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Nyet

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Posts posted by Nyet

  1. 42 minutes ago, Bash said:

    50, 100, 200, 300, 500, 1000 would never be enough either.

    For Families a better idea would be just add WOF icon beside each member and just add checks for if (family) then do.

    If this is put in place can there be an option to turn it off i.e. so people can't wof to you?

    I have very few people on my FL for a reason

  2. It's nice in theory but realistically with the current server state it will be borderline impossible to benefit from this.

    If you take this in terms of even gaining equipment, nobody will add a lv 93 to act 5.2 raids, so it'll be almost impossible to receive your initial equipment, from there you'd have to build that into lv 96 equipment.

    On top of that, nobody is going to add someone with lv 96 equipment to a erenia / zenas raid, so you'll have to upgrade further bad lv 96 equipment to c25, and again to c45.

    I think it's nice in theory, but as the game is at a point it doesn't hugely cater to a new audience given the community has expectations for players I think this will prove far more difficult than you're expecting even to start off. Some people may want this "challenge" but I think for the vast majority they won't bother with this and if anything I think this game mode comes down to gold even more, it makes farming harder as you can't get into raids to get good farming equipment, you can't raid as you need the raid to get the equipment in the first place. If this was a brand new server with people willing to help and add lower people to raids then perhaps, but I don't see how this works in actual application to this server.

  3. 19 hours ago, hollowknight said:

    I agree with this suggestion.

    It's true that this would directly benefit big families/groups and would leave the 'solo-players' without a chance to fight them, but  I don't see what's wrong with this. This would 'force' players to make 'alliances' with other players/families, so we would see more 'massive-fights' of different families with no chance to scape; either you kill or you die, and that sounds great to me. As I said, you probably won't be able to fight big groups alone, but let's be honest, currently hit-save is the only way to fight in a numeric disadvantaged fights and this isn't a clean way to play (at least IMO). So if the save zone is there just to balance this kind of numeric disadvantaged fights, doesn' t look like a good solution (for me at least). In addition to that, ppl keep doing hit-save in 1v1 or even in numeric favoured fights and thats when the fun stops :c. And if you are not into this kind of massive-fights, you can always go for 1v1 in other chs to prove yourself alone.

    Also, regarding to partners/buffs; it should be left like it is atm; I think thats the fairest thing for everyone.

    How does removing safe and leaving buffs / partners untouched make the "fairest thing for everyone".

    This is just a free way to completely remove a classes reliability, anyone with the brain capacity to look outside of their own big fam will realise this kills off any remaining validity archer class had. Archers were really strong with buffs, now lose 1v1 to swordsman + mage. Hence need safe to have a chance, removing that literally kills the classes viability.

  4. Yea, but that's PvP based stats i.e. pvp defence, I think adding resistance to a weapon skin is too much.

    As much as mages do reduce resistance there are 5% res hats, res armours, high % res boots / gloves, Fairy affinity.

    I think it'd be better if they had stats applying to something else, could be 5% skill cooldown reduction for example? Something new that isn't on any other equipment (This example came from laurena trophy).

  5. 45 minutes ago, Webster said:

    Class balancing is a whole other thing, cant use that as an argument to make safehitting reasonable imo.

    Well yes you can, the entire reason people safe hit is because classes are imbalanced, also as Bash said it's only people that have families with 20+ arena players available at the drop of a hat that would want this to be implemented, the only votes toward yes are from NinoGramo / darkness, two of the most active arena fams with the most members. I don't think that requires a genius.

    Besides I don't even get why buffs were removed in the first place, but if safe is going to be unusable to gain an advantage, prior lost advantages should be reinstated, with buffs the "class balancing" wouldn't be as terrible, as every class benefits from buffs, archer loses the hardest with the implementation of this suggestion and that's not to even say that it's unarguable archer is the shittest PvP class at the moment without doubt, why ruin it any more than it already is?

  6. Add a timer to safe, bring back buffs + partners + parties + pots + consumables (Attack pot + oil) as an alternative, archers can't beat a seer 1v1 without safe 99% of the time, especially if there are multiple people hitting you, just further increases the imbalance of an SP that is already beyond broken.

     

    Same how everyone is now going to swordsman since archers have a tough time vs warrior, class disparity is already appalling this will just make it worse in a PvP aspect.

  7. 1 hour ago, Karah said:

    Hello everyone!

    How are you all doing?

    I hope you all are doing good.

    As everyone can tell, I'm new to the VGN community. So please go easy on me!

    Firstly, I want to thank everyone for the warm welcome and attention i received.

    So I guess a bit about myself?

