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prettywomanlover

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Posts posted by prettywomanlover

  1. 3 minutes ago, DoubleRose said:

    I don't know how it's possible that you can't kill a thing with 7k hp and 0 defense in under 6.5 seconds. Clerics never have more than like 2 fires out.

    There is no "active" play. Pressing 12345 on your "skillful" character isn't any more active.

    Yea they can be easy to kill if there are not many of them, but that is irrelevant and beside the point. Players shouldn’t have to focus them, over someone else. They promote inactivity not only because you only have to place them once, and they just passively heal everyone in the area, but also because in a LOT of cases, because it is stationary and clerics can’t run very far without it disappearing, the cleric is presented with a choice, say a team mate a bit farther away has died, or needs support. Either the cleric can stay where they are, get the continued healing of the hp flame and do nothing, or run to that player and support them, and risk having the hp flame disappear.  (let’s say they are 20m away and hp flame you have to be 10m next to it) in almost all cases, clerics choose to keep the hp flame alive and active and don’t want to risk the hp flame dying. In these cases, it strongly promotes inactive play, as it’s literally presenting you with the decision to either actively help the player, or leave them and not risk your whole team losing 10% hp every 10 seconds (per flame) in these cases it absolutely promotes inactive play. There is nothing good about hp flame I do not know how you can defend it, I’d think you would want to depend a little less on clerics and more on your own characters strength 

  2. 2 minutes ago, DoubleRose said:

    One bourg aoe and all those flames go bye bye 

    Not when there are 3 clerics and 15 flames. Literally all these things do is encourage inactive play and allow clerics to get hundreds of points for bot spamming their hp flame 

  3. 5 hours ago, OwlchemistVile said:

    Launcher Artisan was better in raw damage before the alpha changes.
    Guns were better for range, and earlier application of sleep and fleeing.

    Artisans have more problems than just the debate between gun vs launcher. It needs defensives, a decloak option, and it's crafting impact needs to be looked at I imagine they're struggling for work by now outside of gemstones, potions, and MAYBE ammunition.

    If Artisan gets attention, it'd be incentive for me to play the game again. No promises. [Not that it is special me playing, my point was, a number of players would return to the game if Artisans were good at combat, seeing as it's their favorite class]

    I agree. I absolutely loved the class in NA, but it just feels terrible in this version sadly, unless you play launcher. Even then, you die in like 1-2 hits lol I think what it lacks is CC abilities. the sleep is nice, but i think they need more CC abilities similar to that to keep them alive. For example, maybe some sort of trap they can put on the ground and it traps their legs in place for like 4 seconds or something liek that

  4. 3 hours ago, DoubleRose said:

    Buff gun 0.55 to 0.6.

    Buff artisan attack speed passive from 20% to 25% or even 30%.

    Nerf launcher 0.6 to 0.55 or keep it the same.

    That’s like a 10% increase at most and is barely going to do anything. Launcher artisan has more ap, skill power, crit and crit dmg, and almost the same attack speed as gun artisan (who’s practically only role is to have fast attack speed) launcher should not have everything and almost the same attack speed . There’s no point to going gun artisan over launcher even if this is implemented. Even if they made these changes it would barely make any difference.

    gun should be increased significantly, enough to counter the extremely powerful passives that launcher gets. If nothing. Battle cleric for example can easily get over 1.05 with their passives alone. They should imo be much faster than that even. I think they should have a base of 1.20 with passives, or even higher maybe that would counter launcher artisans op passives, but honestly I doubt it. Attack speed builds are just not good currently so I think if they did a buff, it should be significant

  5. 20 minutes ago, Phish_ said:

    Gun attack speed should be increased. Crossbow attack speed should also be increased (its the slowest weapon at .45%), though not sure about other slow weapons. Nerfing launcher attack speed doesn't necessarily make guns more appealing and to be fair you're going to be using skills most of the time as a launcher despite the fact that their attack speed was increased. It's just now you can actually utilize auto attacks for single targets again compared to before; launcher still doesn't get attack speed assumes other than 5% potentially from one of the unique skills. The gun skill tree has tools that help encourage a melee build (in the bourg tree particularly) but logically it doesn't make sense that launchers are bother higher attack power and attack speed though its good to know it's an oversight. 

