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Webster

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Posts posted by Webster

  1. Fighting you for like half a year now i gotta admit i never felt being hacked on. I am aware of your connection issues in terms of using it to your advantage for savehitting tho :D

    Anyways thats not my problem and you probably should have thought twice about being disrespectful to like everyone, cause that did probably lead to many reports. But thats only my opinion.

  2. 4 hours ago, channel said:

    you remove  anti magic , mage  is so op now , we  can dodge 19% max  a  magician when he can dodge 32% max  an archer or warrior, its so unfair ,  they get  shield  anti reduc damage , need  to add  more anti magic equipment or buff and  its  more  fair. 

    You change weapon and armor effect from official server but  you  can't change a specialist card, its logic ?  you modified c45/48 equipment , so specialist  card need to rework because equipment are modified. 

    You can actually dodge magic attacks to a maximum of 32% aswell (ignore magic damage in pvp).

    But i agree in your other points :)

  3. I did lots of gold doing this with 3 chars for quite a while (i even exp'd from c30 to c45 there), and i gotta admit its an unfair way to make gold, eventhough i think it should need some work to acquire the books as they are crucial for every c48+ player.

    The biggest problem is that if you got the respawn timers once it is really hard for other players to get in the rythm, so i really like the idea to make the bosses spawn random in a way, like that it would be almost impossible for a single player to get every boss everytime.

    If its possible i would also like an ip-restriction for the items, so you cant abuse it with 3 or more chars.

    There are many ways to fix it tbh, but putting the books in a shop would be too easy and also destroy even more areas you got to visit.

    • Like 1
  4. 9 hours ago, Osiris said:

    Atm for the highest lv accesory u need to get 33-35-38 C Lv. This game can't have things of Lv 70 beeing better in damage than C Lv.

    Its true that its an indirect buff for the seer, but this changes will punish all archers +50 that they still haven't Laurena's accesories, there's more sps for the archer instead of scout like i usually say.

    nobody is crying cause of scout here, scout isnt really weaker than before as you didnt use pvp access anyways most of the times.

  5. 3 hours ago, Kaizou said:

    Ohnestly this is just the results when you play on a private server, if you played official mages were one of the weakest classes, but the difference here is that everyone here is playing with max potential equipment that only a few users would be able to obtain in a real server, thus making certain specialists shine more than others, yes Seer is a tanky SP, yes its used by the majority of mage users, but that's only because it's in a ranking that is compared to the likes of Scout when our other specialists are not, Seer's mana shield in my opinion is also not that of a giant concern as mages have the lowest health pull in the game, before C38-C48 HP/MP books, no one was complaining, but this changes a lot as each class is given the same amount of bonus hp.

    Mage is in the middle when it comes to Damage and Defense, and I could see the reason for the class having a Mana Shield far greater than the others as Mages aren't suppoused to have as much HP as they have now, as in a PvP, little damage would eventually be enough to kill our class over time, thus giving a shield to match that statement as you can die very quickly in other SP's.

    So my overall statement is, the Specialist is not broken, it's just the fact that the gap was broken between all our classes in terms of Health and Mana, which was the biggest buff you could ever give a mage and biggest downfall to swordies who wouldn't have enough general damage to fight people with HP that compares to them, mages are now rolling around with almost 50k HP amounts and then add that with Mind sink, but if that same Mage had around 30-35k HP (60k-70k HP in arena), so if you did at least 2,000 damage you would only need around 30 hits to kill a Seer, then the results would be far more different and having a Mana shield and Mind sink is more justified. So personally the Specialist is not the problem, its the class gap that has been broken with the 6.2 Update with Entwell's decision to make all the books equal, which goes against the game's balancing that was in-place from the start.

    I know a lot of the archers in the community wont agree with me but this is the truth in my own opinion, Seer is not OP, the games balancing was just thrown out the window when the Champion Books came out. So Instead of nerfing one of our only viable options, every class just needs to stay in their lane when it comes to HP and MP in order to keep the balance.

    I understand what you are pointing out and i totally agree with you.

