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I personally don't like this x1.5 thing - no offence intended. If that were the case, bosses* and Metin rocks HPs should be ALL modified (=reduced!) taking into account the fact that the maximum damage achievable by any Player would actually be lower. Since we know that they'll probably never change every single mob's HPs (after all, it's a long and tedious process) PvE would still be compromised with your idea. Besides, PvP wouldn't really get better, as noted by the tester: people with several…
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I actually don't think a lv. 75 fan would be useful. I mean, I'm pretty sure Kyanite weapons will be stronger than lv.75 weapons in any case, so what's the point into introducing contents for earlier levels, now that the game is clearly trying to encourage all players to level up? I would have understood your request if lv.75 weapons were needed to obtain the new ones, but that's not the case. And if you're thinking of shamans who are between lv.75 and lv.120, well, first of all you could level …
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@unforgiven: please, let us know what you, the other designers and (possibly) Webzen think about our complaints. We'll be waiting for the 2nd beta and test everything - but we're already pretty sure that reducing the occurrence of critical hits (reducing their percentage by a factor of 6) is not a good idea. Many ideas have been proposed as well. If you're willing to give us your impression about them, we'll be happy.
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Shaman balancing
Post@unforgiven: please, give us a feedback about Summon Lightning stun's percentage. Why would they want to reduce it?
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Dont ruin lykan
PostWell, I agree with you on that matter, their melee attacks are slow. However, almost all the relevant PvE activities (especially high level ones, including crushing metin rocks or certain bosses) are done on horse/mounts. By using a boar, Lycans melee attacks are considerably strong. In dungeons preventing players from mounting a horse, there's the polymorph marble option - just like every other character does. Making their combo faster while lowering atk value may be an interesting way to reall…
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Dont ruin lykan
PostNo one's crying and actually no one's whining about attack skills, mostly of us are complaining about Lycan's excessive power at PvE - many players nowadays are not really into PvP that much, as I am myself. There have been lv.90 Lycans capable of taking down a Beran Setaou. With a matt DSS Ruby and no Dragon God Atk, nor bone items, nor lv.92-94 bio quests. Don't you all think that's too exaggerated?
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Well, I do not mean to be rude and I understand your perspective as a Lycan user. However, I'm quite sure that, to those who really like it, Lycan is more than a mere +60% piercing hits - the looks, the dynamic skills and an overall successful performance both in PvE than PvP make them interesting. At least that's what should influence a player into choosing a specific character. The problem is that piercing hits really make the difference - now it has been discovered that they gave extra damage…
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Quote from IElfenLied: “It is very damaged from the bosses that it is not mentioned at all ” This actually happens to all characters, except for warriors. We're discussing about this matter here: Dmg-Bug from Bosses (All Classes except Warrior) Anyway, piercing hits on Crimson Wolf in particular need to be corrected. You know what? The exaggerated value has been reported by an expert high level Lycan! So, please let's be honest with ourselves.
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Dont ruin lykan
PostQuote from jeroenado: “As you just said any other 'non-point click skill' character can use combos with auto+skills, to not only hit their skills, but also deal extra damage through their autoattacks! ” The story about missable skills may be true, but it does not justify in any reasonable way the exaggerated bonuses given by Crimson Soul Wolf. Yet, we're talking of PvE also - and about the damage on mounts. That's too high! And don't forget mental warriors skills are are all missable as well, ex…
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Dont ruin lykan
PostQuote from jeroenado: “A lycan can't really use autos in pvp that well which means that if you get caught by a warrior (or ninja/sura) pressing his spacebar, you'll be stuck at that place untill you die or kill, and the only thing you can do is spam skills OR get on a mount and run. This can make a lycan very vulnerable. ” Other classes such as Archers will still be suffering this problem even with the new update, but they're still there, without having any self-buff skill making them stronger b…
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Shaman balancing
Post@'Trueshamanking': do not forget that Summon Lightnings (and mental's warrior Stomp) are atypical skills - as the stun they cause can be really long-lasting thanks to the ability "Leadership", up to a minute! Actually this kind of stun is WAY more useful than the standard one. But, If they were to be sure-stunning skills (such as Dash), they would lose their special feature. I actually would not change the percentage. Around a 20-25% seems right to me, but oh well. Clearly, having the chance to …
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Dont ruin lykan
PostI'm sorry but I don't agree with you - and I'm talking as a player who's almost entirely not into PvP. Lykans were definitely too OP, especially when it comes to crush Metins or killing bosses. Testreg observations seem quite reasonable to me. Skill bonuses in general should really depend more on the character's level, by the way. Metin2 code is really too simple under this point of view.
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Quote from Observer: “There is only a sensible way to fix the problem with critics. Just split the critics in two types, pvm and pvp. Pvm would be the same of now, pvp the new system. BUT hey! there are so many people here willing to spend euros on bio quests, so why not? ” I get your idea but I've to say that if I were a designer, I wouldn't like it. I don't like the fact that a bonus named "chance of critical hits" would actually be working in different ways, I found it weird and very "private…
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The fact is, there are really several ideas to, somewhat, "limit" the occurrence of critical hits in PvP/GvG. Be it: - a bio quest - a passive ability to train with a skill book - a parameter directly dependent on player's level (or on player's feats) - a default bonus given by armors which increases as you level up. ...or even a combination of these factors. But nullifying the bonus concept does not really sound good, to me. I guess it's the worst solution you could have come up with, no offenc…
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Yeah, but consider that every monster in the game, and in particular every boss, has got a certain amount of HP, a way of acting and a set of rewards which has been decided EARLIER, when critical hits worked just like they've always done. Removing a steady occurence of critical hits may cause PvE activities to become almost impossible. Dropping from 90% to 15.83% chance of critical hits is like nullifying them. Come on. Still, it's pointless to have 90% writter in your equipment and then being a…
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Suras and warriors
Post@terminatorssssss: you forgot of Dark Protection and Flame Spirit. Those skills alone are the reason for which BM Suras have always been considered as the main PvP class since Metin2 birth. Consider that no one gets a -33% reduction on EVERY kind of damage (plus all of the other buffs and defenses), not to mention a powerful passive attack, which works during the whole duel, cannot be dispelled and is even powered-up by antimagic. Remember that chance of poisoning/bleeding may be also given by w…
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Suras and warriors
PostI don't mean to be rude Signo, but I fail to see why War, Suras and Dagger Ninjas would need a power-up right now. If almost every new player still goes for the warrior or the weapons sura when it comes to choosing a new character for farming/pve, I believe there must be a reason. And the reason is they are the most convenient characters for crushing Metins and farming. You keep complaining about Berserk. Do you know that warriors are the only ones who can effectively reach the cap of 180 atk sp…
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The problem is that,even by assuming they woke up with the idea of making bosses much more difficult, I think this is not the right way to do it. I'm saying this because critical hits are useful also in other aspects of PvE not directly linked to bosses - for instance, killing mobs and gaining experience points. Considering that collecting exp points in high level maps, such as the Enchanted Forest is definitely NOT an easy feat, nullifying the effectiveness of critical hits is a HUGE demotivati…
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PvP Optimisation
PostWell, expressing our own ideas does not mean being dramatic.
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I agree with @wisdom10. Moreover, if you also want to reduce overall damage in PvE, you may act on bosses resistances, or lower attack values. But it's pointless to cancel out the concept of critical hits. I understand that the current critical hits system in PvP/GvG is way too powerful and makes gameplay really unbalanced, but I don't think this the right way of dealing with it. Another idea for designers: you probably could work on the resistance to critical hits (which seems to me a quite und…