     

    On another note attack speed substats should be improved too, the max aspeed sub is 2.25% attack speed compared to max ap being 40 attack power. Even with an auto attack build the 40 attack power substat is going to be better than 2.25% attack speed as far as dps goes on top of it also doing more damage with skills too. 

    Totally agree the 2.25% attack speed max substats are a joke. Grade 3 and 4 substats of almost any stat are often better than attack speed max substats. Would be cool if they increased it and we saw more attack speed builds. It’s one thing I really miss from the old NA rose is good attack speed builds. Spamming skills and avoiding normal attacks because they are so much worse IMO is not very much fun 

    • Like 2
  6. 43 minutes ago, Garnet said:

    We made no nerf, what happened is we buffed launcher base speed until it feels "great" during Alpha because the old attack speed (0.35) is awfull to play, but for an unknow reason it was kept like this for early-access, we probably went so busy that we completely forgot about it...

    Battle Artisan are exactly the same as before so the real poll should be:

    - Buff gun attack speed

    - Nerf launcher attack speed

    - Buff gun attack speed and nerf launcher attack speed

     

    (and no battle artisan are not fine the way it is, launcher are at the same time stronger and faster than launcher so something will be done for sure)

    Thank you for your response, I totally agree they feel similar attack-speed wise. I’m not sure though if simply buffing attack speed will make people choose gun over launcher, or make it feel as viable. as currently In general, attack speed builds are not very viable and skills/ skill power builds will always dominate them. Currently launcher gets critical passives, crit dmg, and skill power. The only passives launcher doesn’t get is attackspeed, accuracy, and pierce defense. None of those are even close to as good as skill power, crit and crit dmg. I think maybe it would be cool if pierce defense was buffed or they were given some passives skill to apply stacks of pierce defense.  I’ve played with pierce defense quite a lot, and it feels like it barely does anything. Maybe it does not work correctly idk. 
     I really appreciate your reply and am very glad it’s something the team is aware of and desire to balance. 

  7. Battle artisan used to be so great in NA rose and so much fun, because of their really high attackspeed. I’m not sure if there were a lot of passives removed, or they were nerfed when buffs were nerfed but they don’t feel similar at all to NA rose. And the fact you can play launcher artisan, coming from NA rose, feels extremely wierd especially that they are so much better than gun and make them feel obsolete and pointless to play. I think gun needs more attack speed for sure, and should better passives similar to launcher. What do you think, do you want to see battle artisan made great again? 

  8. Yeah I agree fairies do not feel very special anymore sadly. However I don’t think they should be able to be used in pvp, just makes for an unfair playing field, you shouldn’t have a massive advantage based on RNG. I believe however you can get them while inside tg and use them in pvp. Which is kind of OP imo, I think it should be purely for pvm, maybe with  the exception of being used in open world pvp maps such as ruins, and dod and lcf. 

  9. I am very impressed with controller support, to my surprise, the game feels great with a controller. Only unfortunate thing that I noticed, was there was no button to access the interface menus such as inventory, character stats, etc. I think a good button to interact with these menus, would be to hold the start button, and press up and down on the dpad, to select the interface menu you’d like to access. Similar to all of the menus you pull up, like inventory, you can press left and right to scroll through consumables mats, all the tabs, and there would be a red box or something indicating where your cursor is or what you are selecting (controlled with dpad) this would work similarly with all of the menus, stats, skills, character etc you could fully work everything with just the dpad and some arrow or something indicating what your selecting. with these improvements and added functionality, I believe controller would be fully complete and not require a mouse to access these menus.  
    thanks for reading 🙂 

  10. 58 minutes ago, GodOfEntity said:

    what refine is your armors?  - I do suggest trying to just, run around in a little circle in an attempt to kite a little... 

    unrefined 160 valor gear. but even my 250 cleric dies after having to wait like 1 min for the dang map to load. Regardless of all this, players should not have to troubleshoot to get around this glitchy ass map lol. They should just remove the glitchy part, or allow players to respawn next to the NPC where its not nearly as bad.

