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Exilia

My two cents

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There are couple of topics I'd like to discuss about. 

Illusion Temple

First of all, I think the main goal for IT event should be to make the games as close and even as possible. Regardless of the outcome, players should be able to enjoy the actual event instead of just the rewards from it. As the current state is, most games feels pretty one-sided and are basically decided by the RNG of team selection. Don't get me wrong, I've had a couple of actual good and close games in there, but statistically it's been a stomp by one team or another more often than not.

Balance of the teams can not be 100% fair every time, I get that, but I feel like there is some ways to reduce the occasions where one of the teams just gets ran over 7-0. First thing I've been saying for long is that mounts should be disabled in the event, or at least the bonus movement speed provided by them. The event already favors ranged characters over melee ones, so this change would even out the gap a bit. Second thing that I've seen people complaining about is the mana shield buff by SM. For sure it feels quite oppressive if one of the teams has a member the provides a shield for the whole group that absorbs +30% damage. In general, the event should favor innovative game play and strategies over fully buffed and immortal teams, so in my opinion, every character participating should only be able to apply the buffs of his class for himself. The last thing I thought about is that maybe it could be possible to create a system that detects how many different class there is in the event, and if two or more same class are counted, it automatically divides them to opposing teams.


Harmony Options

This one I'll have to just throw out here since I haven't been doing any testing on it, but in my opinion the DD option from Harmony Jewels feels quite strong as it is. Full excellent set +DD, including rings, already provides 28% damage reduction (32% with shield). That's 4% per item. Single Harmony Option has the max value of 7% DD, almost twice as much as single item provides from the excellent option. Maybe max value for Harmony DD should be 6% or maybe even 5% instead? What I'm trying to say is that the max cap of DD (60%?) is quite easily obtainable right now, and combining that with all the buffs, defense bonuses and absorb from wings makes it feel a little too strong to me. But then again, as I said, I haven't done any testing, so it could be as close to perfect balance as it can ever be.


Invasions

As Zaikon stated on previous topic, Invasions should be improved somehow. We have reached the day 65 of this edition, and many top players have already completed the excellent sets they were looking for from Box of Kundun's. Now, when the Invasion occurs, there is only two options available for the strong players. They can participate in the hunt to fight against other top players or they can pass it and leave the goldens for those who could actually improve their gear from the loots. However, the truth is, that most of times there is always at least couple of top players getting all the GGD's, Golden Budges, White Wizards, or what ever it is that brings more wealth to them. I don't mean that it is a bad thing to compete in marketing, but it's almost impossible for anyone who doesn't have the best gear out there, or dozens of ML's / resets, to fight against these players. This kind of game play doesn't encourage newcomers to play to become stronger, but instead they feel powerless against anyone who has been here longer. Only way for them to grow is to sit on spot a and wait for jewels to drop, play bc/ds for rewards or try to kill some low tier Goldens - if there is any left. All this misery just so that they can spent their small income in market controlled by the very few.

I'm proposing that we come up with new bosses that spawns at the same time when Golden, White Wizard or Rabbits invasion occurs. For Golden Invasion, maybe we could get a Golden Boss that spawns in Crywolf. Maybe 2 to 4 escorts and the actual Big Boy (with enough HP to keep us busy for the duration of the Invasion). As the rewards go, they shouldn't be anything too OP. Just something to attract the top players to fight over these mobs and leaving the regular goldens for players that can actually benefit from them.

Maybe we could get a Black Wizard. 1 to 2 of those could spawn in Aida? Maybe orcs with them as well that has a chance to drop Gemstone instead of Wizard's Ring. Maybe the Wizard itself could, or at least have a chance to, drop low tier ancients (with increased chance for +luck) for feather mixing.

Maybe we could get Maddits, that spawn in Raklion? Those little fuckers could hit hard as fuck, have decent HP and annoying movement. Just so they would stand up to their names. They could have increased amount of zen dropped, and a very low (2-5%?) chance to drop Jewel of Harmony.

These are just some ideas and I'd like to encourage others to share theirs as well to bring up some discussion. I don't really care what it is, where it spawns or what it drops, but I care about that new players should feel welcome and wanted on a server they're about to join, and we should do everything we can to give them a fair chance to enjoy every aspect of the game. Because without them, sooner or later, every great server faces the inevitable.

Edited by Exilia

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    no snowflake in an avalanche ever feels responsible

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I agree with everything here and i would also like to add that Cursed should be reworked for sure and i will tell you why.

