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Posts
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Posts posted by Kaizou
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37 minutes ago, Kailash said:
No, this effect only works against enemies with elements of darkness. You can do tests if you want, use a sandbox of lemento water, fire or light and you will see that the effect will never come out, then use one of darkness and you will see that it will come out easily.
The AV, Crusader and holy have that same effect and only work against enemies of element darkness.
Ah I see, thought it just wasn't appearing cause its chance was low.
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New IC is nice but the rewards need to be greatly increased to make participating worth it.
Attack pots are already 100k each, they certainly don't need to get any higher because of the shortage from IC.
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To be honest I feel like the new IC is a bit of a problem because I've always seen IC as a way to get your 'start' when it comes to gold, maybe you've literally hit 0 and now need a start up before you can afford the other necessary items like potions & tarots to do raids again, or maybe you've just joined NosTale with no fundamentals on earning gold.
You may counter argue with other raids such as Ibrahim/SP5&6, but if you have no proper equipment, level & potions to raid in the first place then most probably wont add you, and I certainly would rather not take my chances having to wait for someone to randomly host a Mother Cuby or something just to start earning gold.
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On 5/7/2019 at 9:03 PM, Kailash said:
Red Magician
Skill 3: Mana Transfusion Change name Skill ---> Mana Shield
Original:
Change:
Add: Movement speed is increased by 2.
Add: Defence power increased in PvP 10%.
Skill 4: Firestorm
Original:
Target: Around Enemy in 2 cell --> 4 cell
Skill 6: Fire Blessing
Original:
Change:
Add: Magical attack is increased by 198(Player Level*2)
The mana shield changes are nice, although +1 speed should be enough.
Firestorm really just needs a debuff, this skill is very impractical and useless, so more cell and maybe a 30% chance of having a blackout.
Fire Wall could reduce movement speed.
Rather than Fire Blessing recieving more magic damage, it should be on Mana Transfusion so that the RM only recieves it.
On 5/7/2019 at 9:03 PM, Kailash said:Holy Mage
Skill 1: Healing
Original:
Change:
Attack Range: Itself or 6 cell ---> Itself or 11 cell.
Skill 2: Holy Light
Original:
QuoteThere is a 10% chance of causing Magic Light, pnly enemy dark ---> Magic light is effective against the enemies of any element.
Skill 3: Mana Shield
Original:
Cool Time: 180.0 seconds ----> 60.0 seconds.
Skill 4: Heaven Song.
Original:
Change:
Cool time : 20.0 seconds ------> 10.0 seconds
Add: If you attack the enemy, the debuff will go. (Same as the debuff Tider Lord)
Remove: Changes to non-preferred attack.
Add: Movement speed is decresed by 3.
Skill 5: Cure All
Original:
Change:
Target : Around Friends in 3 cell -----> 5 cell
Skill 6: Under Purge
Original:
Cool time: 70.0 seconds -----> 15.0 seconds.
Skill 10: holy Hammer
Original:
Change:
Remove : There is a 70% chance of causing Eliminate Shadows.
Add: There is a 50% chance Serius Horror.
Magic Lights % should also be higher.
I like Heaven Song exactly the way it is, a movement speed debuff would make the skill useless when holy doesn't have the speed to outrun other classes in the first place.
Agree with under Purge since there's almost no point of it when you cant use it when you need it.
And definitely agree with Holy Hammer.
On 5/7/2019 at 9:03 PM, Kailash said:Blue Magician
Skill 4: Ice Chain
Original:
Change:
Attack Range : 6 cell ----> 14 cell
There is a 70% chance of causing Freeze ----> There is a 40% chance of causing Freeze
Skill 5: Frozen Shield
Original:
Change:
Cool time: 10.0 seconds ---> 50.0 seconds
Add: There is 100% chance of causing Mana Shield.
Mana Shield (Buff) :
4Lv Good General effect
Duration: 120 seconds
Demage is decreased by 40%
Heal 30% of inflicted demage by reducing MP.
Movement speed increased by 1..
