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Originally Posted by Old Powerzc Quote: Originally Posted by tera druid almost, but still low. I don't really know about the sd damage still i haven't really tested it, but 121 ml is kind of low, if you had higher ml and then compare that would be a different story. knights at their highest will have a consistent 12 ml at their highest, if they actually PLAY and die,etc. Which means that 12 ml knights will forever have that sd damage, unless they use vip helm(which gives +2 ml) Which is not worth it at all, since do i dare say that knights are still squishy because of the low hp? While mages can still increase their damage because they can still increase their ml(or your ml) If you asked me I would compare the knight's 12 ml to at least 130 ml for mage, but that's just me. |
Buddy you really mean what you wrote so your knowledge about tibia is zero, knight can't use sd until he reach ml15 and also he can't make same damage as mage even if that mage ml 40 in real tibiaor any ot server.
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Are we on the same channel? Admin sd is level 1k req just for your information
Yes i do know that rl tib sd requires ml 15, but we were talking about highexp.eu OT all along.
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Originally Posted by Old Powerzc
Quote: Originally Posted by Tera druid Simply said, knights can tank 1 person, while mages can tank multiple people at once keyword once, aka burst damage (see below). Might i say that pallies are so weak that it's not even funny, especially if you're 1,220 rb pally and you get soloed by a 1k rb mage. We can see an example here, let's say both vocs mage and pally both use mega spell + sd , no healing, who would win? The mage, because of the huge mana reserve, let's say the pally admin/ult mr heal while mega spelling or extreme rune whichever, while the mage spams mega+sd combo, i can bet that the mage will still win. Though obviously, it's still up to which player is better in pvp. Which leads to the whole player pvp skill talk. |
unfortunately, it's because extreme rune and also 1k reb knight can do alot 100 reb druid can slay alot of high reb just in war hiding and throw extreme rune with high damage of legendary.
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Mm half and half ;o Is it even possible to hide in war?lol Last thing I know is that if someone is shooting runes, and you dont know that name, that's an instant target, and that would also be an instant KO as well
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Originally Posted by Old Powerzc
Quote: Originally Posted by tera druid You shouldn't be able to solo knights 1v1, given that knights suck in war pvp, due to the fact that they can't tank burst damage, only consistently low damage. See below. That's also the reason why in almost all ots, mages are always the best war pvp vocs, and will always be |
it should depends on rebirth, and magic level spells you have.
which means 1200 shouldn't be able to kill 1200 ek but there example music dead or snowballs removed from doctor powerz's hp 80% of total hp alone 1 vs 1 each char.
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One thing you should know, is that if it was depending on rebirths, knights will instantly be OP. It's pretty much common sense if you think about it ;o
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Originally Posted by Old Powerzc
Quote: Originally Posted by tera druid Knights are still very underpowered, i stated the weaknesses in this thread already D; Either ways it's obvious that you're not suppose to be able to kill knights 1v1 in the first place. And for mages, they can tank 'burst damage', with the huge mana(aka health) reserve, which knights cant. And the fact that knights are suppose to be able to tank, not mages. Hence why druids can still solo 1v2 without a problem as shown by Ice Boom, who has soloed 1v10s in temple map vs The Demolisher guild, and this was currently a week ago and a half~ ago(after Shippuden got disbanded) While for knights, knights will get destroyed 1v2, it literally only takes 2 people, 1 freeze to kill a knight. And only 1 freeze below 1.2k rbs 1v1. Knights need to be high rb, with higher hp to even survive 1 freeze against 1 person. |
buddy you talking like mana per soul is main healing rune for druid mana per soul just support spell we should use it with high exhausted and make ultimate manarune more faster and heal high depends on mana/rebirth.
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I never even mentioned mana per soul even once, and it was never used either, which was the funny thing, the druid on the 2 player side was the one using mana per soul. It was pure Mwalling and immune spell timing. All player pvp skill.