    I played a bit of Nostale and Eden before, but I wouldn't count myself as pro at it. I still have a lot to learn with Scarlet Blade though so I'll be looking at you guys for help there.

    In general, I still have a lot to learn so please look after me.

    I'll try my best to help as a new GM and I hope to be able to give assistance to everyone soon!

    Nice meeting you all!

    Welcome, I'm sure you'll deal with one of my daily 50 love letters I send to Bash in tickets or perhaps one of the daily 500 love letters he gets reporting me, so you'll be seeing me shortly xD 

    Enjoy your time~ If you need any info from nos you can ask as I am undisputed top 1 PvP.

    • Thanks 1
  8. Just put a function where you can list items with no buy price i.e. just to take offers (?) or a bid function which won't sell unless the player takes the bid (?) Isn't that what OP wants so items valued over 2kkk can be shown more accessibly without the risk of it selling?

  9. 17 minutes ago, Kaizou said:

    I can see what you mean but I just meant that you should figure out something that works with your team and rely on them more, from my point of view you're taking in all the damage while trying to kill your opponent yourself, basically solo'ing the enemy team (Just my assumption).

    When I'm with a team, I'd try recommend who to aim for which would be the biggest threat to us, or who in what order we'll kill if I feel like its necessary, we also take turns swapping between healing so that there's always 2 members of the team defending, and 1 member rotating to spawn in order to heal.

    Communication and pointing out which enemies health is lowest etc could change the outcome of your matches significantly.

    Sometimes its also not obvious when a crystal can be easily captured, so pointing that out to the nearest member or who ever isn't being attacked is also helpful.

    I also know that this cant always be the case as the teams are random and you might get paired with someone less capable of winning overall but I still believe its a good practice. Let others defend your weaknesses, and then find a way to defend theirs.

     

    I appreciate what you're trying to say regarding teams etc. and I'm more than happy to communicate with my team and decide what the best thing to do is. But as an archer against a team with morale you simply don't have that flexibility and it's extremely hard now with the new death implications which cause point loss to be pushed away from scout. I'm not going to say that I'd be good in ranger, I wouldn't I really can't tank enough to benefit from it, but someone in the team is forced to go ranger or you're just going to lose.

    In general I just think it's a dumb buff that needs some kind of balancing in the game mode as it is the decider of many games without doubt. Certain teams don't work well, others do, it doesn't change the fact that against a war you are forced to get hawk or morale yourself or you will be useless and will lose.

    There is a difference between communicating to win and the actual ability to win at all being heavily reduced in your favour as a result of a SINGLE buff. AoT was another example I brought up, certain buffs are just cancer for certain environments.

  10. 1 hour ago, Rokelo said:

    I don't think this change has to be made

    I as scout don't have problems against morale in rainbow battle but maybe it has to do with the fact that i don't play the mode with the thought that i always have to kill the enemy, i think more about getting objectives rather than killing ppl, as getting objectives is what makes you win there

    I'm aware of how to win, but you can't focus objectives when you can't even hit people to make them go heal / back off from the point etc. I've had games against teams where the warrior will solo hold mid since he's unkillable and the other 2 players will either hold a point each or run together, a scout can invis over the wall and will die trying to take the objective 1v1 vs a moraled opponent, the other team mates will need to pass through mid or run around, it takes time and is just ridiculous.

    I have an r8 bow with 623 hit rate & a death tarot giving me 773 hit rate, yet I probably hit at most 1/8 attacks against a moraled opponent and it's the core reason I lose rainbow battle, every game lost so far has been vs a moraled team.

    21 minutes ago, Kaizou said:

    Like as Rokelo said, killing isn't the main point of Rainbow Battle.

    But the difference here is that you can plan how you'll play with your team mates and change specialists to have an easier time against what sp's they may be using. Going in with the thought of only killing the opponent may not be the right mind set in order to win the game. 

    Like I said earlier an archer can't tank as much as a mage outside of scout, if you're vs a moraled scout and forced into ranger a boost crit can hit you 20k+ easily, if you get hit by 2 of those you're instantly dead, it's completely forcing you to sacrifice a stronger sp to have the ability to hit someone at all, in my opinion it's beyond stupidity.

    Having played against rangers I know how hard their hp drops after I crit them twice, I'm unwilling to sacrifice even more points from a trash k-d when I'll most likely lose anyway just for a chance to hit someone. From my experience a team with a war vs a team without will lose every time.

  11. 1 hour ago, Webster said:

    Imo ppl are just too focussed on scout.

    Buy a good ranger and try it, its really good for rainbow battle as you are able to give your team hawk+ww and you also got an insane amount of stuns. You pretty much just cant play as recklessly as you could with scout and thats it.