Skill 7: Blassing of water
Original:
Change:
Target : Around Friends in 3 cell -----> 5 cell
Skill 10: Blizzard
Original:
Change:
There is a 80% chance of causing Deadly Blackout -----> There is a 50% chance of causing Deadly Blackout,
I think Ice Chain is fine the way it is, the only thing that could justify the chance being lowered is if the cd is lowered too.
Frozen Shield definitely needs a Mana Shield counterpart, although 30% damage reduction I believe would be fine, keep the 2 seconds of 50% freeze effect, and make the shield last for around 70 seconds.
I'll agree with Blizzard if the cd gets reduced.
But overall BM really needs a debuff that reduces magic defence or at least 1 method of ressistance reduce.
On 5/7/2019 at 9:03 PM, Kailash said:Dark Gunner
Skill 2: Magic Blitz
Original:
Change:
Add: There is a 60% chance of causing Blackout.
Skill 3: Ghost Guardian
Change:
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)
Skill 5: Dark Force
Original:
Change:
Target: Around Friends in 2 cell ----> 5 cell.
Skill 6: Possession
Original:
Change:
Attack Range: 7 cell ---> 12 cell
Duration: 25.0 seconds ----> 10.0 seconds
Hit rate of all attacks is decreased by 20 -----> Hit rate of all attacks is decreased by 100.
Skill 7: Ghost Recharge
Original:
Change:
Attack Range: 7 cell ---> 12 cell
Skill 8: Evil Potion
Original:
Attack Range: 6 cell --> 12 cell
Better to make it 20% or 15% as the cooldown isn't that big on Magic Blitz.
Ghost Guardian is fine the way it is, it just needs to add hit rate.
Agree with Possesion and Dark Force, but I think Possesion's current range and duration is fine.
Recharge's current cell is fine.
Evil Potion's current cell is fine.
On 5/7/2019 at 9:03 PM, Kailash said:Volcano:
Basic: Magma Ball.Original:
Target: select One ---> Around Enemy in 1 cell.
Skill 2: Volcanic Gas
Original:
Change:
There is a 15% cahnce of causing Poisonous Volcanic Gas. -----> 25%
Poisonous Volcanic Gas:
Duration: 25.0 seconds ----> 10.0 seconds.
Add: Magic defence is reduced by 198(Player Level*2)
Skill 3: Magma Plating
Original:
Change:
Damage is decreased by 20% ----> 30%
Volcanic Eruption should a 50% chance to move the opponent back 3 cell.
Prefer the current Poisonous gass, altough a magic defence debuff could be on something like the final so that the duration doesn't get decreased.
100% agree with Magma Shield, 20% damage decrease is quite low, 30% would be great to match the other specialists.
Magma Plating's crit cap should either increase or take 2 hits.
I'd make Magma Sword's debuff have from 60% chance to a 40% chance in order to reduce the CD from 90 to 60 seconds.
On 5/7/2019 at 9:03 PM, Kailash said:Tide Lord:
Basic: Thunder Trident
Original:
Target: Select one ----> Around Enemy in 1 cell.
Skill 4: Lightning Strike
Original:
Change:
Double Lightning:
There is a 15% chance of causing Lightning Storm -----> There is a 50% chance of causing Lightning Storm
Lightning Storm:
Target: Around Enemy in 15 cell ----> 8 cell.
There is a 100% chance of causing Big Electric Shock ----> There is a 70% chance of causing Big Electric Shock
There is a 100% chance that 100% of the remaning MP is lost ------> There is a 90% chance that 10% of the remaning MP is lost.
I like Lightning Storm the way it is, other specialist's can already reduce 70% mana without having to go through a full combo to do so. so I don't see a reason for Mage's mp cut to be nerfed.
The most important thing for Tide Lord is for it to get its bubble changed as having it removed at any moment causes the sp to be a risky choice, 1 burst and you could lose everything.
On 5/7/2019 at 9:03 PM, Kailash said:Seer:
Skill 5: Ilusion
Original:
Change:
Change the attack mechanism, Attack directly to the selected enemy.