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Originally Posted by Old Powerzc my own opinion, knight can be tanker how?
1- make 30 second exhausted "extreme rune"
2- team work which allow you to survive by healing friend or unfreeze bug.
3- support spell from druid like nova sio or exura immune.
there alot of things but i'm not thinking about it right now because unfortunately my pc is broken and i'm fixing a new one.
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Yes I do somewhat agree with druids supporting knights, but think about this, will druids actually immune their own team? How many druids will do that, when it's better to immune themselves, thats why on the other post on the first page of this thread, i said something about druids not being able to immune themselves, making druids a fully supportive class, but that would instantly look like a nerf. Plus the fact that knights have low hp, only immune spell would save them, not nova sio
VVVVV
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Originally Posted by Tera Druid
So like yea, voc balancing. Let's just say knights are for tanking, how can we make knights tank without them becoming op? Maybe change the 1k spell to a buff that decreases damage?(xx% protection) Note that immune would still be more efficient than protection in that you still take damage with protection. And having a hp buff won't do, since knight's hp is still low, rather having a damage decrease would be more efficient.
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Originally Posted by Old Powerzc
druid sux why?
1- i can shoot any druid "high reb - low reb" by extreme rune and just spam it from far which will make him use alot of mana without even freezing him then i found effect of extreme rune on his hp i run and start to attack.
2- exura immune doesn't help like before and before was TOO OP so you can solve it by removing it completely and upgrade nova sio some-how im sure staff specially Gm Xerazx he has alot of ideas and he is professional in this way.
3- mana per soul is main healing and also it needs alot of soul orbs which we need to waste BIG time just to loot it or buy it from players and they trying to abuse it or sell it for high price so it become more value than rich item it-self and ultimate manarune become trashlike it's rarely that i use ultimate manarune if i used bot.
4- paralyze is but it's hard to remove it, if you are mage when enemy attack you mana it means it's hard to remove paralyze why? its tibia system test it any-where every-where its same.
and there alot of things i didn't mention.
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1.You keep mentioning the low rb spamming extreme runes. Since you're using/wasting runes, why not use it on a high rb where you are able to survive and keep spamming runes instead of getting 1 shot by someone.
2. Yes, we just have to keep posting up suggestions, one day we will be able to come up with a perfect solution.
3. Like I said before you aren't suppose to tank with mages. Let's define mages:
-They can tank burst damage easily.
-They dish damage before their mana runs out, hence why they have a huge pool of mana, and why knights have low hp.
-Once their mana runs out they should die, but no, there's mana per soul now, even if they reached low hp, they can still survive.
-If they, the staff, are going to increase the percentage of mana recovered to a point where mages can tank dmg, then knights won't ever be needed, they can probably work on the upgraded admin mr : ultimate mr ratio though, maybe increase ult mr abit more, but less than damage done.
4. I'm surprised that para or slow rune(?) are finally mentioned.Don't know which rune you're talking about but regardless slow runes are very useful especially during wars. I mean like they are very very useful.
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Originally Posted by Old Powerzc
sorcerer and paladin are op damage but healing? their defense is shit why?
1- sorcerer cant use immune so it can't refill or have chance to survive in war immune like lotus it makes mana blow twice before you use it you mana is full after you use it you mana become full because of protection but after it's effect gone you are completely fucked up even if u are high reb because extreme rune doesn't make different between rebirths and same for paladin it's defense is shit the blood is being abused by 1200 reb druid,knight sorcerer and paladin because of extreme shit.
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They can probably work on the sorcerer damage abit more, don't know about how much damage deathcap increases. So would need someone to test and post results. I do believe that sorcs need a change of spell set, and maybe actually all the vocs should get a spell revamp, and vocation revamp?
