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    Showing content with the highest reputation on 06/12/2019 in all areas

    1. https://www.captiongenerator.com/1427602/Yami-wants-to-win-CS
      4 points
    2. Yes, the default state was a joke indeed, and you've come a long way to make the game more enjoyable for everyone. Also I think the "perfect balance" is something that you can never achieve, but then again, we shouldn't consider the current state to be as close to perfect as it will ever get. I'm fine that no radical changes is going to take place on this edition, but since MU is the only game I keep coming back to year after year, I'd like to encourage the implementation of this project to make the gaming experience even better in the future. The idea of this poll was not to get people to vote on one thing, and then drive changes based on majorities opinion, but rather to see how people view these points themselves, and to give them the opportunity to provide an explanation for why they see things as they do. I should have been more clear with my intentions, that's my bad. I do understand the idea of this, but I think it's a little paradoxical with the balancing tweaks that are taking place right now. I'd rather not repeat my self, but take an AE for example; She builds only agility which makes her one of the best PvM class as it's always been, we all know that, and many people choose to play this class since they prefer the PvM play style over PvP one. However, I don't know if it's the class being naturally tanky(due class vs. class damage), the fact that she has basically one build that works for both play styles, the current state of dd options, or combination of all these things, but she seems to be easily top tier choice for both playstyle categories. Then comes the SM, it's often viewed as god tier PvP class with so called "class cannon" build, which hits like a truck, but lacks the survivability. This style requires the perfect support party to make it thrive, but without such it's quite easy to counter. The other end is the support build aka. agility SM. That style should be played as a tank, buffer, holder, however you wish to call it, but it does it's job great without relying on others. Then there is something mixed between those two extremity, that could be called the nirvana of SM builds. However, as the state of the game is right now, every SM seems to reach the "nirvana" quite easily, as long as they wear good gear they become almost unstoppable and fit the both categories of tank and damage dealer. Some people criticize sMG for being over powered. What I think is that the class is pretty versatile. You can build him to be good in PvM, but that hurts your PvP abilities. Then again if you build him for PvP, that hurts your PvM abilities, a lot. And if you build him for PvP, you are very weak against players with +dd sets so there goes your damage. With the nerfs for AA weapons, being a melee character and current state of other classes and items, I'm not considering MG to be top tier PvP choice at the moment, not even close to top. Sure against anyone who doesn't build defensive stats nor gear, MG is going to hurt like hell, but you're barely scratching any tank right now. But many tanks hurt you for sure. Unfortunately I can't give extensive opinion on other classes since I have very little experience on those. People say that DL is weak right now, but I think that with agility build they are going to be top tier in PvP as well. Summoner felt very strong few weeks ago, but I think it's starting to feel more balanced as peoples progress. For Rage Fighters I have literally nothing to say, don't know how the class works nor should work. And for BK, well, it's always the best choice for PvP if you actually know how to build and play it, but it's not easy. What I'm trying to say is that there should be more ways to counter each play style. More diversity to build your character to be a tank, class cannon damage dealer, bruiser, support etc. Of course every class has and should have their pros and cons, but the current balancing state doesn't support those diversities, but rather favors the idea that anyone can and should be able to do anything - and in my opinion that is causing some issues. And the major issue in my opinion is that agility based builds, or characters that benefit the most from agility based builds, are heavily favored in both, PvP and PvM, no matter that for what kind of play style they are choosing their character for. To put it simple, agility based speed & defense builds > Strength based high damage builds. Damage decrease sets > Damage sets (ancient). Sure, the defensive option should exist to counter the damage option, but not with such huge marginal that it makes the damage option not worth to build around. Agreed. Agreed. Still can't completely agree on this one. My point was that AE has ice arrow because she used to be weak PvP class. Now she is top tier PvP class, but the ability to lock down people still exist. I see very little difference with ice arrow being disabled/enabled in Illusion Temple and Chaos Castle. In Illusion Temple, in theory, you could drop down the ball in case you get iced and let your team mates pick it up and continue carrying it. But then the other played would get iced as well and he'd have to repeat the process. That we consider not fun and disturbing of the important event. In Chaos Castle, keep in mind that my opinion is based only on the fact that MG is melee class, and we're not able to fight back from range, the ice arrow hurts us the most. Even in a situation where AE wouldn't ice us, we're on a bad spot because she gets to land all her arrows on us from close range gaining equal strength in duel. Other ranged characters can still fight her back in case they get iced, and has the theoretical opportunity to kill her before falling down. Sure, why wouldn't they think that the ice arrow is signature ability and there is no need for change. But I feel like many people fails to look at this from a melee characters perspective. We're just doomed against a one single ability, that basically has no reason to exist in chaos castle, but still does because it was designed by the Webzen, even though the class that was designed for PvM has been changed to become a potent challenger in the field of PvP gaming. As you stated yourself that the default state by Webzen is a joke, I would very much count the ice arrow in chaos castle into this very same category. I have never said in public that ice arrow must be removed from chaos castle, but I stand behind my words that one ability, or a "specific trick", should not have such a huge abusive potential that it completely ruins the event for small group of characters. I'm not crying about MG being weak. I'm not crying about AE, SM, soul barrier, ice arrow, damage decrease being OP. Never ever has my intentions been to cry about something. But I'm trying to provide well reasoned opinion on things that I feel like can be adjusted to get us one step closer to the utopia of perfect mu online server.
