Hortblade +1
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@Old Powerz
Tried my best to make the text more friendly. Unfortunately I'll have to edit a lot to make it easier to read. And it's not going to be my prio 1 =/ @CM Jean I think players will appreciate your reply. Mainly because there's so many different threads about these runes. I think they missed the point that this isn't the final "judge". @Hortblade When I wrote all, I meant the majority of the server. I, for example, are one of the first one to complete the new Quests on each update. First player with the Taunt Spell, etc. I do enjoy the other features, dont get me wrong ![]() However, the point is, even though players like you and me may enjoy doing quests for new rewards. Doesn't mean the other players does. I've done Insect Quest more than 50 times and always seem to locate a new bug. I can't say it's a critical bug, but it's basically a small thing players fail to notice because it's not in the quest path. I collect items in the crafted area to increase my damage etc,etc. I can level for hours in the same area to reach a higher rebirth. I even use the task system. BUT, in the end, the main goal is to "rule" the server. * After you've recieved your* - Rebirth - New item - New Spell etc, etc. You most likely want to test them in PVP. And I'm sure you want the server to be balanced among the vocations when you do. And if you want to advance faster in level, you'll have to win the Arena Event. Which is purely PVP. - That was my point. PVP has a huge impact on the server. And this new reward doesn't really matter if one vocation is better than your own. |
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what i would like to see is the old spells are more powerfull
the war is not only boring because of the low survivability (idk if this is a actual word.. ;D) but it's always the same, spamming mega spell with extreme runes and using slow runes or merger runes, and sd with spamming mr/don uh and mana per soul. that are all the spells people use in the war, but in real tibia mages can use summons and diffrent attack spells/support spells. look exevo gran strike was the main attack in 8.6 but now it's like 1/10 of mega attack... and the reason behind that is that the max level in 8.6 was 1200 or something and now its already 2050 but still. and about riesen's idea for cooldown for slow runes and 35% for merger runes is not a good idea too, like that we are throwing the basics of druids away, the diffrence between sorcerer and druid is that sorcerer has a slighty more damage as druid and some more spells while the druids has support spells like exura gran mas res and exura sio (nova sio in this server) and paralyze runes, nova sio is already fucked up in this server because of the immune spell. what would you chose? immune for 3 sec protection and to be able to heal yourself with mps till 100% or using exura sio and heal your friend for 50%-75%. what i am saying is that slow rune should exist with max 10% lost each rune (i think thats fair) because 35% is alot of mana, you have to see it like this: when you use a spell in real tibia which cost a total amount of 35% lets say 1400 mana and you have to use 7 mana potions for that to recover that spell who would use it? it's not like a slow rune is a killing spell, lets make something to counter admin sd? for example 5% damage each sd which is quite hard for mages to resist and combined with the 10% of the slow rune that's already 15% which are 3 ultimate manarune healings in my oppinion riesen is right for 90% of his respond except for the runes " PVP has a huge impact on the server. And this new reward doesn't really matter if one vocation is better than your own. " ^ is so true, but it might be easy to help what hortblade mentioned in another thread and what i mentioned in a thread some time ago, give paladin sorc and knight a support spell and druid a killing spell, people are talking about the immune spell which is op because we are immune for 3 seconds and after 7 seconds we can use the spell again, but when you combine the immune spell with the attack spell its already 20 seconds, for example we use immune and we are exhausted for the attack spell and immune for 10 seconds so we have to chose which spell we use, about the other vocations i was thinking about -knight: hp buff (should be the tanks) -paladin: protection buff (protection sucks atm) - sorcerer: damage buff ( should be the damage dealers, i know they have slightly more damage as druids but they got nothing special like immune spell so give them a spell for 20-30% more damage) AND FIX EXTREME RUNES ![]() ps let me know what you think of my ideas |
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@Sariel