Paladin is beyond underpowered. Honestly they are kind of useless because of the way they are, it's much harder to balance pallies, since of their hp/mana distributions mainly, though it's probably just cipsoft's fault in even making that voc. Cipsoft was just trying to make a hybrid voc but kind of failed at it, there's probably a way to attempt to balance pallies, but it can easily turn pallies to an op voc, so it's just much harder to balance them. Though I do agree that the staff needs to do something about these 2 classes, but they also need us, to give good suggestions, and hopefully things can be compromised.
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Originally Posted by Sariel @tera druid
-why should i waste days to train my m lvl if i can die by any player 1k+ which has alot of extreme runes..
- a mage can't tank 2 players ... 1 knight can get my mana down so...
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So you can use less extreme runes?xD I dont know lol, I rarely use rock runes, i have to alternate between uh+mega gran and mega gran+sd, my rotation is usually like 1-2 rock rune then rest mega gran+sd with uhes in between freezes, have to really time it well to not get caught with uh cd while getting freezed which = death. Talking from a knight's pov. I'm just guessing that pvp requires supplies which requires cash. But then again all games' pvp requires supplies right?
Actually if we look at it in numbers:
1220 rb Knight's hp: 24.5b hp (24536785395)
1220 rb druid's mana: 47.8b mana (47824484735)
total health for druid (hp + mana combined): 55.5b (55546668751)
As you can see here, druid's have almost twice the mana than Knight's hp. In turn, mages should be able to tank more, by tank I mean survive the damage in 1 freeze and run. While knights, knights can barely survive 1 player damage in 1 freeze, which means knights can die in 1 freeze by 2 players, no chance of survival. Think about it 24.5b hp, and 47.8b mana, the damage done within 1 freeze. For mages, it's more of surviving the initial damage, if you survive, that means you didn't die, which means you can continue fighting, while for knights, it's tough war pvping, because if we use admin sd, we run the risk of not being able to heal(uh), which usually means death for us. Let's look at it this way, it's more of how much damage you can dish out before dying, that's what mages are all about. If you think about it, if knights choose to dish out damage, we auto lose the chance of uhing, which can be a good thing if you can manage to be slick and not be in the spotlight. But if I saw a knight doing that, I would freeze and kill, it's a free kill afterall.
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Originally Posted by Sariel
- druid's might be the best war vocation but its pretty hard if a druid can't outheal a knight. also if we talk about "the story of tibia" (mages dmg dealer and knight blocker etc...) in real tibia a mage can outheal a knight in 1 v 1 battle. but on highexp.eu a druid can't outheal a knight while a knight can outheal the druid, im not saying to decrease the damage of knights and paladins (except to take a look at ALL extreme runes, because the deal too much damage) but to make healing of druid a little bit better, i don't know why the soul orbs are changed between the years but 2 years ago 1 soul orb (soul key) gave 50 soul points but later that's changed into 20 soul points. i would also like ultimate manarune to heal alot more because this is just a waste of money, 8k points for 1 rune which heals not even more than admin mr upgraded which is a quest item...
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Dont know if we're talking about 1v1 or war pvp, but let's go with war pvp since war pvp means more than 1v1 pvp, actually we should focus on trying to improve war pvp and ditch out the 1v1 pvp, so war pvping can be more balanced. Right now as i see it with 1v1 pvp, being able to kill someone in 1v1, makes war pvp useless. Well like what I said already, knights are suppose to tank the damage while dishing out steady damage, so something needs to be done about how knights tank. On the other hand, mages are suppose to dish out all the damage possible(hence why there's deathcap) before death, that's the only reason why we don't see mrs healing say 50% mana or something, which would mean mages would instant become op and can tank in pvp and pve, which means there wouldn't be a reason to ever play a knight, since mages would have more mana and be able to heal more.
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Originally Posted by Sariel
knights might be underpowered in health but in damage they are pretty op (and yes i tested the damage of sd with a knight and a mage). given is that knight is just strong in 1 v 1 because of the extreme runes. i mentioned in another thread than i did 5 times a duel with xoydia (1220 knight). 2 times with extreme runes, and i can tell you in those 2 duels i wasted more than 100 orbs in less than 2 minutes. after that we tried 3 duels without, i won 2 of them and the last one was a tie, the ting is that with extreme runes he killed me 2 times because i couldn't outheal him, but when he couldn't use extreme runes i had always 60% or more mana.