    But in the end it doesn't change much about the fact that seer is way over the top, it doesnt really matter if the sp itself is broken or if the champion books or other sources make it broken.

    Its nice that other mage sp's got really viable now so people could technically stop only playing seer. But who would stop playing a SP that outshines the other? Swordsmen and archers also got that problem kinda, but the gap between the power of sps isnt nearly that big.

    • Like 3
  6. To finish this topic some last words of me:

    I always expressed it when i liked changes to the game and so i think i got the right to also express it when i dislike something, i hope you can respect that.

    Also i think the GS-team has a great game knowledge overall, but in my opinion we took a step back this time by changing pvp accessory. Dont worry, i wont blame anyone, its just a mistake in my eyes which are quite human.

    I just hope you might think about it again. As many of you guys i got a deep love for nostale, i play it since my childhood, so everything that hurts the game hurts me in a way.

    Imo there are 2 options: If scout was the intention to nerf the accessory just make the necklace 8%>5% so every accessory got 5% then, the pro's and con's of using pvp accessory as scout will be balanced out then.

    If the intention was to make more mage sp's viable (like volcano, tl and am) i really like that in general. But you wont see other mage sp's in play as long as seer is just double as good as any other mage sp. So nerf the accessory, but nerf seer alongside.

    Thanks for reading

    • Like 1
  7. 1 minute ago, ChavezSempai said:

    You had that opportunity, you still have it and you will continue to have it, because that has not changed.
    It is very easy to talk about spending on eqs when you only have one SP +15 and that is enough for PvP.

    We know it and are always in consideration, as happened with Fernon equipment.

    It is understandable and we were aware that this would happen, society often refuses to change.

    sorry to say that but i got the feeling you dont really know what youre talking about since you didnt play for a while.

    I am one of the few players that owns every sp of his class +15 with decent pp and also plays them.

    Also i play lots of pvp since years, i know whats good and what isnt that good.

    I'm not that kind of player that says "pls nerf everything but dont touch my sin". My dream would be to be able to play every sp against any other sp. But i know that this isnt possible, there will always be some bad matchups.

    My only justified worry is that the gap between seer and pretty much everything else will get bigger than it already was.

    • Like 4
  8. 2 minutes ago, ChavezSempai said:

    It will not change anything, it's still all the same. Do you want a difference? Now it will take a little more time for the PvPs, is that bad?

    i dont care if a pvp takes longer. but i want to have at least a slight chance to beat a seer that spent like half of the gold for his stuff that i spent.

    2 minutes ago, ChavezSempai said:

    He said about changes to SPs, nothing more. 

    well guess what, changing other things can affect sp's aswell

     

    Anyways i cried enough now. I'll try to live with this changes, just wanted to express my anger.

  9. 2 minutes ago, Perse said:

    judge yourself:

    https://gyazo.com/eee28b55b04821dfaab2733845a6d30f

    The enemy scout had a weapon without reduce deff on pvp, and he deals to me, the "tank" class, more than 50k dmg in 3 s.

    And yes, he was lucky, but even with that, this is not suposed to be like that.

    And before you said it, yes, warrior need a rework/nerf too, but is on the fourth place of the lsit, at least to me.

    yeah thats a lot of def, but softcrit doesnt care. the list is like:

    seer, then a big gap, then scout, then war+sin

  10. 1 minute ago, Siseneri said:

    Some of the thoughts behind this change was that reputation accessories shouldn't be straight up better than end game accessories (laurenas). This way we hope to achieve both of the sets being an option and laurenas actually being considered.

    Straight up better?

    Read above, there are 2 situations in which they could have been better, thats it.

    Maybe im just seeing red now, but i think these changes will completely shut down my fun in arena and rbb.

    I respected when bash said he wont balance anything before official servers do it. But some weeks later he randomly nerfs things, i just dont rly understand that.

    • Like 2
  11. 1 minute ago, Perse said:

    Tbh, and tell me if I m wrong, but that just made scout really op. As a sword player, the crit cup is really anoying, and a scout with pvp accessorys was really op. I can compete agains a seer using my sader or my blade, but I just could pvp to an scout with warr.