First of all in your description for cursed it says that he was born with 3 heads so he is weak - how does that make sence ? Dragon with 3 heads should be a fast attacking strong boss that has high damage and i think he should be reworked as that. Second his drop should change i am one of people who farms him now and then and after spending 15min as a party killing him he usually drops either ob1 2 or 3 which is ridiculous how is a party supposed to split 1 ob1 ? I have never seen a box higher than 3 drop from him and i can get ob3`s  even in blood castle so the boss or his rewards make 0 sense.As for IT the mounts dont bother me as much as Mana shield for whole party basically feels like you are noob hitting enemy and he is a God  every IT i play vs SM. Would be nice if you could make each player to only buff themselves like in Lorencia Pvp circle.

Thanks.

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I agree with the Exilia's suggestions except the Harmony part. There is a reason that DDI is capped at 60% for seasons after SS6. One you hit 60% DD, you can makes one or two SD ratio Increase items to counter the SD decrement Increase from weapons/staff. By default of this server, 85% damage goes to SD and 15% damage goest to HP. What SD decrement increase by 10% does is that once the attacker has this option on his weapons, 75% damage goes to SD and 25% damage goes to HP. That's a big improvement in term of damage. Reducing the Harmony option would be a huge buff to dual-wield characters who can make SD bypass and SD decrement at the same time.

Regarding the server, I have a few suggestions:

  • Improvement in PVP and Gens PVP, e.g., reduce exp in relics and karutan 2 a bit and boost exp in  vulcanus and swamp, one or two more death king invasion, able to join DS BC IT with 1 pk status, weekly mass PVP event like  "The Purge" where everybody is free to kill, etc.. 
  • Making jewel dropping rate depends on the size of the party to reduce  jewel farming.
  • Nerf zen farming in Kalima maps. I was wondering why some players can farm so much zen.. Right now I'm doing it too but a little bit late to the game. Nerf it next season please.
  • For each boss, you only earn credits and drops for the first 3 kills only. I'm tired of seeing Coco and Catarina everytime. Leave some for the rest of us. 
  • Only allowing upgrading 2nd wings with credits to +11. This is to make 3rd wings worth something. Right now a 3rd wings for summoners does not worth as much as a 2nd wings+12+opt..

Just my two cents.


Pro PvAFK player!

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20 hours ago, Trâu said:

I agree with the Exilia's suggestions except the Harmony part. There is a reason that DDI is capped at 60% for seasons after SS6. One you hit 60% DD, you can makes one or two SD ratio Increase items to counter the SD decrement Increase from weapons/staff. By default of this server, 85% damage goes to SD and 15% damage goest to HP. What SD decrement increase by 10% does is that once the attacker has this option on his weapons, 75% damage goes to SD and 25% damage goes to HP. That's a big improvement in term of damage. Reducing the Harmony option would be a huge buff to dual-wield characters who can make SD bypass and SD decrement at the same time.

Regarding the server, I have a few suggestions:

  • Improvement in PVP and Gens PVP, e.g., reduce exp in relics and karutan 2 a bit and boost exp in  vulcanus and swamp, one or two more death king invasion, able to join DS BC IT with 1 pk status, weekly mass PVP event like  "The Purge" where everybody is free to kill, etc.. 
  • Making jewel dropping rate depends on the size of the party to reduce  jewel farming.
  • Nerf zen farming in Kalima maps. I was wondering why some players can farm so much zen.. Right now I'm doing it too but a little bit late to the game. Nerf it next season please.
  • For each boss, you only earn credits and drops for the first 3 kills only. I'm tired of seeing Coco and Catarina everytime. Leave some for the rest of us. 
  • Only allowing upgrading 2nd wings with credits to +11. This is to make 3rd wings worth something. Right now a 3rd wings for summoners does not worth as much as a 2nd wings+12+opt..

Just my two cents.

I really agree on some of these points.

There should definitely be more PvP competition between guilds, but so that it still gives people the opportunity to AFK. Easy way to achieve this could be daily system that randomly chooses a map between high end maps (kanturu, relics, swamp, vulcanus etc.) and increases the exp and drop rate of the chosen map by 5-10% (or maybe even add some unique drops for monsters). Here we could rework the guild war system as well. Make it so that only guilds that have Hostility (/war) against another guild gain access to these bonuses. I think it would create fun fights between guilds for those daily bonuses.