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Please post out the damage xD, would definitely mean alot to me, so i can analyze it, and maybe post the equips used and ml.
And well like what I said earlier, if you sd as knight, you probably would be dead if you got frozen. And 1 more thing, make sure they(the knight and mage) attack the same target, like you know knights have 15% more magic resist, which may tend to even out the damage if you sd'd each other(that balance much). So what I'm trying to say is like find a target, and both the knight and mage attack that target and post the results
By the ways, I actually don't know about the other vocs(?), since you guys have been saying that ml doesn't affect extreme runes(?), for us knights, ml seems to be affecting our rock rune damage, which means if ml 6 knights will supposely do less damage than a ml 12 knight. Well, this eventually goes back to the extreme rune talk, but then again 1v1 is nonsense to be honest. Knights should win the 1v1 pvp, but they cant 1v2, i'm pretty sure. I don't know why people don't believe me, but I actually witnessed those 1v2s that Ice Boom had against Valdenilson the second and Litth Zyrus. Please tell me why Ice Boom can 1v2, even though it seems obvious that he's better at pvp, and knows where to mwall, to prevent damage coming in, and plus the fact that he didn't even use mana per soul in those fights. Might i also note that he was also trapped in the corner while doing those 1v2s, with a choice of exani huring up a building, during the fights on on roof of the building, mwalls were used to prevent damage. I'm pretty sure it's all player skill, that's why druids vs druids 1v1, Maroz at 1.5k rbs do get soloed by 1220 rb druids always. I mean like really, there's also player pvp skill involved, cause the fact that Maroz also has advantage in hp/mana/ml/damage, shows alot.
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Originally Posted by Sariel
- last thing you said about immune is a thing i don't agree with. the "new" spells should be the strongest spell in the server and not the mega spells. i can say that the new spells are the same damage as mega spells and talking about immune which has no damage at all. with immune spell we just survive 3 seconds more and after that we are dead (if we don't spam mana per soul). back to the points of 50 soul points each soul orb for this. i think i wasted more than 10 richs sets only to get soul orbs during the years, you can ask old powerz how much it costs to get so much orbs, anyway a knight just have to buy a don uh, and back to real tibia, a mage has to buy pots but a knight has to buy pots also and not 1 unlimited rune. my suggestion is than or make healing of ultimate manarune better or let knight pay 25~eggs for 100 healing runes (not unlimited). to make it a bit more fair 
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New spells do need a revamp. Honestly, maybe you are using the mana per soul wrong, it's actually to give you a 2nd chance of survival. It was never used to tank. It's more like mana per soul and then runnn just to survive another day. I think that was the point of the spell, but i may be wrong? It's pretty much the same as say the crafted items, it's not like you're going to have it permanently on, while the time ticks right? It's like use it when you absolutely need it. Not tank with it, that's what only rich people do.
The bugged mana came at a good timing, it really shows how important it is to have a huge mana pool. Naruto Mage with a bugged mana of 60b can survive 1 freeze by 2 1.2k rbs. Really shows alot though, if the mana was normal, then he would have approximately 27b~ mana which in turn looks like the situation of knight hp vs mage mana. Another example would be like surviving 1 hit from King Jaul. A 500ish rb mage can tank 1 hit from King Jaul, but it takes around 1020~ rb for a knight to tank just 1 hit. What I'm trying to say is that mages are good for dishing out damage before dying, that was their main role, if they don't die they can continue dealing damage. On the other hand, knights really just die in 1 freeze, a dead knight cannot deal damage. That's a major weakness, whether it's 1v1 or war pvp. There's of course ways of preventing our weakness from being exploited.
(there's apparently max character for forum posts, to be continued on next post)