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Judes

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Judes
Joined
01 Jun 2008
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847
Location
Atco United States
PostedFeb 29, 2012 5:01 pm
Magic resist simple solution.
Make Wit lapis the same as Forbid. Make dual lapis with def/resist the same. Problem solved.
Why is Wit lvl 6 100 resist, and Forbid lvl 6 only 32? Same with duals. This is the problem, not the coding for resist vs def. Make Mystic Lapis linkable to Helms.

Def/guards.
Common .. really? REALLY? Why do they have so many invincible skills for PVP? Make some of them PVE only. Untouch/ Secure Guard PVE only, doesn't need to work in PVP. DF/ POG is all you should need for PVP. DEF/Guards should be killable in PVP. Mages/Pagans should kill them easily. One class to kill another has to be there somewhere.

Orc/Priests. Why do they have to choose defense and sacrifice healing power?
Give us back Health Assist!!!!! Make Wise lapis linkable to Upper armor and Helms!!!! Give a shorter recharge time to Etain Shield. One class should have debuff def, it should be this class. Make rec orc/priests obsolete. One class should kill them. I'm thinking Fighter/Warrior. Ouch. Not every single class besides their own.
Increase dispell range. Or fix max heal/dispell glitch that started with EP5.

Mage/Pagan.
Give them back the insta spells that were removed/nerfed. Fix Wit/ dual + resist lapis. Increase attack power. They should be easy to kill.. IF they don't kill you before you can get to them. mwaaahahaha
With both classes/ mage/pagan/Orc/Priest Safe should link to only a few pieces for these classes. Maybe gloves and boots idk. Defiantly not weapons, but idk if that's doable.
This class should be able to aoe every class but orc/priest/pagan/mage.
I know, ya'll hate me now.

Hunter/Archers. idk I think they are fine. I love them. DPS class. Increase attack power maybe.

Sin/Ranger. I hate Rangers. So they must be doing ok. They have fun skills!

Fighter/Warriors.
Well they are the main DPS. They should have low Def/Resist Higher attack power. This could work with an adjustment to the Leadership buff.
Fix eraser to max hp like it was intended. Max hp in this game was changed, skills weren't.
This would fix some invade issues ppl complain about also. 70's would think twice before invading if lower levels could just stop them at spawn with eraser no? OFC this could cause other problems but it is a sacrifice skill right?

~"No change of circumstances can repair a defect of character." Ralph Waldo Emerson~
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jmitch47

Rank 0
jmitch47
Joined
17 Mar 2010
Posts
2
Location
United States
PostedFeb 29, 2012 7:30 pm

make sin as strong as the gaurd or warrior or hunter

make sin stronge as th gaurd or warrrior
the hunter has a pole lvl 70 a lot stronger than th sin claws or blade an it not fair,gaurds have a sheild, sins need exta stuff to compensate for th unfair stuff that hunters an gaurds have, its jus not fair, and linking i got an er about that too, if u buy one lapis stone wel u should be able to have that stone linked in your gear th black smith performing the work done should be beheaded if he fails his job,thats what would have happened back in th day when swords an ninja ruled the planet, sothat should be fixed i should not have to spend 20 bil trying to link one stone
and make sin strongertht is all,.o have a goovy day all u wood chuck chuckers Smile

shaiya.9000

Rank 0
shaiya.9000
Joined
23 Dec 2011
Posts
19
Location
Canada
PostedFeb 29, 2012 8:08 pm
Here are my comments & suggestions:

1) Mages/Pagans (Underpowered):
--There must be some aoe with short recharge like fighter/warrior's. Magicians should be the exact counterpart of the fighter/warrior.
--Magic resist should have equal protection as defense. 1 magic resist should blocked 1 magic atk only, not 2.

2) Rangers/Assassins (Underpowered):
--Increase weapon atk damage as real life assassins can kill in 1 hit.
--Max atk speed should be +1 vs. others like supersonic atk speed (+1 over extremely atk speed)
--Should also have the deadly poison atk like archer/hunter.

3) Defender/Guardian (very boring class at low level)
--Should have some faster recharge debuff

4) Ranger/Hunter
--Faster recharge of very few aoes

5) Priest/Orcs & Fighter/Warrior are top toons at present system

Some are already suggested by others by the way. Thanks.

rawrelf

Rank 0
Joined
08 Jul 2010
Posts
7
Location
United States
PostedFeb 29, 2012 10:10 pm
doc09 wrote:

  • fixing resistance and defense.

  • adjust the skills for sins / rangers so they aren't nerfed, get back to the basics from EP4

  • adjust pagans/mages oracles/priests so they aren't forced to decide from either getting going full rec so they are not killed quick or healing / dps crappily .

  • allow the classes to get extra options on sections ( I.E: allowing pagans/mages and oracles/priests a tome of some sorts to allow them to balance out from the shields on wars/guards, and a bracer for hunters/archers and sins/rangers )

  • allow hunters to be able to hit normal up close

 

un-nerf the ranger/sins

if your dead you deserve to be

Ultima99

Rank 2
Ultima99
Joined
21 Dec 2008
Posts
465
Location
United States
PostedMar 01, 2012 1:30 am
- Fix resist.

- Make pagan/mage elemental skills ele 2.