    Scout is far stronger than ranger, it allows you to not get crit ridiculously high since archers defence is appalling. This applies to every archer SP aside from ranger, you won't be able to hit. Like I already said above to hawk an entire team you need 2 minutes of at least 1 person without hawk, to morale an entire team it takes 1 second after the game starts.

    It's just an unfair buff allowing an entire team to be unhittable by archers / dg / any swordsman sp aside from war. I don't think it's a coincidence you won't see a swordsman in any sp aside from war in rainbow battle.

  12. Make buffs single target in Rainbow Battle.

    Being against morale is pretty much just a guaranteed loss. You're forced to go ranger as an archer where you sacrifice 7k crit cap and invisibility (as a scout, being the most viable archer SP) or invisibility as a sin (Naming these 2 sacrifices as I've never seen an sp aside from sin + scout in rainbow battle), just to hit a SINGLE person on the other team, why is this even a function? 

    I don't understand why this wasn't made a thing after beta. Arena of Talents was fucked by morale now it's even worse since you can morale your entire team at the very start of the game, it'll take at least 2 minutes to buff each person with hawk.

    Simply can't understand who thinks allowing buffs to be applied to every player on the team is not a balance issue. Why is a game decided by an sp choice, equipment hardly matters when with r8 hit rate combined with a death tarot is irrelevant when trying to hit someone with morale.

  13. 23 minutes ago, Kaizou said:

    The problem with building differently is that there isn't a big range of viable shell stats to use, if anyone doesnt use double % damage and possibly defense reduce and enhance then they'll do no damage whatsoever, but if shells were to change today and any shell stat with double s% damage and reduce ress was to get their stat removed, it could cause major problems for everyone who have already purchased shells or didn't buy the shell due for the intent of ress reduce, Bash also stated that he most likely wont be changing things such as shells untill he's sure that the official hosted servers wont make a move regarding this subject, so there's nothing we can really do about shell stats, when it comes to armour I'd agree on our classes not being able to have the same builds, as in my eyes and opinion, an archer probably wouldn't benefit much by using a double defense build if there's no defensive attributes to begin with excluding possibly a specialist like Demon Hunter, so the mana shield in general is what I believe makes using a double defense robe more plausible but I'm not saying that it should't be an option if an archer does choose to use a double defence shell, that is up to the player.

    When it comes to perfections the same thing regards the whole aspect of either you have defence buffs or not, having high defence perfections is definitely beneficial as a Mage but I've also noticed that a lot of archers skip out on the defence stat or even SL in general in favour for example : 45 attack and then left with around 26 defence, I know that it won't be as beneficial to an archer as it would other classes but I still believe its a stat that makes a difference, they still wont be tanky but not preparing defences at will definitely put anyone at a disadvantage.

    I also don't see the other items as irrelevant as they're all options available to everyone willing to make personal improvement, although what matters most is what you prepare for what game mode you prefer most, neither would I expect an archer to use Mega Titan or Golden wings as you have no defence in the first place so you don't benefit as much from them, but in my eyes I'd look at the bright side, not only is this ressistance trophy available, but we also have a second chance to get a Jennifer's Hat which could be to the 10% damage you lost from using your trophy slot on ressistances.

    When it comes to damage I still cant come to an agreement about it, it's like saying that because I'm able to kill my opponent, my damage is too much, but I believe the difference is that Archer's defence is low, and Mage's damage is medium, and because our medium damage is more than swordies as they have the lowest damage while you have the lowest defence, it equivilates to seem like high damage to an archer as you'll die faster because of your class's weaknesses, only the Seer SP has the best dps regarding blade changer but the rest of its skills are normal casting times based on other mage sp's, but in comparison our other SP's are much slower in terms of casting and animations which I believe gives archers a decent window to punish as they're faster in speed, casting and cool downs.

    An assasin completely 1 shotting a Seer may be not completely likely but that depends on the circumstance such as if its at full hp or half etc, but I believe removing a very decent amount of health would still be the outcome judging from what I've seen, that and the removal of mana which would be an open window for the opposing team in either arena rainbow battle or fc to finish off, even in 1v1's tbh as when you don't have your crit inc, cd reduction ignore defence etc you're still able to gain charge from the opponents attacks on 2 skills that have quite short cool down times.

    But I believe that the problem here is your focus, you're asking for something that your class isn't made to excel in, which is defences and that's really where this entire problem is, I understand your frustration to mana shields but I stand by them as I'm against the nerfing of my entire class due to a problem revolving outside add-ons that cause our class to be stronger such as books and trophies.