Also the idea of lowering jewel drop rate for people who wish to solo farm spots is great. It would leave more early spots open for new players and encourage the leveling up in a party even more than now.

What comes to Kalima, I really like the way how often zen drops there. But in my opinion the jewel drops needs to be turned off on those maps, or at least considerably reduce  the drop rate. As it is now, kalima is easily the best map for currency (b/s/zen) farming, but it shouldn't be the best by such a huge marginal. Also the PK in there should be more punishable. Interesting idea would be to make a Illusion of Kundun spawn hourly on each kalima (1-6). Killing this Illusion shouldn't give any loots, but open a portal that lets you enter the next level of Kalima. Then again, in case you choose to PK players to clear spots and you receive lvl 2(red) pk status, every time another players manages to kill you, you should re-spawn on a 1 level lower Kalima than u were in before. It would make u think twice if u wanna focus on killing peoples to secure your farming, or if you should instead build a character that has strong KS abilities.

Thanks for your cents, MUtizen!


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    no snowflake in an avalanche ever feels responsible

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On 5/27/2019 at 1:29 PM, Exilia said:

There are couple of topics I'd like to discuss about. 

Illusion Temple

First of all, I think the main goal for IT event should be to make the games as close and even as possible. Regardless of the outcome, players should be able to enjoy the actual event instead of just the rewards from it. As the current state is, most games feels pretty one-sided and are basically decided by the RNG of team selection. Don't get me wrong, I've had a couple of actual good and close games in there, but statistically it's been a stomp by one team or another more often than not.

Balance of the teams can not be 100% fair every time, I get that, but I feel like there is some ways to reduce the occasions where one of the teams just gets ran over 7-0. First thing I've been saying for long is that mounts should be disabled in the event, or at least the bonus movement speed provided by them. The event already favors ranged characters over melee ones, so this change would even out the gap a bit. Second thing that I've seen people complaining about is the mana shield buff by SM. For sure it feels quite oppressive if one of the teams has a member the provides a shield for the whole group that absorbs +30% damage. In general, the event should favor innovative game play and strategies over fully buffed and immortal teams, so in my opinion, every character participating should only be able to apply the buffs of his class for himself. The last thing I thought about is that maybe it could be possible to create a system that detects how many different class there is in the event, and if two or more same class are counted, it automatically divides them to opposing teams.


Harmony Options

This one I'll have to just throw out here since I haven't been doing any testing on it, but in my opinion the DD option from Harmony Jewels feels quite strong as it is. Full excellent set +DD, including rings, already provides 28% damage reduction (32% with shield). That's 4% per item. Single Harmony Option has the max value of 7% DD, almost twice as much as single item provides from the excellent option. Maybe max value for Harmony DD should be 6% or maybe even 5% instead? What I'm trying to say is that the max cap of DD (60%?) is quite easily obtainable right now, and combining that with all the buffs, defense bonuses and absorb from wings makes it feel a little too strong to me. But then again, as I said, I haven't done any testing, so it could be as close to perfect balance as it can ever be.


Invasions

As Zaikon stated on previous topic, Invasions should be improved somehow. We have reached the day 65 of this edition, and many top players have already completed the excellent sets they were looking for from Box of Kundun's. Now, when the Invasion occurs, there is only two options available for the strong players. They can participate in the hunt to fight against other top players or they can pass it and leave the goldens for those who could actually improve their gear from the loots. However, the truth is, that most of times there is always at least couple of top players getting all the GGD's, Golden Budges, White Wizards, or what ever it is that brings more wealth to them. I don't mean that it is a bad thing to compete in marketing, but it's almost impossible for anyone who doesn't have the best gear out there, or dozens of ML's / resets, to fight against these players. This kind of game play doesn't encourage newcomers to play to become stronger, but instead they feel powerless against anyone who has been here longer. Only way for them to grow is to sit on spot a and wait for jewels to drop, play bc/ds for rewards or try to kill some low tier Goldens - if there is any left. All this misery just so that they can spent their small income in market controlled by the very few.

I'm proposing that we come up with new bosses that spawns at the same time when Golden, White Wizard or Rabbits invasion occurs. For Golden Invasion, maybe we could get a Golden Boss that spawns in Crywolf. Maybe 2 to 4 escorts and the actual Big Boy (with enough HP to keep us busy for the duration of the Invasion). As the rewards go, they shouldn't be anything too OP. Just something to attract the top players to fight over these mobs and leaving the regular goldens for players that can actually benefit from them.