      1 point
    3. I like to see people involved in discussions, but you should know that this things are counted just as feedback. We are never touching characters during an ongoing edition. Everyone wants its character to be the best, of course, and if possible at any stage of the game. That will never happen and it's not even possible from technical point of view. Every character is designed differently, having its own strengths and weaknesses depending on build, gear, stage of the game, event, and even the player itself. We are developing and tweaking characters of this game for more than 3 years, adjusting formulas, damages, pvp, class vs class rates, etc. The default state of the characters (Webzen) was just a joke. But again, despite our continuous efforts it will never reach a "perfect state", it's simply not possible. You're expecting too much from such a game, if you want 100% PvP MU is not the game for that, if we think at a larger scale, not even a game like WoW is 100% on PvP (neither PvM), where differences between classes, characters and specs are huge, favoring only some of them at different things. But, just like in WoW where a Hunter (in an easy way) can make almost double DPS at PvM compared to many of other classes, the rest of them brings something different to table on each situation. The same idea we brought for MU to have an 'overall balance' apart from class vs class things, where BALANCE doesn't mean a class is not better than the other BUT all classes are more or less equal and BRINGS different things at different moments/situations. If we just browse all the existing tops from Phoenix we'll see all classes in the top at most of the things, ofc, some better at some points and it's not an 100% accurate view because most of the tops depends on the player (and how active he is). If we look at some (considered by public) good players from our server they can all make their class look OP in different situations, examples can be Zutto for BK, Catarina for SUM, Ganja for AE, Coco for SM, DIEE for SMG, etc. Are all characters playable at a decent level? Yes, they are. Are there better chars than others? Yes, they are, at different stages and at different things. Do some characters have specific tricks that can be "abused" by their class? Yes, they have (Ice arrow, Weapon skill for bosses, etc.) Is their right to use them and profit by being smart and knowing their class as it was designed by the Webzen, in the first place, without our direct impact? Yes, it's their right, as long as the impact is purely for their own interest without disturbing important things (IT, for example). Apart from doing everything we can to ensure a fair environment to all the characters as much as we consider, we will never rework entire game or all the tricks and things that game does offer just to satisfy different individuals. We are running on the same core since 3 years, many of you played here multiple editions and already knew how most of the things work (or not). Everything we do is well documented pre-launch as well as post-launch. You had all the formulas (and even personal tips) of all the characters available before server launch. You had beta period as well as a permanent test-server pre and post-launch to test all characters and builds you want on any situation and gear/resets/builds. You even had 4 resets to change your class if you didn't like it. Coming here and crying about your own character or other's character is not making you look good, taking into account all the things you had in your asset to choose your character carefully. As a conclusion we'll always adjust characters and things we consider that can be improved based on feedback, but never during an ongoing edition (and I'm speaking strictly about individual characters power/assets). Cheers.
      1 point
    4. when we were 4+ parties and we won, noone said a word. when CS lost because lack of people, everyone become so loud ..
      1 point
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