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Showing content with the highest reputation since 06/10/2019 in all areas

  1. 3 points
    Relaying on getting ice resist pendants/rings is a hard one, getting ML is ofcourse easier. But sooner or later that ice arrow will land on you. And thats just to counter 1skill from one char? I think it should atleast be reduced, 5 seconds is a long time during an event like cc. (AND FIX IT ALREADY, the stun bug that is) But in my opion stuff shouldnt the tuched to much. None has reached 10rr yet, none is near done with ML. Its impossible to point fingers at whats op and not currently. ML/LVL/RR plays a huge part I do however think DD is good as it is now, I got almost 60% myself, and still get hits for up to 3k+ if dd was to be reduced it would only benefit chars going for max damage, that already got insane absorb/internal def Socket items takes just ages to build, I know a few who are working on them.. but it just takes time. Its like you say, it just easier and quicker to get a exc set with 2 options for now.
  2. 2 points


    DL looks inconsistent in terms of damage and defence. if alegzander DL suffers from attack, so maybe should look into. chaotic doesnt work proper on server1 only server20 but drains AG so need SDL for max ag possible but wont do any proper damage. SDL doesnt have any purpose atm, imho. better get EDL and buff critical and for pvp SMG. would make more sense.
  3. 2 points
    And again, that people are trying to customize the game for himself. I am tired, all play, hunt and dress as they see fit, all fighting for their things, skills and features. What makes you think you see the big picture ? Why I tried to make a Fenrir and you say that it gives me a priority than it is the better compared to your W3 and my W2, or AE, why can't she use all skills in CC? but you're allowed. DD its a problem now because its more easy to make a good set than a good weapon. look from a different angle, and stop trash-talking.
  4. 2 points
    Hello guys.. I think ice arrow skill should be 50% for many reasons...I think the ae`s abuse to much that skill and even if they don`t deal any dmg they will drop you. About DD I think should be between 40 % and 50% ..Chars are getting 2 much tanky and so of the chars are getting op with full set ddi(see SM/AE`s) . About soul barrier I think its insane for a Sm to be in the same time Tank and killer. I`m playing Str DL with 2k str (Set mixed ref/hp/dd+ddi)and I can`t even touch an SM or and AE.. and I get killed pretty easy.I think the DL dmg it`s pretty low this DB. I think that we should think about having only guilds not Alliances as seems that almost all the players went to one Alliance and the CS its getting boring. I think a guild with 35 people will be ideal. About summoner people said that it is overpowered ...Can be..with the right set...but the summoner have low def. witch its fair...comparing with others chars as SM/AE. (they got 2 much power and def in the same time) Have A good day and enjoy. LoveLetter
  5. 1 point

    VIP not working

    Try conntact via facebook, Usually a quick answer
  6. 1 point

    Test server commands

    One more trick with ancient option: +5 stamina or +10 stamina. You need to increase ancient option value on [+4] to get +10 stamina. Next command will drop warrior leather boots: /drop 11 5 0 0 0 0 0 5 (+5 stamina) /drop 11 5 0 0 0 0 0 9 (+10 stamina) Next command will drop anonymous leather boots: /drop 11 5 0 0 0 0 0 6 (+5 stamina) /drop 11 5 0 0 0 0 0 10 (+10 stamina)
  7. 1 point