My ideas about the Runes might not been the best. But it's not totally blindfolded. The reason why I prefer a cooldown over mana cost is because I still think you should be able to use it as a tool to escape. - Or you can decide to use it in a combo. People seem to forget that RL Tibia doesn't have freeze runes. What Paralyze rune does is that it "slows" the target. And since you can only heal once per step, it can be classed as a weaker version of a Freeze rune. But it's still beneficial since you can cast it from a distance. So it's not odd that it has a higher cost here than there (Tibia). I doubt I have to explain why and how. But hopefully you get the point. I'm not saying that my idea is the rightful one. "it's not like a slow rune is a killing spell". True, but with the right ingredients, it will have a huge impact on the target. So it's not odd that it has a higher cost. (as mentioned). About the Merger Rune, the reason why I think it's "OK" with 35% is because it will always hit 25% HP /Mana on its first hit. It's even better than the Knight spell. I'm actually jealous. Also, you can combo with it if more than one player cast it at the same time. Basically Paladins have the deadliest weapon if they use it in a group. Also, can't be that hard as a Paladin to heal up 35%. Anyway, as mentioned, I'm not saying that my suggestions are the rightful ones to make it balanced. Quote:
Thanks for that =) About the buffs. I do agree that Knight's and Paladins should have some sort of buff. But I dont agree that Druid's should have a spell with 20-30% more damage. Atleast not now. Perhaps after we see the other features the Staff has in stock. Basically our protection and hp (knights and paladins) wouldn't matter if you got an additional spell. You can already increase your damage by 25% (cap and immune spell). An additional 20%.. woho, that would be sick. Anyway, perhaps it might be suitable in the future if they fix the Magic levels and Extreme runes. But right now, I cant see it viable from my own point of view. Immune Spell / higher damage / paralyze runes. It's already a mighty combo for a class. Dont get me wrong, I think Mages should deal an higher damage, but you: * Already deal more damage * You can escape freezes with Immune spell and increase damage if you hit it right * Can paralyze the target which gives you an additional second(s) to deal more damage without the other player be able to counter it. Anyway, I do agree that the wars are quite boring. It's like an highway with several cars. You just keep driving and waiting for an idiot to crash into you. PS: Knights and Paladins might not even need a HP/Protection buff if they lower the damage. I sound like a hypcrite by saying "BUFF THEM". But that's not my goal. Both you and I are full aware of the Extreme Rune issue. Imagine it with spamming paralyze Runes and 1 freeze. - |
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Read the sentence wrong.
Well, almost none plays a sorcerer so I dont have that much to say. Perhaps it will make it more "balanced". But as the damage look now with extreme runes, it seems like Sorcerers are going to be the "burst-damage class". - If you dont freeze him, you're fucked lol. Guess I got nothing to really say about it. |
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back to the slow runes: i agree to make exhaust but not 1 minute that's crazy but 5 or 10 seconds might be good, and slows are easy to counter too, i have to admit that pieroo plays very well against the slow runes, after every freeze he says utani hur or utani gran hur and does not walk to the enemy like 98% of the server does (including myself im afraid :S)
anyway we should start creating ideas after the extreme runes are fixed because we knows maybe druid ain't that good |
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I said 30 seconds or 1minute. The main idea was a cooldown. The timer was just an bad example. Tbh, most players might actually enjoy the mana cost more. - Easier to handle.
About the counter defense from Paralyze Rune. Unfortunately as a Knight, It's hard to keep the Mana up. They seem to drain it rather fast. I do play with the 'food' just to be able to pull off 'haste spell'. But even with the haste spell, a well placed freeze will still stun us for a moment with Paralyze Rune. Not even Pieroozek can counter it if the Druid is good. About the Extreme Runes. Have in mind that the Staff might not do anything about it. Tbh the damage from Extreme Runes are necessary in some situations. As a Knight, that's actually my primary attack. Since I cant cast anything else. Mega Gran deals like nothing and I rarely have enough mana since I have to spamm donate uh to survive. The SD damage is useless thanks to the exhaust, and we're a melee class. And our Knight spell is also a risk to cast. We could probably move like a Mage / Paladin to kill a target but then we wont benefit from our crafted blade which is a melee weapon. |
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#riesen please don't act like victim because ek is one of most powerful vocations all over server "mega spell" not good not rly get max level 4m and your mega will become good because im using doctor powerz sometimes and u are 1800 wtf? and they didnt tell you to spam "admin sd" to kill people you used to be "brain-user" you guys made unfreeze bug and it has no solution and still u need team to take advantage of all your spells even druid need team huge one just to immune him or sio him.
extreme rune is dangerous for ek more than druids |
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