Maybe instead of White Wizard, we could get a Black Wizard. 1 to 2 of those could spawn in Aida? Maybe orcs with them as well that has a chance to drop Gemstone instead of Wizard's Ring. Maybe the Wizard itself could, or at least have a chance to, drop low tier ancients (with increased chance for +luck) for feather mixing.

Maybe instead of Rabbits, we could get Maddits, that spawn in Raklion? Those little fuckers could hit hard as fuck, have decent HP and annoying movement. Just so they would stand up to their names. They could have increased amount of zen dropped, and a very low (5%?) chance to drop Jewel of Harmony.

These are just some ideas and I'd like to encourage others to share theirs as well to bring up some discussion. I don't really care what it is, where it spawns or what it drops, but I care about that new players should feel welcome and wanted on a server they're about to join, and we should do everything we can to give them a fair chance to enjoy every aspect of the game. Because without them, sooner or later, every great server faces the inevitable.

About IT - I totally agree with your point, what I can tell you is that:
- I think I can do something related to mounts, not completely sure but there's a 70-80% chance.
- Yea, I will do the buff thing for sure.
- While would be nice to have the classes split it's not possible as they are made internally and I can't control it sadly.

Harmony - I don't agree with you, that's the beauty of the game, you have multiple things to aim for and to achieve in different ways, having the 60% cap is easily touched with DDI%, yes, but that means there is also space for socket sets. JoH is as valuable as the reward :)
If I would do something with Harmonies would be to cut to half the ignore sd chance, but probably it's just me who thinks like that.

I won't comment for the invasions thing.

On 5/27/2019 at 5:54 PM, iQon said:

I agree with everything here and i would also like to add that Cursed should be reworked for sure and i will tell you why.

First of all in your description for cursed it says that he was born with 3 heads so he is weak - how does that make sence ? Dragon with 3 heads should be a fast attacking strong boss that has high damage and i think he should be reworked as that. Second his drop should change i am one of people who farms him now and then and after spending 15min as a party killing him he usually drops either ob1 2 or 3 which is ridiculous how is a party supposed to split 1 ob1 ? I have never seen a box higher than 3 drop from him and i can get ob3`s  even in blood castle so the boss or his rewards make 0 sense.As for IT the mounts dont bother me as much as Mana shield for whole party basically feels like you are noob hitting enemy and he is a God  every IT i play vs SM. Would be nice if you could make each player to only buff themselves like in Lorencia Pvp circle.

Thanks.

He was born with 2 heads*. When he was first added he was added to provide a chance for people to farm old boxes outside of events. You're supposed to split the old box just the same way you were splitting a box + 4/5 at the beginning when there were 5-10 players on a single golden. Maybe it will be reworked, maybe not, I don't know, we'll see what future brings.

On 5/27/2019 at 6:39 PM, Trâu said:

I agree with the Exilia's suggestions except the Harmony part. There is a reason that DDI is capped at 60% for seasons after SS6. One you hit 60% DD, you can makes one or two SD ratio Increase items to counter the SD decrement Increase from weapons/staff. By default of this server, 85% damage goes to SD and 15% damage goest to HP. What SD decrement increase by 10% does is that once the attacker has this option on his weapons, 75% damage goes to SD and 25% damage goes to HP. That's a big improvement in term of damage. Reducing the Harmony option would be a huge buff to dual-wield characters who can make SD bypass and SD decrement at the same time.

Regarding the server, I have a few suggestions:

  • Improvement in PVP and Gens PVP, e.g., reduce exp in relics and karutan 2 a bit and boost exp in  vulcanus and swamp, one or two more death king invasion, able to join DS BC IT with 1 pk status, weekly mass PVP event like  "The Purge" where everybody is free to kill, etc.. 
  • Making jewel dropping rate depends on the size of the party to reduce  jewel farming.
  • Nerf zen farming in Kalima maps. I was wondering why some players can farm so much zen.. Right now I'm doing it too but a little bit late to the game. Nerf it next season please.
  • For each boss, you only earn credits and drops for the first 3 kills only. I'm tired of seeing Coco and Catarina everytime. Leave some for the rest of us. 
  • Only allowing upgrading 2nd wings with credits to +11. This is to make 3rd wings worth something. Right now a 3rd wings for summoners does not worth as much as a 2nd wings+12+opt..

Just my two cents.