    Hello guys I just want to say that in my view and many others the DL it`s one of the worst PVP Chars. I could be wrong or maybe I don`t have yet 10 reset or maybe my build its wrong. I never saw in any db the dl to be so weak (you can`t beat any chars if they have same items as you) My Build its Str -vit dl with set adamantine 2 opt +13+ddi7 Cape lvl 3+L+11 . I got 2k str 700 vit with 400 agi and i can`t touch rf/sm/smg/bk..I can only have a chance against ae +emg and with summoner its almost even. I don`t know if the dl dmg its nerfed or my build its wrong but clearly dl dont have any chance on pvp...its almost useless ..good only for castle as tank..also really bad on pvm..with broy`s+agnis set really low dmg. My ml its 80 and its full pvp. I know that many people will say that dl its a castle holder or a tank...but it think we should have a chance on pvp/pvm also....I`m open to suggestions and also..if anyone else have a better build strategy will be welcomed with a reply on this post. Me personally i think dl should have a little bit more dmg.. Have fun and a good day guys
  8. 1 point
    There has been a bit of discussion about these topics, some in public and some between smaller group of players. In my opinion these things, as they are now, push the game into unhealthy state, and some improvements could be done to improve to overall balance of game play. I'm not gonna go too in depth with explanations, and I don't want to push any changes unless majority thinks the same, but these are my thoughts from a players perspective. Chaos Castle and Ice Arrow skill has had a lot of attention recently. I try to play every cc daily and from experience I can say that regardless of winning or losing, it's just not fun to play against. And from what I have understood, the server aims to give a fair chance for any class on anything they do (with some variety of course), but playing against Ice Arrow in cc is nowhere near 50/50, tops 80/20 I would say. Damage Decrease (+dd) is another thing that bothers me. Maybe it's just because I play MG and DD counters my ass big time, but still I think that having the option to gain 60% of the damage dealt to you decreased by excellent/harmony options is just way too much. To put it another way, this makes it very inefficient to build your character to deal tons of damage since most of it is going to get absorbed, and it heavily favors agi/speed based builds. Of course there has to be a way to counter high damage dealers, and in my opinion 40% dd would do that just fine. It would also leave more room for +ref and +hp builds, as for now those seems to always be the secondary options. You should be able to build unique stats for your character according what you want to use the character for, and there should me multiple sets to choose from to support these builds. Now easily over 50% of the players, no matter the build and usage of the character, just simply has to wear +dd set because it's so over tuned compared to other options available. Only problem with Soul Barrier is that you don't have to go for agi build, so called support sm, in order to gain efficient shield to play with. Basic value for barrier is 6%, with 20 ML points you gain additional 13% increase, with current agility formula(agility/62) you easily gain another 10%. That's already 29% absorb without even thinking about if you want to play as a supporter or heavy damage dealer. With 620 agility, you should be easily able to get ~1500 energy, which gives you 6% additional barrier. That is total of 35% absorb with a simple build that also gives you decent killing potential since the formula for max damage is ene/2. My point is that with the current ratios, there is literally no reason to aim for the supportive build since ++30% shield is so easily achievable without hurting your damaging abilities. If you don't agree with my lines I'd like to hear your point of view, but mostly I'd just like to see you voting so that we can hear the voice of many. Peace.
  9. 1 point
    I didn't made my self clear, which was my bad, but my overall post wasn't targeted to your points (though not specifying anything about ms or etc.) but as a general objective opinion outside of your discussions and from the point of view of us as staff, related to any character discussions/topics. I do stated however that we take things as feedback, and while I didn't said it is bad or good (speaking about MS), I also said that we're not touching chars during ongoing editions, but that doesn't mean it won't be noted for future. Again, you're speaking strictly from your point of view as a SMG, while agi does of course benefit you, let's think about the VRF then, where agility barely helps him at all (speed is useless for VRF due to CD on chain drive) and the amount of def gained is just like the AE, very low. DDI is usually the main thing that can keep them alive in fights (yea, they have high hp pool, but on 1v1 as I stated previously, once the sd is gone health is barely helping you to survive few more attacks, taking into account that most classes have up to 180% damage vs RF). You speak about damage as it's something overlooked, but you forget that your entire damage is also amplified with different things (main thing to look out is up to 18% from resets, just as pure damage, excepting extra points), then you have chars that does have % rise of damage from weapons, that again benefit much more from damage. Then you have full socketed weapons that brings in another extra % damages, not speaking about ancient sets with DD or % damage increase. The buff from 55% to 60% of DDI is a minor one compared to an 18% increase in damage just from resets. And even there, how many ppl does achieve that max dd%? It's not something easily achievable, at least not for everyone and not that fast (looking to newbies/late comers). There are enough methods to counter AE's thing in CC, starting from chasing her since start (you know which one is elf, due to bow) and burst her down on start, being in her range when she starts ice-ing you, up to indirect methods like letting her die to mobs/other ranged players from CC. It's not something that grants her a 100% win, but the only thing that gives skilled elves a chance to win the CC on their own power (how many AE's does even know to play with ice, 4, 5?). I didn't wanted to give playing advice at all, everyone should play his own game and find the best solutions, but I can't keep my mouth, because you're assuming things without even testing before, JUST take 10 minutes from your time, go on test server, put 20 points in ice resistance on skill tree and then try to hit yourself with an AE ice arrow, then you'll maybe understand what Ice resistance truly means and will stop telling that there are no counters. Want to counter AE, sure, you'll lose 20 points for them, but you will be almost safe. Let's test before writing or complaining, you have all the tools you need to test anything in few minutes, only use few commands and you have everything you need, then we can speak on the same subject knowing most of things that game offers, not just by speculating.
  10. 1 point
    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.
  11. 1 point
    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.
  12. 1 point
    I'm not underestimating any work that has been done to configure this server. This has been the most balanced project I've seen ever since I joined the first edition of non reset. Your attitude towards the topic seems to be the problem if you look at this as trash talking. I have done my very best to give reasoning behind every subject I've touched here. No changes has to be made nor will ever take place unless admin thinks there's a need for them, but trying to shut down any constructive discussion about the balancing issues from our perspective is pretty naive in my opinion. Nothing is perfect and never will be, but there is always room for some improvement. e: Because it's a class that's designed for PvM play style, and the reason they gave her an ability to stun people is to deny anyone who tries to attack her. No other skill even remotely fits the same category with broken and ice arrow. Still, on this server, AE is equally strong in PvP with any other class, and in Chaos Castle, it has very little to do with PvP while she just abuses the skill without actually killing you - she locks you down and makes you fall and there is nothing you can do about it. If you are able to explain to me why she should have ice arrow in cc, with the current effect duration, I'm ready to take back everything I have said. But before you do that, I'll consider your post yet another "trash talk"-opinion, and it has very little value for sorting out this situation.
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