    Last time that I gave a pvp agains a scout, he just oneshoted me with 2 softs crits of the reload, and my sp and armour are really good.

    Maybe seer need to be nerfed, the eye is anoying and the mana shield too, but tbh scout + pvp accessorys was op, and the lvl 38 boots where ridiculous too (and is telling that someone that has loose a lot of money, since I have leather boots with erenias s5 >.<)

    As i said, playing scout it was just worth using the necklace, cause it gave 8% increased pvp dmg and not 5% like bracelet and ring, so the difference couldnt be that high. Either your def/dodge isnt good or the scout lucked a full reload with soft+crit. (Dont get me wrong, scout isnt rly balanced aswell, but its not even close to seer)

  12. 2 minutes ago, ChavezSempai said:

    In some you must dispense with them, you can not live all the time subject to them when we add a lot of things and are simply left something unbalanced in the past. Now you can play and choose between which to use.

    I guess seer was left unbalanced aswell then?

     

    5 minutes ago, ChavezSempai said:

    Laurena's Jewelry Example:
    If you have 2000 damage in your base (when you press P), with the Laurena's accessories you will get +120 attack, so finally your damage is:
    2000 + 120 = 2120.

    PvP Jewelry Example:
    If you have 2000 damage in your base (when you press P), with the PvP's accessories you will get +10% attack, so finally your damage is:
    2000 + 10% = 2000 + (2000*0,10) = 2000 + 200 = 2200

    You still get the most damage with the PvP accesories, only now it will come into play if you want to use more defense or not.

    You cant calculate it like that bro.

    I got about ~3500 basedmg in most of my sps and roughly 80% increased dmg by equip summed up, so it'd be:

    Laurena: (3500+120)*1,8=6516

    PvP: 3500*1,9=6650

    Thats 134 increased damage in exchange for 180 def, ~130% critdown and ~1500 hp.

    Dont get me wrong, 134 isnt a low number, but not in exchange for what ive mentioned.

    The accessory is simply dead, you cant chose which set you play as you said.

    IMO reducing the pvp dmg on necklace from 8 to 5% (like the other 2 parts) wouldve been reasonable.

  13. 1 minute ago, ChavezSempai said:

    The effect is still there, right? It has not been removed from the accessories or removed from the game.

    Its a complete joke now. Its half of what it used to be.

    And as i already said, even before the patch only necklace was worth using pretty much.

  14. Just now, ChavezSempai said:

    If it's so small, then why don't you use the Laurena?
    It is assumed that Laurena's jewelry should be the best available in the game.

    There are 2 situations in which you COULD use pvp accessory.

    First is playing scout cause your buff pretty much negates the loss of def, but from my experience only the necklace was worth using and it was a really small damage increase.

    Second situation is pvp with mage, cause you dont need the critdown option there and "only" lose 180 def and 120 attack.

    So if the intention of the nerf is to balance mage pvp vs other classes i kinda appreciate it. But you cant do it without nerfing seer alongside.

  15. 6 minutes ago, Bash said:

    Instead of raising your concern like this it might be best to suggest an alternative to our change?

    to do that i need to know what your intention nerfing pvp accessory is, cause i cant see what the problem with it shouldve been.

    Sorry if it sounds rude but im rly salty rn.

  16. Ok so for the first time im a little bit angry now cause of the recent patch notes.

    You literally cant nerf pvp accessory AND the anti magic boots but let seer untouched, its a complete joke.

    Even with pvp accessory seer is the beyond broken jack of all trades sp that destroys every kind of fun in pvp.

    I'm fine with the nerf to the boots cause they were way too god for a simple level 38 resistance, but cmon you cant make mage pvp harder than it already is...

     

    Edit: I would really appreciate a statement from the official side what the deeper thoughts on these nerfs were (only the accessory, i understand why the boots got nerfed)

    • Like 4
    • Thanks 3
    • Confused 1
  17. I use specific orders for every sp, but i dont see the problem spending 10 seconds to get them in the right order everytime i switch to another sp. You can probably do it with your eyes closed if you got used to it lol

    • Thanks 1
  18. Hi guys,

    with the beta rbb season almost over (finally), i'd like to suggest some little things to make the following seasons more enjoyable.