Remove blue Circle.
Skill 10: Super Abracadabra
Original:
Change:
the probability of the effects of the skills performed by the clones becomes 80%.
Confusion is already a Lv.4 debuff so having it as a circle is still fine.
Abracadabra is fine the way it is as its literally the only way the sp can hope for a stun, but the chances of debuffs landing are already minimal regardlessly. Then the clones are literally the only way the final can deal damage, so having a chance that the clones wont appear at all literally means that the skill will do nothing, then it's not like the final does much damage either way.
On 5/7/2019 at 9:03 PM, Kailash said:Archmage:
Skill 5: Fast Lane
Original:
Change:
When you attack the effect it does not go away.
Fast Lane 2:
Increases damage with a probability of 100% by 30% ----> Increases damage with a probability of 100% by 20%
Fast Lane 3:
Increases damage with a probability of 100% by 45% ----> Increases damage with a probability of 100% by 35%.
Every 2 seconds: MP is reduced by 320(Player Level*4) ----> Every 2 seconds: MP is reduced by 198(Player Level*2).
Skill 6: Spellbook Scholar
Original:
Cool time : 300.0 seconds ----> 60.0 seconds
Remove: Demage is decreasedbye 19(Player Level/5)
Add: Demage is decreased by 20%.
Remove: Heal 16(Player Level/6) of inflited damage by reducing MP.
Add: Heal 30% of inflited damage by reducing MP.
Skill 9: Meteor Storm
Original:
Change:
Cool time : 300.0 seconds ----> 90.0 seconds
Remove all meteor: Paralysis and Slight Paralysis.
Add Red Meteor: There is a 50% Chance of causing Horror.
Add Yellow Meteor: There is a 90% Chance of causing Fatal Blackout.
Add blue circle, to select the place that the meteors will fall.
That the meteors fall around 7 cell of the selected place
Agree with Fast Lane changes.
Defenitely agree with Spelbook Scholar changes.
Agree with Meteor Storm cd change but maybe it could be 120 seconds instead, however the debuffs added would be too strong so the Paralysis is still fine.
Memorial should have a sub skill that allows you to cancel the buff rather than waiting it out or teleporting backwards.
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Maybe it'd also be possible to make it so that you're also able to open messenger and mini lands to players within your family as sometimes its the real-purpouse behind adding someone to your friends list rather than just woffing.
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I'm wondering if its possible to make matchmaking more rank based in order to have fairer teams, currently with it being random there's a lot of times where you're a good player teamed with beginners, or a team full of higher tier players are vs people that don't stand a chance which leads to the game being 1-sided, or forcing the opposing team to leave the game as staying for the rest of the match while getting tons of deaths on your score becomes tiring.
But instead it'd be better if you were more likely to oppose players equal to your ranking (Diamond vs Diamond), or around your rankings (Diamonds & Platinum's mixed),(Gold & Bronze Mixed), I'm sure there will be games where there isn't enough of each ranking to make these games but having this as a possibility would be really nice.
A player also once suggested to have a button where you can vote to forfeit the game, where if all 3 players forfeit the game will immediately be over.
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43 minutes ago, Rakshasha said:
thanks for the response,what's the reasoning behind doing act 1?Can't i just rush and kill mobs till i hit an high lv since exp is much higher ehre than the classic server?
Sorry if i'm being annoying but here you get sp's like the normale game right?Trough the stones quests
You can but you'd most likely need friends to do the killing for you as you wont have equipment strong enough to kill monsters that will give you the real exp.
If you can get to Level 55 you can try find a lod family to level you up, but in the meantime its best to main quest for levels.
As Nayxa said the Armored Bash NPC store offers equipment up to Level 85, which could be useful if you intend to fight on your own.
You can upgrade the equipment at Teo and then with 'equipment protection scrolls' (at Bash aka VGN shop) & cella (from Market Place NosBazar) , although upgrading is pricey so probably not the best if you cant make gold yet.
Level 90-93 equipment is also very cheap so you may want to consider that a purchase if you intend to 5.2 after you've gained some levels, as well as a water/light specialist based on element.
