. healing and targe need to be used with this skill be great 6) Gash: was supposed to be a longer CD and will be. 9 sec is too short and does not allign with other immobolizes in the game SW 1) acc/chacc is most liekly this high to counter other SWs. I would need to do a complete rework on acc/chacc if i were to lower their eva/cheva and their acc/chacc which isn't ideal. wh 1) HSII is supposed to be 3 targets not sure why it went to 2. 2) etenral sufferign as aoe could be bad but definately helpful to the class especialyl with having to reduce the dots 3) shields: the buffs had to be extended as before they almost never had a gap. giving wh an unlim buff as well would need a rework in a way that could buff wh way too op which can also have good dps now at the same time, especially if you are ghost with eternal suffering me 1) medic was done this way due to missing stats but wanting to keep it skill wise as just giving these stats flat out would 1) make the class too easy 2) make the class too op 3) make the class boring 2) buffs used to be super expensive and useless to the medic herself. Choosing a buff made you super squishy in almost every area since the buff did not benefit you in any way and barely even helped the team. 3) detect: it was supposed to be self buff but it just sucks solo and there is no incentive to get it. it will have to remain at 2 people for now. 4) shift will not change it is a really good skill and goes very far and it is pretty balanced in its spot now 5) acc buff removal would need acomplete acc/chacc rework. this buff is also the best defensive buff (even tho is offense) for a medic and I cannot remove that or every medic would quit the game lol 6) hp passive: this was designed to alleviate some huge damage coming from some moves and improve QOL in those areas 7) atk buff: those values are super small and would be useless to medic and everyone cb 1) unfortunatey tinker with this class really changes how the point sink was made and creates an unlimited skill point build 2) cb is jack of all trades by design and no matter what it really ends up staying that way 3) i remember the lore stating that the male body could not handle the radiation and powers the arkana had until CB came around fixing through gear would just make this game pretty boring as the stats are not that bad and increasing them would just make everyone the same and making sub par skills that dont really need to even require player skill to use. I reviewed all of the class and it really wasn't necessary other than maybe adjusting medic overall but that would just make the class still boring I would also like to stop adjusting skills but the game just errors itself out or some different issue I cant tell arises. there are a multitude of other projects the game needs and I would like to complete lol
  9. they are migrating leav them alone
  10. They are in shop now 😆
  11. Yeh liveplex never created rare 30 lol
  12. We are working something out currently for winter. It won’t be super big as we have a content patch we are releasing soonish instead
  13. yeh ancient drop rate wasnt supposed to be so high but o well theres an upcomming patch for a lot of cool stuff that we can hopefuly address other things being too rare tho or non skill imbalances
  14. Yeh it’s something we started talking about since we’ve seen some bad changes due to more people having ancient jewels lol.
  15. honestly takes prob 15 days or so ive done it like 5-6 times now and thats my rough estimate since I miss or run out of hacks or pet food lol. I just use glass of love (lasts 3 hours) and a pet boost chip.
  16. What’s also funny is SW is a soft counter to SW so good luck with that.
  17. Well you only need goddess earring and neck for cheva. Also cheva is low right now on accident for medic. Also they could go ghost for the same cheva but get chacc for additional support as full tank is just bad and medic doesn’t really need more resist overall. Cheva is worst combo against sw tho lol. if Annie is using eta that gear is like 1 hit if they hit you they whatever ur eva/cheva is
  18. that was like the most op medic cap lol. i had 3 buffs maxed build and a dps build as well that i could beat every class in a 1v1
  19. SW has indicators they are using skills, you have multiple skills to prepare you for that action that will happen once you hear it go off. We also have teh ability to cleanse a disable off if you time it right and a sw does something wrong. I think you just need more time dueling againts sws to learn your survivability and how to counter. Also show your skill build and maybe even your gear so I can see where you are coming from.
  20. medic is really gud right now unless ur using hp which is dum since HP has always been meh on medic. I can tank a certain way which is what goddessand is probably talkin about (altho thats getting nerfd cus it feels 2 op), also SW has almost always been good against medic except like 44 cap. ghost medic also has the highest CHACC out of every class rn or close so you could even go an atomic/plasma route to just kill them urself lol. i really doubt u tanked beforehand because I couldn't tank anyone with max gear and u seem to have less gear than most medics.
  21. My med had been 1-3 hit by almost every pu lol. My de used to melt to a few specific pus as well. Definitely saw it happening a lot. It was honestly one of the major reasons we lost all medics including myself at the beginning of 65 cap.
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