    I've got quite some experience now in rbb and dont get me wrong, i love it, and overall it is almost perfect as it is.

    1. Make buffs visible again, its really annoying that you cant see which buffs you got after you died once.
    2. I dont know if its intended, but with recovery armours you can heal back to full instantly as soon as you enter your spawnzone. Also pretty frustrating in some situations. I think the same recovery rate for every player would be more enjoyable as recovery armours are not designed for the (fast) hp recovery of the spawnzone. Just way too abusable.
    3. Reduce the duration of the respawn-buff by a little bit. Its okay and needed to have a little bit of a safe time after respawning, but its not okay to be able to run to the middle after respawn and still get some attacks out with that insane damage buff.
    4. Make rbb c48+ or c50 only. I think many ppl can confirm its an instaloss when you got a player below c48 in your team. 95% of the time players below c48 still use equip just for exp'ing, many got no books, etc etc. The list is long. I know these problems can occur with c48+ players aswell, but the chance is way lower. The gap between c30, c38 and c48+ is just too high.
    5. Fix the unfreezing problem. I actually like that you got to be a little bit closer to the frozen player now, but the unfreezing animation shouldnt work outside of the allowed unfreezing range. Its just confusing for some players which dont understand why the player they want to unfreeze wont get free just because they are "out of range".

    I think so far its pretty objective and most players will agree with that.

    _________________________________________________________________________________________

    I'd like to continue with some more subjective things which i'm not really sure about if and how it should be done.

    • Make players actually lose some points after losing a game. Right now you can see players with negative w/l-ratio in diamond. Some kind of progress is good, but you should be at least some kind of successful in your games to reach the good ranks/leagues.

    An example (currently rank #13):

     

     

    • Make mandras more rewarding. In 90% of my games they werent even touched once. My idea would be that the mandra gives a different buff depending on the killing team being in the winning/losing team. So if you kill it while you are in the losing team (less total points than the enemy team) you get a really strong buff to gain some momentum and comeback potential (e.g. 2-3 movement speed and 10-20% pvp attack and def for 1 minute). If you are in the winning team while killing the mandra you get the same buffs we got right now.

    Thats it for now, im really looking forward for some constructive feedback especially for the second part of my suggestion, please always explain why you would change something.

    • Like 6
  19. 1 hour ago, VendettaEden said:

    So better i make a mage for PvP and archer for pve. Same Gear mage win so.

    You should defnitely play whats most fun for you, outside of seer mage sps are pretty balanced.

    But yeah, seer makes you look good with mediocre equip

    • Like 1
  20. 21 minutes ago, 13175 said:

    Actually no strategy will let you win with the Seer. There isn't something like "skill" or "strategy" in the game where everything is point click. In NosTale luck plays, not your abilities. That's a total bullshit if you say that you can beat Seer with "a strategy". This SP has only 2 counters: Anti-magic boots (they are useful, but still they shouldn't let you win vs a Seer) & Cut (WK,DH,Ninja). Nothing else can stop that SP (besides insane luck with softcrit + onyx, which is nearly impossible to do). Basically, you need to go some Cut SP and hope that this debuff will go through all negative effects, which your opponent has. That's all you can do vs this SP.

    Actually theres a little bit more to it.

    High magic dodge on armour (all dodge in pvp + ignore magic damage in pvp) + s - anti effects is very helpful and way more reliable than mp cut-skills, also dont use any hp-recovery equipment like erenia horn or groovy beach costume as seer can reverse that healing effect.

    In general try to wait with your stun skills until the seer is nearly dead, so you got the chance to stun him before he can use his invincibility.

  21. 14 minutes ago, Seeya said:

    3: Agree on that one aswell. But I think with that change we would also need to remove the ability to jump walls with scout ambush, seer port or assassin invis, as you shouldnt be able to get a lasthit off without making the way around the capture points.

    Jumping over the wall with scout or sin means that you have to commit doing the mandra, you cant jump back directly like seer can

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