  11. =

    3 minutes ago, GodOfEntity said:

    So basically, click somewhere, wait about 25-45 seconds. Then go walk forward again. 

    I'm considering making a guide on how to walk through fossil without getting stuck xD -- 
    IT IS possible though 

    Lol yeah i do that alot, problem i run into a LOT while using this method, is while standing there, the map has not loaded, so you have no idea if there is a monster attacking you, and if there is, after that time, you are basically just dead unless you are a knight

  12. This map is so glitchy getting to bryl is absolutely horrendous, it feels worse than it was at launch. I can't use a mount, or cart anymore too because they go too fast for the map to load, or else i will teleport 40 feet behind where or will the game will end up moving my character towards a mountain or rock and i get stuck. Please just move the spawn point to bryll, Players should not have to deal with this.. It's gotten so bad lots of the times i try to just AFK on a mountain or something to avoid getting spawned back in town I absolutely dread having to make my way to the leveling spots. Heres a picture of what happens to me most of the time.. 

    orlo fossil.png

  13. 12 hours ago, HoneyBuns said:

    The ancient items were left over from when the NA server switched to Evo many years ago.  I don't believe they are still in the database here tbh

    Ah that is sad. Well, wouldn't to simply create a duplicate of gear parts, and add ancient to the title and allow any job to wear it. Boom its back 😄 haha. Would be so cool to get these as a really rare dungeon drop. would add alot more incentive to dungeons thats for sure 😄

    • Like 2
  14. 3 minutes ago, Mewi said:

    Neat idea, I've always liked the dimple headpiece.
     

    Yeah ancient gear was so cool and really made for some unique looks. Was pretty awesome and funny seeing a mage with ancient raptor gear. I had an ancient heavenly coat and it was one of my favorite items in game. Also, these sold for quite a lot, so was pretty good for the market and was a zulie sink to get these items. Hope they make a come back!

    • Like 1
  15. I'm not quite sure what happened to them, if gravity removed them later on or not, but i really miss and loved ancient gear, gear that could be any peice of armor, that could be worn by any class. For example, you could have an ancient heavenly coat, normally only a muse can wear a heavenly coat, and because its ancient, it can be worn by any class. i just thought this was such an awesome concept and really added to transmog diversity.  would be awesome to have those back!

     

    thanks for reading!

    • Like 2
    • Thanks 1
  16. 2 hours ago, GodOfEntity said:

    The reason for it being this way is so that the lisent market doesn't crash. So that new players have to refine for themselves rather than buying pre-refined gear. 

    But why shouldn't they be able to bypass refining if they have the zulie to purchase the gear pre refined? If they earned the zulie themselves, they should be able to do what they wish with it, including bypassing refine system. This is a very bad reason, and is only proving my point that all its doing is forcing you to play a certain way. If a player has the full amount of zulie to purchase (20) that is great and is a big achievement of itself, and they are playing the game the way they prefer. 

    Honestly, i think this would also solve a lot of issues regarding RMT, as Listents are currently the biggest source of RMT

  17. I strongly dislike that so many items earned in-game are account bound /character bound after equip, acquire and in general, I do not think that items you earned through playing the game should be trade restricted in any game. All this does is eliminates players choices and forces them to play a certain way, to earn that desired item. For example, say you want to get an honor set, but do not like endlessly spamming AA and would rather spend your time other ways, like farming open world, doing dungeons, or whatever and would rather farm zulie and buy that honor set. You cannot do that, you are forced to play AA, and you are only able to do so many things with that zulie you earned. For endgame players, who are already geared mostly, all there is to spend zulie on is refining and gems, making zulie a lot less useful, than if you were given the choice of purchasing honor gear, or items that would normally be account / char bound. It also discourages farming, and i've noticed there really are not nearly as many farmers as there were in NA rose, and i  believe trade restricted items plays a big toll in this as most of the items you are going to want, are trade restricted, and you can only obtain them a certain way.