     

    I'm kinda over this thread so I'm not going to bother writing multiple paragraphs each time to just reiterate the same point I've said, you're looking at this from a mages perspective against archers. An archer will be unwilling and shouldn't be expected to sacrifice so many stats for something accessible to both other classes.

    Mages DO more damage than archers because they have increased defence. It is very clear this is the case it's even the same with swordsman but to a lesser extent, mage will and does do the most damage to each class as an overall in comparison to archers, that's just facts. You must be blinded by your class choice to not see that a mage is THE tankiest class and does the most CONSISTENT damage output. 

    I have not said that it should be changed to S-% reduce res, however that would've been balanced because it's a joke that a mage can have 45% damage enhance reduce defence and reduce so much resistance WHILE being so tanky, it's simply unfair. Mage is the most flexible class in terms of tanking and damage output. Mana shields are a joke on top of the already high resistance allowing 2x defence. Archers have 0 flexibility, it's go overall res or get raped by any mage INCLUDING seers. Then you just get fucked by seer anyway. It's a lose-lose.

    You're arguing in favour of your class which has the most resistance, the most defence with shields and the most consistent damage output with the ability to do insane damage against non-overall resistance armours which no other class can replicate. I can't comprehend how you can believe your class isn't strides above all other classes in the game. It's a joke to believe otherwise, mage allows mediocre/shit players to excel in the game when they simply shouldn't.

    Especially in arena, in my opinion the removal of buffs just fucked up arena, all classes were strong with buffs, archers could actually do what the class SHOULD do and one shot people, mages had DG to also one-shot which the class shouldn't even be capable of and swordsman can just go monk with green buff to utilise hawk allowing high damage and defence. Now all buffs are shit compared to a mages, the current state of arena gameplay is edged in a mages favour so hard it's become shit to try and even kill one a lot of the time, hence why 90% of archers in arena will be invis cheaping to try survive the elemental damage they'll take without it or just the 30k damage in 1 combo from a seer.

    Anyway I can't be bothered to answer any more on this I've said my piece more times than necessary yet it comes down to your perspective on archer as a mage player. Being someone that has played both classes, my mage with probably a 3kkk c25 set would destroy my archer with a c45 bow worth more than the set alone. If you transitioned to archer you would see the difference.

    • Like 2
  14. My bow was 400 tries for +10, my mages set was 1495 for a +10 set, though +9 wand was 3 tries.

    It's a bit tragic but not much you can do about it, it is simply down to luck at the end of the day, I seem to have great luck with perfection but +ing equipment is awful for me, that's how the cookie crumbles my guy.

  15. 37 minutes ago, Kaizou said:

    Adapting isn't this one time thing you do once, you change your equipment, sp's etc for the situation you'll be going against, you may have misunderstood what I said about perfection as I was talking about perfection stones to get the stats you need such as ressistance in a certain elements etc, never did I say my Mage is perfect either, I only stated the things possible to win in different situations, and as I also stated in a previous post, I can only PvE for progress, meaning it takes me a lot of time before I can make a decent amount of progress to get the items,sp's etc that I need, then adapting in general doesn't 100% revolve around Rainbow Battle for me, there's different things I need for different occasions such as preparing ress and getting event pets and even improving myself for PvE, but anyways I'll be changing myself for RB soon enough as I know my current SP's aren't enough to pull me through, and the specialist I'm planning to invest in almost has 15-20% ressistance perfections all around which is my plan to counter ress reduce users.

    You also haven't seen my Volcano's perfection's, they're not average.

    I also have 2 different wands, 1 for ress reduce and 1 full damage set, then I'll repeat myself in saying that I have to grind to get anything or anywhere, this will be my only armour for a long time untill I get another opportunity to focus on creating more robes and because of that I'm also at risk to ress reducers at this current point in time, I've also lost a ton of battles where my ressistance was reduced and these weren't even mages as reducing is viable to all classes.

    Then you argue that my mana shield is imbalanced when its literally the only thing that keeps me alive, Volcano has a 20% mana shield and because it's lower than the rest of the sp's I suffer way more damage than the other mage sp's, then it would be quite stupid of me not to increase my defensive attributes if I have them in the first place. Claiming that the only reason Mage's can tank is due to our shields is wrong, you should also consider our defensive perfections, sl's, points going into defense, defense weapon skins, PvP books that increase % def, overall def enhance books, Cube of Destruction etc, there's a lot more that's boosting us than just our mana shields, but it is because our class has mana shields that all these attributes and add on's from the Act 6 and 6.2 patch makes us more tanky by giving us a major defensive boost, archer class also benefits from these but because your class doesn't have defensive attributes and buffs in the first place your defensive will simply not be on the same level, and nor was it intended to be, and if all the stat bonuses our classes are getting isn't a factor at play, then why was Mage not a tank god before champion levels, why was it not seen as this over powered class with Seer leading the way? Because we didn't have this end game potential, and before this potential we were seen as one of the weakest classes.