Although these tips are only what I'd recommend if you had to level yourself, if you did have friends/ a lod family who are able to do the mobbing for you then you'll easily be on your way to 90+ or champion levels in no time.
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1 hour ago, Kaioshin said:
alright good to know thank u i was thinking about exp my martial artist but first i want to know is it even worth it to start
There's still no telling untill all its specialists are revealed but I'm planning to make mobbing equipment for it, I got my MA on the same account as my main so I'll be using 96 MA equipment to solo mob, should be fun and refreshing.
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I honestly wrote a whole lot on this page but then scrapped it, I was gonna say a lot was wrong with Mystic Art, but after experimenting further while trying to write a mini review, I found each skil more useful than I did before writing this, the only thing I think needs to be changed is the % of withstand resetting skills as its quite low, and it should also be able to reset Moonlight skills as I'm not sure if it can.
Other than that, Draconic Fist is definitely the main attraction so far, it's skills are very compact with a lot of opportunity to debuff the enemy in different ways that gives multiple paths to get the best of your opponent, I think my favourite part about it is the consistency of the skills cool downs and the range of debuffs each skill provides which makes the sp seem quite reliable. I definitely think DF will become a main attraction to compete with the top meta specialist's.
It's debuffs also are great for suppourting other players in battle due to its critical debuffs, melee dodge reduce, fire ress reduce stuns & movement stoppers.
It honestly makes Volcano feel worthless in comparison as it gets the 1 job Volcano has and struggles to do consistently in PvP, debuffing.
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Does the equipment drop in the same boxes as official?
Just wondering as I opened a lot of Glacerus and didn't recieve anything new, maybe just unlucky, :x.
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You can buy an add-on to kliff that gives it more speed too.
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2 minutes ago, Eraserhead said:
Maybe something like this?
Dayum, now that looks unique, could imagine it also having some kind of dark debuff too, like there being a 20% chance your opponents cool down is increased by 50%
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Saw this on fanart
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Just now, Absinth said:
Like in A4 Raids you get Acitvity Points for helping to finish the IC. All get the same rewards and just as an example:
First round gives you 10 Huge Recoverys, 3 Attack Pots and 40k Gold.
For the other rounds the rewards are SLIGHTLY higher like 10k Gold per Round extra
Oh I see thanks.
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3 hours ago, Kaioshin said:
Those examples are pretty nice . good work
Thanks ^^
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I haven't been to IC in ages, what are the changes?
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Like just adding more effects can easily make more unique variants which would look cool. All I did was change some things around and walla, new wings.
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Some of us are crazy enough to do it, I know I would if I had the kit.
Things like Pink or Silver Onyx sounds amazing and I'd experiment if I could get the sprites for myself.
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1 minute ago, Honor said:
Yeah infact, probably how every Korean company has moved on those p2continue on the phone?
Yeah, reminds me of an mmo I played named Talesrunner, it shutdown twice but the company behind it still hosts multiple games, mostly mobile one's.
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3 hours ago, Elrond said:
@Bash If you will ever implement this Sp please remove the dances. Else there will be a big big big shitstorm.
And as usual the male design looks ugly.
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5 hours ago, Honor said:
I thought nostale SE had closed and transfered outside Korea.
Entwell is a company in korea but the SE server closing doesn't mean the company closed too.
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Viking Bushtail
most funny gm ever
in Suggestions
Posted
If you think about it this way, it's good that people are finding it hard and complaining about the quests, it means the gold sellers will have to go & feel the same struggle and effort every single time before their accounts inevitably get banned which could make a lot of them give up in the process.
Right now I don't see it as much as a problem as once you quest on the accounts you need then you wont have to look back on it.
However I think it'd be better if you only had to make 1 character per account complete Act 1 as I do use other characters to store items, or to wof as you cant save more than 1 location per character.
They've also said they're thinking of ways to make the quests less tedious for higher level players so you'll have to give it sometime before any changes can be done, we did just get the server back afterall.