- Nerf or remove Dayfly and Wide Guard...biggest pvp killer skills in the game.
Many people complain about slower kills in pvp; the way I see it, it's not the defense/hp, it's spamming of these skills. With 2-3 guards per party in a full raid, one or more of these skills gets used literally EVERY push. To win in pvp, both sides do it, sometimes multiple times and/or on multiple parties(in which, ofc, the party with it goes in first) - that's nearly or over a minute that we can't hit each other....EVERY push.
Lailah AoL especially has been creating more and more defenders since mid ep4; between these two skills+their regular UT/sg for themself, they are by far the most annoying and cheap toons to kill.
As tank toons, they should be hard to kill, and I know UT skills are important for surviving certain attacks in CT2, but atm they have way too many.

raven11164

Rank 3
raven11164
Joined
11 Jul 2008
Posts
881
Location
Poland
PostedMar 01, 2012 1:37 am
Judes wrote:
Magic resist simple solution.
Make Wit lapis the same as Forbid. Make dual lapis with def/resist the same. Problem solved.
 

u seems do not understand problem. now existing in game damage calculation uses 1X existing defense and 2x existing resistance into computation. this is easy fix change 2 to one in some script and problem fixed.
ofc changing some lapis properties would be nice too

RiP -> RAYA AMATERASU Lailah

Judes

Rank 3
Judes
Joined
01 Jun 2008
Posts
847
Location
Atco United States
PostedMar 01, 2012 2:35 am
Raven, I do understand the class. The changes made started with ep4, and got worse in ep5.
The base resist coding was not changed. I'm sure GM's know this, and for sure the devs do.
I should have put all that together in the section it applied to, but I do think it's the main problem.
Before ep4, this class was as uber, if not more, as a war/fighter class.
What happened there?
Skill changes, and new lapis.
Before this, Pagan/Mage class was considered overpowered. QQ ensued and changes were made. They just went too far is all. I really don't think they changed the base resist coding.
If Tactics checks and finds that it was, then I'm wrong, if not .. well you are.
This is also why the class went to Rec, and lost the Glass Cannon advantage, to compensate.

What Pagan/mages do not understand about changing the base coding for resist vs def is how this would affect PVE.
Many bosses are resist based, so basically changing resist would make them impossible to defeat. Look at the AOE's from end game bosses. Wow .. that's gonna suck. Who's going to kill them then? All your DPS will die except you and the orcs. Nice right? No, because you won't be able to kill them either.
You must look at the whole game, not just pvp.
Once they mess with resist base coding, it won't change how bosses work. They have set damage. I may be wrong about this, but I'll bet that's how it plays out.

I have played this game a long time. I was here when EP4 rolled out and screwed up my class.
Then I switched to and Orc, and EP5 came out and screwed that class too.
Look at the rest of my suggestions about how to make this class much better, further down in the post.
The while idea here is not to make one class so overpowered that it messes up the balance of the game. Changing the resist coding would do that. Just changing one overpowered class for another. Let's try to balance it a bit.

BTW I know a few Mage/Pagans that can take down the Guard/Def class, as well as all DPS classes, besides their own, as easy as pie. The ones that don't have WIT helms.
Think about that a bit.
It's all about the lapis baby.
Well there is also the extra resist added to EP5 gear for War/Guard/hunter/sin classes, and the AoL equivalent. They should NOT have added resist.
The same wasn't applied to pagan/mage/orc/priest gear in regards to defense. So more imbalance occurred there.
I'm telling you, the devs must have been high when they came up with this stuff, but they didn't change base resist coding. Too lazy.
Sorry for the long clarification, but I thought of more stuff as I typed Smile

~"No change of circumstances can repair a defect of character." Ralph Waldo Emerson~

ChaosWithin666

Rank 3
ChaosWithin666
Joined
09 Feb 2009
Posts
826
Location
United Kingdom
PostedMar 01, 2012 3:20 am
ShieldWarr wrote:
1. All gears should have the same deffence and resist stats the fact that squishy magic users get higher resist instead of deffence is crazy and that melee classes get higher deffence then resist is also crazy, it should be fair and even. even worse with 60+ gears.

2. Magic users have very slow cast times and put into context with the DPS of melee classes it is just simply not fair, magic users should be able to cast faster to even the odds with DPS classes.

3. fix magic resist fair is fair after all, magic users are slow to cast and massively out DPS'd so why are they nerfed ?

4. Make magic users ele skins ele lvl 2 since they have no real deffence against high DPSing wallet warriors and there armours provide little to no protection against melee attacks.

5. And the best idea of magic users is give them a "Tome book" in there off hand sorta like a shield with high deffence they can be exactly like shields and found all through the levels with diff names and stats.

6. Make magic users spells ele lvl 2 as they are nerfed maybe a passive skill to increase there spells to ele lvl 2.... melee classes can do it so why not magic users ?

7. Increase weapon damage for Assassins / Rangers / Pagans / Mages / Priests / Orcs it is far too low to compete at an exceptable level in any real form of pvp be it 15, 30, or 70 pvp, they are just too weak.  


the reason melee classes get high defence is because of guardians and defender, traditionally they were tankers, and needed the extra defence, but yeah it all needs sorting

jtd

Rank 0
jtd
Joined
05 Oct 2008
Posts
8
Location
greenville United States
PostedMar 01, 2012 5:00 am

balance

balance = both sides being equal....
why then do the Fury weapons do more damage than the light weapons
35 point differance at the 70 weapons....

Esmerise

Rank 4
Esmerise
Joined
17 Dec 2009
Posts
2142
Location
United Kingdom
PostedMar 01, 2012 6:32 am
Mages/Pagans really need a lot of love ♥ We have been in decline since ep3 Neutral


Things that would help the class:
♦ Change resist to 1:1 in line with defense
♦ More ele2 availability
♦ Remove Cast-time interrupts
♦ Multi-hit skills
♦ Add a magic auto attack (not magic arrow, just an attack like archers have that uses no sp/mp and is based on magic attack power)


TWHOOOO TWHOOO
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