    Then you're judging my set and calling it mediocre when I barely showed anyone my set, but as it's not easy to get a wand with all ress then specific ress,  double damage and def reduce I lost out on some stats because of it, and cant reduce all the way through with Volcano, my wand works better with other specific elements but I'm still preparing them in the background, so for now I'll have to use Volcano, but if I knew Rainbow Battle was coming so soon before-hand I probably would've made changes to myself earlier, but since it came shortly after being announced I had to participate in the beta season with only what I had, but I'll definitely be making attempts to change that in this season.

    Then I really disagree with your statements about picking stats on a plate, 10% ressistance didn't make us gods and we still have to spend just as much gold as you do to build our characters, making sure we have decent defense perfs and damage perfs, having and selecting the right shell, picking and choosing isn't something we can decide to do, it is what comes with our class, and our class came straight of the bat with ressistance reduce properties as a key factor since our first specialist, the only choices we can make is what our class gave us, if we go full elemental we lose out on general damage and risk the chance of our opponents having enough ress to negate our element, if we go full damage it's very unlikely to benefit from ressistance reduce but our damage also wont go any higher, there's set backs and everything has limits, but now you have a ressistance increasing trophy that would allow you to pursue such builds but instead its not enough to even consider using it because you have to use your trophy slot on it, but you have to give up something for another, just like in my c28 robe, because its aimed on ress I lost out on other stats I could've had, but I gave up such stats like enhances and proper dodges just to have an extra chance of not getting punished by ress reducers and taking more damage than usual as the shell I had also doesn't come by very oftenly.

    I can't really understand your point, don't get me wrong I'm not here to diss your equipment nor sp's I'm simply stating if an archer went the build path you're going it would not work at all and yes mages and archers should be built differently, but as I've said earlier a mage benefits from all stats an archer would build (crit aside) and res reduce on top of that.

    An archer can have "decent defence and damage perfs" it won't let them tank against res reduce opponents. Like you have already said archers are "High damage low defence", bringing up the fact that there are certain items i.e. Rainbow battle trophy, Inferno, Defence weapons etc. is simply irrelevant. I find it extremely hard to believe most archers will sacrifice a LOT of damage just to become partially tankier, not enough to consider it as viable. If I stack up what you're saying with my current equipment I would lose 10% damage, 150 enh, crit damage, move speed, 5% PvP damage, 150 enh to gain 10% fire res, 10% res & 3/5% PvP defence (That is just swapping pets, skins & trophy which aren't even the main focus of a character, they're SIDE BUFFS). That is a ridiculous trade-off and is not viable for an archer AT ALL, not to even mention golden wings as if an archer would use them as opposed to onyx is ignorance.

    The classes are not comparable at the moment, a mage does NOT have to go any of these things, I used to play seer with a fluffy bally as the only defensive option, I had mage trophy r8 & onyx wings, I was still able to easily tank people with unarguably better equipment than myself. As I've said and will continue to say throughout this thread, a mages sacrifices are minimal in comparison to what an archer must sacrifice to still not even be 50% as tanky. Then on top of that a mage still has insane damage, in most cases I would say higher than an archer judging the damage consistency. If we're looking at the majority match-ups lets be honest it's scout/sin vs seer/dg/volc(rarely) vs war/monk(rarely).

    In this match-up an archer does not stand a chance. A sin will find it hard to 1 shot a seer even with the defence reduce as the mana shield still applies with the already 40k+ hp (80k in arena). If an archer can output 80k dmg vs 35% mana shield and other stats on top you must reconsider your equipment choice. A mage can win any 1v1 with pretty average eq and destroys in a gank / 3v3 situation.

    I think it's time to stop looking at what is available to an archer which MUST result in a negative trade-off compared to a mage. Without trading off the damage a mage already has: higher res, higher defence, defence / mana reduction buffs all with a full damage build.

    As I have stated earlier, it would be different if res reduction was an S-% statistic it wouldn't allow for mages to have 45%~ damage, enhance damage, reduce defence & 20%+ res reduction on a SINGLE weapon. I agree with you that books etc. have thrown the balance of the game, however they've thrown it majorly in a mages favour so much so that the classes can't compete, instead of looking from your POV of how a mage can adapt to "take less damage" when it's already not needed, look from an archers at how much they are losing damage when they can't scratch the surface at the tanking ability of a mage. 

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