About PvP thing - I left a post on the discussion topic.
Jewel dropping rate based on party size is an old and good idea that I wanted, I had proposed it to devs to add support for it, maybe will be in future.
Why would we nerf the zen drop from kalima, every place does have special drops (karutan2 - backpacks, swamp - flame, icarus - feather/crest, etc.). You choose what you farm and what you need, where you need.
I'll consider it a troll.
It's either any + or none at all. Maybe we'll consider disabling it at all for w2 on future.

 


"The only way to do great work is to love what you do" - Steve Jobs

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2 hours ago, ADMIN said:

 

Harmony - I don't agree with you, that's the beauty of the game, you have multiple things to aim for and to achieve in different ways, having the 60% cap is easily touched with DDI%, yes, but that means there is also space for socket sets. JoH is as valuable as the reward :)
If I would do something with Harmonies would be to cut to half the ignore sd chance, but probably it's just me who thinks like that.

 

Nah don't think it's just you that feels this way. Some of the characters, coughsummonercough, definitely feels a little over tuned with the SD bypass option. But then again there's already plenty of weapons with the option added in game, so maybe that's something to reconsider for future editions.

 

I won't comment for the invasions thing.



I'd really like to hear your thoughts on this one.

To make my point more clear, we could really use more stages that unlock new boss monsters for invasions. For example, when first 10 players reach 50/100/150 ML, stronger bosses are added on new maps during invasions. Not because we want better and stronger loots to dominate server even more, but so that the more casual players has the chance to compete against each other instead of top players getting all the goodies.

 

One more thing I forgot to mention is the AE, and ice arrow in CC. Anyone who plays the even frequently probably knows what I'm talking about. AE can already compete against other classes in PvP, so it feels quite oppressive that they get a 5s(?) stun that locks you down, and then they just penetrate the mobs near you to make you fall down. Not to mention that they got 6 range on their multi-shot, which allows them to basically be untouched in duels if played right. IMO there can be 3 easy solutions for this. Either disable the skill in CC, which I feel is a little harsh since it's kind of a signature ability for agility elves. Reduce the stun duration of the skill, or make it so that antidote reduces the duration.

Another thing for AE's we talked about is the builds for them. As the class is now, it's a top tier hunter like it's always been with a full agility build, but it's not really any worse than other classes in PvP. Most of the other characters has to choose between going for a PvP or PvM based build, but AE can just add enough str for gear, a bit of vitality to prevent getting one shot and then just smash the rest of the points to agility and you're good to go. 

I think pretty interesting idea would be to come up with a formula that makes the elves PvP damage increase by str. Then they'd also have to choose between PvP or PvM focused build, and go through the struggle of finding perfect balance between str/agi/vit to be the best PvP elf on the server.


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On 5/27/2019 at 10:39 AM, Trâu said:

I agree with the Exilia's suggestions except the Harmony part. There is a reason that DDI is capped at 60% for seasons after SS6. One you hit 60% DD, you can makes one or two SD ratio Increase items to counter the SD decrement Increase from weapons/staff. By default of this server, 85% damage goes to SD and 15% damage goest to HP. What SD decrement increase by 10% does is that once the attacker has this option on his weapons, 75% damage goes to SD and 25% damage goes to HP. That's a big improvement in term of damage. Reducing the Harmony option would be a huge buff to dual-wield characters who can make SD bypass and SD decrement at the same time.

Regarding the server, I have a few suggestions:

  • Improvement in PVP and Gens PVP, e.g., reduce exp in relics and karutan 2 a bit and boost exp in  vulcanus and swamp, one or two more death king invasion, able to join DS BC IT with 1 pk status, weekly mass PVP event like  "The Purge" where everybody is free to kill, etc.. 
  • Making jewel dropping rate depends on the size of the party to reduce  jewel farming.
  • Nerf zen farming in Kalima maps. I was wondering why some players can farm so much zen.. Right now I'm doing it too but a little bit late to the game. Nerf it next season please.
  • For each boss, you only earn credits and drops for the first 3 kills only. I'm tired of seeing Coco and Catarina everytime. Leave some for the rest of us. 
  • Only allowing upgrading 2nd wings with credits to +11. This is to make 3rd wings worth something. Right now a 3rd wings for summoners does not worth as much as a 2nd wings+12+opt..

Just my two cents.

Put 10 of your 30 characters on spot, you'll be all right.

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Couple more things to add on my list;

-Give us the opportunity to purchase or drop warehouse extension, just as we can drop the inventory extension at the moment. Or then just add /ware0, /ware1 commands in game. It feels quite frustrating with all the event mats, secondary sets and jewels etc. to try to fit them in one warehouse. I know there's the opportunity to use web ware and alt characters as mules, but it would make it a lot easier to keep essential shits more organized with this kind of upgrade.