    another example / items i think that is extremely ridiculous that is account bound, is costumes you earned through an event, such as my happy holiday set, as soon as i equip it, i can no longer sell it or do anything with it, if i decide i don't like it anymore i just have to disassemble it or keep it in my storage. Also, pig cart even, as soon as you equip it it is account bound.. It's absolutely ridiculous in my opinion how many items are trade restricted. I strongly believe that all it is doing is eliminating players choice, and forcing them to play the game a certain way. but i believe player should be able to farm zulie, or play however they prefer, and spend that hard earned zulie on whatever item they want, weather it be honor gear, a pig cart, an exalted set whatever they are playing the game, they should be able to decide what they want to do with the zulie they obtained and not be forced to play the game a certain way.  I all these ingame trade restrictions are extremely harmful to the game. Let me know what you think!

     

    Before you say, No i am NOT saying item mall items should be tradeble!

  18. Currently, not a ton of people runs dungeons anymore, due to lack of rewards, and repetitiveness. I think adding simple leaderboards similar with Akram arena, would add a massive incentive to them, and add a lot more replay-ability  as it would add a competitive element to PVM, which the game does not have much of at the moment, besides contesting and fighting over who gets to farm Turak. I don't think it would be too hard to implement either, as AA already has them. It could just tell how much damage everyone did, and the person who did the most damage and contributed to the team the most, gets an extra reward, or even just more valor points. It could also work similar to AA, the more damage dealt, healing done, damage absorbed, etc the more points you get. This i believe would also incentivize players to fully complete dungeons, rather than simply running past all the monsters, and only killing the ones you have to, to open up the next path, and kill the king. I think this would significantly increase activity in dungeons and overall will improve the endgame greatly, and would only probably take minimal effort.

     

    Also to add to this idea, they could have a seperate dungeon mode players can choose if they wish, that would time you, could choose from easy, medium, hard each decreasing in time, and if you complete them in that time, you get a better reward. Eventually, i think it would also be really cool to have players compete at who can finish the dungeons the fastest. There would be a general leaderboard accessible through opening the dungeon UI, and it would show how fast every team has completed a dungeon, at the end of every day or week, the fastest team gets an extra reward.

    If all of these things were added, I would be doing dungeons nonstop, and that's coming from a die hard pvp player!

     

    Let me know what you think! Thanks so much for reading 🙂

    • Like 2
  19. 2 hours ago, Tu mago bello said:

    I agree with you regarding the target enemy that the name of the person appearing above would be fine but since you can see the hp / mana / mana shield I don't think it's a good idea because it would give both you and your enemy an advantage and would know when to use a stun, sleep, mute to prevent you from healing or hiding or doing something else to not die

    That is the whole point though, is to make pvp more circumstantial, and situational, adding more strategy in pvp, and it works both ways though each player would know exactly how much mana shield or hp or mp, and which debuffs they have, and play accordingly to what is going on at the time, it is a level playing field. Right now pvp pretty much requires no thought at all, if you have better gear than the other person, you win, even if you play very poorly. The idea is to add some thought and strategy to PVP and situational awareness.

    in the case of mana shield, yes it would make it easier to counter and somone could stun you at the end of it, but I don’t think that’s a bad thing, it encourages the person to think what ability they should use next.  the skil is ridiculously over powered, and IMO I don’t think make should have it at all with the ridiculous damage they do, but that’s beside the point, beating people in pvp Should require some sort of thought and situational awareness, in my opinion it would make the game a lot more fun, and a little less gear based 

  20. Currently, in AA, everybody gravitates toward the crystal, and most of the combat is done underneath it, and people call this "Crystal hugging" People do this, not only because primarily clerics summon their salamander flames under it, because most of the combat is done underneath it, but more so because they want to avoid getting targeted as easily, as the huge crystal gets in the way of targeting players under it, as your cursor goes straight to clicking it. My idea, similarly to the feature that allows you to bypass clicking on players when holding alt+ clicking an npc, so you can easily talk to an which people would refer to as "reindeer blocking" 

    Rather than this feature bypassing the players, it would be quite the opposite in AA, when you hold alt while clicking the crystal, it would instead bypass the crystal, making it easier to target enemy players who are trying to hide underneath the crystal as a sort of "Safe zone" or obstacle to stay under to avoid other players from targeting.

