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  1. I didn't really suggested that to "save" them but to give them the over all general convenience in a mass PVP because regardless even if they can move while on FS but gets a considerable amount of movespeed reduction, they still need to get close anyway. And a PU getting close to an army is at the same time a suicide mission. Another ironic thing about them is FS restricts their mobility. . . and their mech stun is melee? So they can only get to stun someone while on FS + mech when someone is close to them or they're close to the enemy. Or unless the PU went near them but if they wanna do that and move to realign themselves, as i said on my previous post, they need to disable their gOdLy buff. Thus removing their damage. But anyway, can we just do some trial & error?
  2. Hello, my feedback won't be as smart as most people posting here but this is regarding about PU and their FS. Basically I've been thinking why not allow PU to move while on FS? As downside to that, their movement speed is reduced and they cannot bike while the buff is on just like carrying the flag in AK. It's been bothering me that most classes has their own offensive / defensive buffs and can freely move but why does PU needs to be pinned on the ground, knowing that they aren't even that tanky, unless inside the cocoon but that's another factor that's restricting their freedom because of how limited the range of the cocoons is. Unlike DE or CB that can use their defensive buffs first and use their offensive buff when convenient for them depending on the situation. Then on a mass PVP, PU's literally try to use FS on a safe spot than getting close for full potential damage, but then using FS is also like a suicidal note for PU's due to how they can also be hooked and spotted easily by attackers as well as they don't get the chance to realign themselves once they use FS and enemies are not in range, thus they'll just disable FS then move and wait for the next CD to use it again. Another thing to compare is PU and SE. For me, SE is even more of a "ranged destroyer" than a PU. They have crit, crit-atk, detection, acc and movespeed buffs, they have ranged stun, slow & debuffs and they can move really fast. Plus that OP trap that they can put anywhere (It's literally like them planting an overpowered PU that's invisible). Lastly, I'm only basing most of this to what happened on PU at this patch, but the general idea is there.
  3. In my case, VPN did helped me alot specially i live in SEA (South East Asia). I've tested with and without and it had big difference. On the other hand, looks like those teleporting lag is probably because the game just sucks at it. An example of that is when i was supposed to get hooked and it did had both normal & ch-dmg from the book on me but i ended up getting stunned only and not hooked. It's probably that kind of lag where you still see your enemy standing in range to hook it (assuming you're a WH), but on the enemy's screen, he already moved, thus teleporting in your screen.
  4. It does happen to me, I just use a VPN to reduce this kind of lag greatly. Try pingzapper and set the server to Europe countries (in my case, i chose frankfurt)
  5. This one's good enough, thank you very much!
  6. Hello, Could those instant EXP potion's usage duration be lessened to like 10 - 20 minutes? It just kind of beats the point of having it with 1 hour cooldown specially on the 500 exp and 1000 exp when you gain more than 500 or 1000 EXP every hour (assuming you are in suer, you gain 175 exp per minute without any exp boosters). To broaden the point of my suggestion, It'll be more reasonable if they give 5,000 - 10,000 instant EXP when used with 1 hour cooldown. At least that way, you gain a good amount of EXP with a considerable amount of cooldown usage. (I hope you guys know what I'm trying to say, i kinda suck in explaining XD) Thank you!
  7. From what i know, the reason why grinding is this hard here is because: " Players in other MMO gets to do the same thing ". which does makes sense. The thing that i find crazy here is you still need to use a total of 1500% exp boosters just to get to a reasonable grinding from level 60 and above and that even using 1500% boost only gives you 0.0x% per kill (or more worse at level 64, 0.01% per kill) and because DV is arranged to where we can kill a lot of mobs at once. Imagine grinding without any exp boost lol. And from what i heard, it was even slower before EXP chips came out. It's kinda focused too much on how much maximum EXP boost we can attain.
  8. Well you'll never get to do those quest unless you go to mereholt anyway because you're required to visit mereholt in order to get to the NPC introductions quest. So regardless you'll really have to do it in mereholt.
  9. Hello! Would it be possible to remove those two intro screens? So once client starts, it'll load directly to the pin screen or at least a way to skip them. Saves time whenever players login specially when they're catching up on something. Thank you!
  10. Che

    Pet Chat (Round 3)

    1. How long am i gonna stand again? 2. How and where do you plug pet chips into me? 3. When do you plan to stop on hacking my hunger?
  11. Would like color variations of Gloria costume (you decide how many colors, so long as there's red! )
  12. Well as i said, it doesn't really have to be a buff / stat so long as it's something that can impact a difference to the two factions that players can benefit in-game. The example i mentioned is just for the sake of the example of the idea since that's usually what it is. Something like: If X faction has more HP, then Y faction has more MP, technically It's usually the opposite of what the other one has but as i said again, it doesn't have to be like that, thus i posted it here so there will be a discussion with other SB players as well as GM's to how this can be balanced out, just in-case this can be an interesting idea for others and GM's I completely agree to this specially on the careful part. I just also thought there might be something else that could be considered a balanced difference that players can benefit from just like as the example i stated on the first post (but again it doesn't have to be that XD), rather than having only visual differences which really doesn't give anything other than to just distinguish which is RG and FK.
  13. So as title says, why don't we put something different between RG and FK? Literally the only difference we have for the two factions are the following: 1. Faction Name 2. Glow color when armor is +7 and above (there might be more but literally it doesn't have an impact in-game) Otherwise if there was no faction from the start, we're all technically the same. So yes, maybe something unique where only that faction has it, for example a buff where RG toons have +1k HP, +1k void/resist etc etc. while FK toons have +150 CP, +10% min/max attack etc etc. Or anything else other than buff that could broaden the idea in-case this is something interesting for you guys.
  14. Che

    Mech pet skins!

    So now Vivi's managed to make monster pet skins (and turned them to actual pets too) + they're resized to being small to fit the usual pet size, would there also be a possibility of releasing mech pet skins? Maybe the ones from AK as reference so there'll be an RG and FK mech skin (Just like the panda skin), That'll be so awesome if there'll be!
  15. Or can this be an alternative way of decreasing EXP? An item wherein if you use it, your EXP will decrease by x or x% amount. (Can be purchased by gold maybe) Or a VGN item where if you use it, your EXP will decrease by x or x% amount but gives a benefit as well (like getting y or y% exp on your pet assuming It's not yet 40). Could be at least good for people who do not wish to stay on certain cap whilst leveling their pet. Or maybe the same reference as where you buy a unique earring from the vending machine point shop wherein you ' buy ' those with RP right? So what about buying an item where you lose EXP instead? Or a toggle-able button where if It's toggled on, you won't get EXP and opposite if it's toggled off.