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Dont ruin lykan
PostI've done some tests with my lycan 92 on setaou archers. In beta, with 138 int and 540 AV, the damage output is around 5.1 ~ 5.6 (with spacebar attack). In official server, with 138 int and 885 AV, the damage is the same.
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My General Feedback
PostQuote from unforgiven: “Won't having higher cooldown for buffs force players to be a bit more careful on dying? Wouldn't it bring a higher demand on having 2 or 3 Shaman per party to handle the lack of buffs? ” I don't think so, there are situations where you just can't survive, jotun thrym for example, or group pvp. And with these "bad" reduction on skills and cooldowns, a new player isn't incentivate to select a shaman like main character. That's my opinion, off course.
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And everyone talking about lycan on the ground, but, really, when you hit on the ground? Only in nemere and jotun dungeons..... In pvp no one uses space attack cause the target is already escaped by mount, even if you are a body warrior.
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I almost agree with you, but I have something to say. Quote from LordBlack: “- Crimson Wolf Soul: - Fix on 750 attack value (al Perfect Master , now with 12 int Crimson have 956 ) -206 attack value . I propose 600~700 with maximum int. 750 is bit too high. Aura of sword don't reach 700. - Remove the possibility if use item 12 INT for increase Crimson wolf. I don't agree with this point. It means that everyone will reset status int for str. - Reduce the percing hit at 35% . ( now the skill have 6…
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Dont ruin lykan
PostI agree with you YoTeDoPo, they should remove crits and piercing from their skills, and maybe reduce crimson, but just a little, from 800/1000 to 600/800, maintaining their cooldown, and lican will be balanced.
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Dont ruin lykan
PostKeep calm and they will fix everything, just report what's wrong in your opinion and what doesn't work. In my opinion, 55 second cooldown for crimson is ridicoulous, and the attack value should be similar at warrior and sura.
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Beran anonimate
PostHi, my intent is to discuss with you about an underestimated but serious problem. At the moment, whenever somone tries to kill the dragon, the message system "mister x is trying to kill the dragon" appears, and then "mister x killed dragon", "dragon come back" ect. I propose to replace these sentences with "a group of heroes is trying...", "the dragon is dead" or something like that, but without any name. Why? Unfortunately, I often read bad insults addressed to who farm this boss, beacause of h…
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@Priore May be sad in your opinion (not in mine), but if you can do such bosses in solo, that means that you have a wonderful gear, otherwise you can't do it by far. And if you have such gear, I think that a special reward is the correct reward (even for a single player). My congratulations to who is able to do it in solo. (Hidden Content)
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Critical Hit - The formula to calculate whether a hit is critical or not has changed for both PvE and PvP - The chance of landing a critical strike with normal hits has been reduced. This means that, right now, if you have a 90% chance of landing a critical hit, you will only have a 15.83% effective chance in the end - In order to increase skills’ relevance, the chance of landing a critical hit with skills has been increased - The damage calculation has also been changed in PvP - Instead of simp…
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Buffs changes
PostI share your complaint about buff's cooldown in general (not only dragon but also heal). I prefer buff one by one fastly rather than have skills that buffs everyone, but with a long cooldown, because that means that if someone dies or don't reach buffs for every reason, he will stay a long time without buffs. Maybe the better idea is give the possibility to buff everyone, but with a little cooldown. I think that everyone appreciate this way.
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Shaman balancing
PostWhy do you reduced chance of stunning of summon lightning? 25% didn't work very often yet against who has got shield with stunning defence.
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PvP Optimisation
PostIn this way, you should increase INT STR and DEX, without VIT. It's just different situation than now, but not so bad in my opinion. If you want to do the max damage, you have only to change stats. Personally, I will do it sacrificing hp.
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I also prefer doing something solo when I play, specially because I spent a lot of time to buy or doing myself items that allows me to accomplish every dungeon or boss in solo, and keep all the reward for me therefore. Waiting other people bored me, so when I play I wanna have the possibility to do whatever I want with my own chars. Listen to me, please, criticals don't need any change in pve. People will only leave the game 'cause dungeons will be too hard. Quote from unforgiven: “Constructive …
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PvP Optimisation
PostCritical's topic is a real mess, they have to adjust something or it will be the end of the game. About changing of skills, they're all quite good, but in my opinion i don't like the fact that dragon's aid, blessing, swiftness and attack will have a cooldown similar to the duration of the skill: that means that if someone dies he will stay without buffs for a long time.
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I suppose developers don't play constantly the game, so we have to be very accurate when we communicate them what is good and what is wrong. Maybe they thought the critical changes is a solution for our complaint about "too much damage". Let's explain them that the criticals are good as they are, with 100% criticable chance expecially on the "base attack" (the one with space bar), because it's the most used in pve, but also on skills for what concerns pve. Criticals don't need any change in pve,…
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Please Webzen, maintain 100% criticable hits (on average hits). If you change this point, many players leave the game, beacuse it will be simply to hard to accomplish dungeons and bosses.
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PvP Optimisation
PostIn fact, I think most of the changes are good, except for two points in my opinion: 1) The big problem with this critical system: I think that the changing is no sense, because players will have big problems in pve, dungeons and bosses, without criticals. Criticals are simply OP in pvp, because with crit you can actually oneshot other players, so developers should reduce criticals in skills against players, but not against all targets (mobs and metin rocks should be 100% criticable). 2) Cooldown…
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I really don't like at all the idea of a significat reduction of critical hits in pve. The game is quite balanced already for which concerns mobs and bosses... In this way you only complicate things to players making all more difficult. (unless you decide to rebalance all mobs, all metin rocks and specially all bosses). In my opinion, this changing (90% criticals = 15%) should concern only pvp.