    People should not be able to use the crystal as a safe-zone, and an obstacle to hide under to avoid getting targeted, and currently that is what a lot of players are doing, I think this idea would solve this issue for the most part, and make it much easier to target enemies in AA. 

     

    My second idea in this post, someone in discord brought up to me, so credits to kruizzle.

    The idea: Similar to PVM, as well as targeting a summon in PVP, when targeting a player, their name, and health bar /mana bar should appear and be visible to the person targeting that person. Like targeting anything, a choropy  for example, you can see their total health, and it go down as you do damage to it. I think this would be EXTREMELY helpful, in making you know exactly who you are targeting, but also, it would be really cool if you were able to see exactly what buffs and de-buffs this player has. This would create a lot of, circumstantial scenarios, and add a lot of strategy in PVP.  

    For example, Mana shield, you would be able to see how much of their bar of their magical absorption, they had left, and that would then help prompt the PVPER /make them decide  on what ability they'd like to use next, weather it be a stun, or whatever, it would pretty much any class, the ability to counter this as you know exactly when it will go out. 

    Another example, de-buffs, say someone already has dodge de-buff on them, and you tried to use a less potent ability, but it also applies the de-buff, you would know if they had that de-buff already applied if there was this targeting system in place.

     

    I just think there is so much good that could come out of this, and it could really add build diversity, and make PVP much more strategic and circumstantial, because you know and will be able to see and pinpoint a players weakness, and play off that.

     

    Let me know what you think down below. Thanks so much for reading!

     

     

    • Like 2
  21. 1 hour ago, Phish_ said:

    Cold snap already has a 34 second cooldown, increasing the cooldown just makes it more of dead skill on the  mages skill bar and it still pretty much means death to the person getting hit by it. Lowering the duration of the effect from 8 seconds is a better answer. The other thing about this skill  it snares them in place from like 40m away which is more range than everything except for bows and guns. A skill like coldsnap being a melee range skill would not be as polarizing.

    yeah i completely agree.. no class should get a skill that basically is a guarunteed kill, and that is what that it currently is with such a long duration.;

  22. On 3/16/2023 at 9:58 AM, Austinbomb said:
      Reveal hidden contents

    If you are a mage you probably won't like this, but keep an open mind as this impacts many other classes.

    After playing 3 different classes and doing a lot of PVP in AA and 1v1s, the following is what I recommend. Have an open mind as its not biased towards any class.

    Classes that should remain the same: Bourg, Scouts (All), Raiders (All), Champions (sword)

     

    Soldiers - Add 2 second 100% success stun effect to Soul Wreck similar to irose.  Add 4 seconds to Sacrifice cooldown.

    Champions (Sword) - Change the mute from soul wreck to sword force if the above change is made

    Champions (Axe) - Add dodge down 20% effect to Final Strike

    Impacts:  Changes to Soldiers will grant them the ability to actually melee opponents. The stuns would assist them in gettiing closer. Nerfing Sacrifice will make overall AA experience better and not make players cringe at clan wars. Fights would likely become stagnant if not nerfed.

     

    Muses - Add 5 seconds to mana shield cooldown and reduce absorption by 20%

    Mages - Add 5 seconds to cold snap

    Clerics - If mana shield is adjusted they will be balanced

    Impacts: Changes will make mages and clerics less tanky like traditional magical classes in RPGs are. They will continue to have their DPS but must be more tactical in who they target and when.

     

    Artisans - Add passive skills similar to loot gems

    Impacts: Most people that play this class do it to make money. When you think of an Artisan, PVP god doesn't come to mind. Give them a PVM advantage.

    Lmao really?? Make cold snaps duration longer lol it’s already ridiculously over powered.. you basically lock people in place til they’re dead

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