-Maybe add option to purchase service that resets 1/3 of your ML tree, for like 1,000 credits. It feels quite rough right now to pay 2,500 in case you need just a minor changes. 

Another interesting idea would be to add more crafting / recipes in game. Rough example; if you want to craft skull staff +edr+speed you would have to collect x amount of skull staffs +edr and +speed and then mix them together in chaos machine. With very low success rate, successful combination would grant you 1 skull staff with 2 excellent options (the ones you used for the mix).
With this kind of system you could also sort of regulate the value of every single excellent item in game. Just set value X for every exc option (DD=6, REF=5, HP=4, DSR=3, ZEN=2, MANA=1,xx amount of jewels=0.5). Now lets say you wish to craft vine armor +DD cause you're never lucky and only drop those +zen items from boxes. With the recipe using 1x vine armor +HP and 1x vine armor +ZEN, the total value for the mix would be 6(=DD). Just place the items in chaos machine, and with a bit of luck you have now successfully crafted vine armor+DD for yourself. (try not to focus on my values, they're not calculated any further. just so you can get the grasp of the idea).

It would require a decent amount of work to make system like this work flawlessly - if it would be even possible to add something like this in the first place. But the currency system in a game called Path of Exile is quite impressive. They have made it so that even the first items dropped by the first mobs has some kind of value, and no loot is useless, regardless of the options on the item. This could be yet another unique feature to make OldSquad project stand out from the masses. 


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1 hour ago, Exilia said:

-Give us the opportunity to purchase or drop warehouse extension, just as we can drop the inventory extension at the moment. Or then just add /ware0, /ware1 commands in game. It feels quite frustrating with all the event mats, secondary sets and jewels etc. to try to fit them in one warehouse. I know there's the opportunity to use web ware and alt characters as mules, but it would make it a lot easier to keep essential shits more organized with this kind of upgrade.

very good option

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On 5/29/2019 at 5:43 AM, Exilia said:

One more thing I forgot to mention is the AE, and ice arrow in CC. Anyone who plays the even frequently probably knows what I'm talking about. AE can already compete against other classes in PvP, so it feels quite oppressive that they get a 5s(?) stun that locks you down, and then they just penetrate the mobs near you to make you fall down. Not to mention that they got 6 range on their multi-shot, which allows them to basically be untouched in duels if played right. IMO there can be 3 easy solutions for this. Either disable the skill in CC, which I feel is a little harsh since it's kind of a signature ability for agility elves. Reduce the stun duration of the skill, or make it so that antidote reduces the duration.

What are the staff's toughts on ice arrow? And will the bug with ice arrow acting as full time stun be adressed?

It should be a mobility disable skill, not a 5 second stun..

@ADMIN
@Gion

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My opinion r n is that the ice arrow is a signature skill for AE, like Exilia said. 

If you'd ask me, this stun is a part of the game, as Webzen designed it, and I am used to it, even in CC. Tougher enemies make you stronger. 

Plus, again, this is my opinion, you should start playing AE instead of changing it. 


Mop the floor, hide the wet sign just to catch 'em slippin'

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22 minutes ago, Gion said:

My opinion r n is that the ice arrow is a signature skill for AE, like Exilia said. 

If you'd ask me, this stun is a part of the game, as Webzen designed it, and I am used to it, even in CC. Tougher enemies make you stronger. 

Plus, again, this is my opinion, you should start playing AE instead of changing it. 

But currently its not working as intended, so we all should switch to AE just to abuse it :)?

 

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24 minutes ago, Gion said:

My opinion r n is that the ice arrow is a signature skill for AE, like Exilia said. 

If you'd ask me, this stun is a part of the game, as Webzen designed it, and I am used to it, even in CC. Tougher enemies make you stronger. 

Plus, again, this is my opinion, you should start playing AE instead of changing it. 

Well... same as teleport for SM and yet it was changed long time ago, making SM much weaker in all those events. Why this rule wasn't applied to them? 

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What do you mean by not properly working? 


Mop the floor, hide the wet sign just to catch 'em slippin'

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1 hour ago, Gion said:

What do you mean by not properly working? 

Ice arrow should only disable your movment, but sometimes it ''stuns'' you (cant use any skills at all) so ur just standing there for 5 seconds doing nothing.

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