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@CM Jean -
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It brings a lil'bit of "calmness" that Durability-% don't matter regarding protect-% until it's broken.. Though, I assume that harder monsters also share the same function as higher rebirth players regarding durability? The Beta-server is down so I can't do any tests regarding my concerns. But surely you're aware that the blockers in a quest tend to take more damage than the rest. Admin SD - I had a conversation with Admin back in 2015 regarding Admin SD. Even though the new features sounds really interesting, the current PVP situation, even with a limited usage, still sounds garbage. Admin mentioned "it depends on rebirth & magiclevel but much more on magiclevel". (Which I'm sure everyone is aware of now). Further into this discussion, he mentioned that he(you too maybe) had a plan to re-work it's formula as it depends too much on magiclevel with incredible numbers. And this was 2015. I don't want to nag. But as a Knight (I'm sure Paladins share this too (to an extent)) the constant reminder that your damage is next to useless and the fact that it's nearly impossible todo anything about it (unless you re-roll to a new vocation) is just sad. And to hear that you've also decided to add new weapons, which would just further increase the Mages damage... I dont know.. Even with a limited usage, the damage do not change. (in the long PK fight, yes. But not if people save up for (e.g) Arena Event). During one of my many tests, I invited The Blood and Mr Action. The Blood is a Paladin rebirth 2300 and Mr Action is a Druid rebirth 2211. We did a Damage test with just 1 freeze and spamm Admin SD. I'm not even going to share how ridiculous Mr Action's damage was.. the more amazing part is that The Blood was unable to kill him, even with a double freeze. (have in mind that the Druid didn't use Utamo). And knowing, that in a real fight, the Druid would most likely use his Mana Shield... silly. Feels like Mages got a machine gun while the rest of the vocations throw pillows. Would be nice if we also had an alternative way to deal damage (limited ofc). #Fun Fact: I dealt 3% on Mr Action. If we ignore the Knight Spell, the highest I dealt to Mr Action was 6% and that was when I managed to crit with my weapon. Quote:
Personally think it'd be better to add a function (maybe a chest) in temple during BETA tests in the future instead of trying to catch you online. So we all can try out the new features. |
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true its Overpowered being relied on magic level like 70% of its damage,,, but did u test paladin merger? did you test gollum damage? if he has healer ik how u feel but also don't forget there is unfreeze which u and ur team showed it to all server... and also healing friend from far with donate uh which pieroo da legend showed it to all server. so we need to test everything so we can make best result not only based on 1 vs 1 player for example if at real tibia they tested mage 300 vs 300 ek,, ek will waste health even more than mage and mage wont use more than exura or exura gran?? maybe the blood couldnt kill mr action while mr didnt use utamo vita but if u asked ultimate sniper he could? u know difference? ultimate sniper ml is 27 the blood ml is 14?15? ultimate sniper makes me suffer more than the blood i even waste mps and sometimes i just give up fighting when he is online bcz his damage is insane...so if u see ur point from 1 side it won't help so u need test it in real fight 2 rps using merger can destroy team from 4-5 mages, bcz ultimate did it once long time ago with mr action somehow and the blood. gollum almost solo me with old powerz when someone was healing him but there is problem if u are slowed him, he cant heal this is problem for knight but if u slowed mage it can use mps while being slowed so there are alot of staff u need to test it but not 1 vs 1 if u wanna test something at least 2 vs 2 or 2 vs 1 max 3 vs 3 so u can bring out something useful and work on it ![]() |
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Actually if you bothered to read my message I mentioned " one of many tests ".
As you said: we have to consider everything in order to get the best result. And the first step is Admin SD even if some may disagree. Unlike Gollum, who you choose to use as an example, Admin SD doesn't require an healer to cast. 2v1 tests is even worse to compare with since the same could be said the opposite if 2 Druids attacked 1 Knight. Unfortunately I'm on my phone so I cant go into depth. But have in mind that I don't want to neglect the mages as the highest damage dealers. But something has to be done differently since we now lose levels/rebirth When we die. I don't mind that 2 players can kill 1 player if they perform better. But when you see Mages with lower rebirth dealing x10(?) times more and able to burst some vocations down within 1 freeze? Worth noting that mages can unfreeze and heal their team-mates too. Been doing both since 8.6 so it aint really a secret. Also, The blood wouldn't been able to kill him during the test either since the Merger rune got such a long GCD and dpnt deal damage when player X is down to 1%. Anyway, I'll write a better explaination when I get home but I do like that more people share the discussion even though we disagree. Edit: I dont mind if you or Gollum would be able to solo me. Rebirth gives more power and you're way above me now. But I think (based on people with simillar rebirth) that it shouldnt be one sided 1v1. Thats my point with magiclevel. Not saying that we should deal the same but should have the option to also take advantage of it. In this case Admin SD |
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ehm SD should be related with rebirth in first place not magic level, and yesterday mr action, ultimate sniper , the blood, rebellion, von khry and mage reb 1260 i don't remember his name ingame. almost kill Old Powerz, exitium, angelous and death mally if u see difference in rebirth u will know that knight is Op if the user using his brain to to help his teammate i dont say mage damage isn't op lets talk about Guito, Harmonizer, rexion, crank shaft and echoes. their damage is even high than angelous !! because their Magic level so if u wanna solve mage u gonna change damage from magic level 70% for example to 40% and rest on rebirth so u have advantage being high rebirth with "mage" and also low reb mages cant solo high reb paladins or knights this is the point ye with old i can solo rebellion if i use crafted 1 freeze but bcz im ml 147 when i was 130 i couldnt make him dark red!..
we can test it to show u that what im saying is true 100% and sorry maybe i didn't see what u said about best results but i red all ur essay maybe i forget it or didnt notice it. and about names i mentioned up there they almost kill us bcz of "merger" and damage of ultimate sniper beside mr action and forget to mention that "the blood" was mc only and we all was active players so what if the blood was actual player they could rape us. |
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The quest seemed rather boring to me, it was just collect some items from a chest. Would be nice if you would create questlines next time involving NPC's etc.. The hunting spawn looked rather small, maybe you could expand it a little more. Also about hunting spawns I think you should create multipe instances of the spawns. For example there should be like 3x Eternize, 3x Rezemy, 10x place to farm orbs (just random numbers), keep in mind you have up to 100 players online, one spawn isn't nearly sufficient enough since most of them only can cover 1 person. Quote:
It seems fine by me, also you should lower the death penalty for lower rebirths since obviously they are going to die more than a high rebirth. Also the death penalty shouldn't be to harsh, you shouldn't lose one rebirth from one death. Quote:
Honestly, seems like bullshit to me. I would really appreciate if you would remove it. The server already involves enough farming considering it is a high exp fun server, we need to farm MDC, orbs, rebirths, magic level and so fourth. Quote:
I am not to sure about this change, it will be like exp boosts in real tibia I suppose? If you really want to add them to bring in some cash, I would keep the exp ring(it currently gives 1,5x more exp) and add the exp injection and make it add like 30% extra exp for 24 hours(so with exp ring+ injection you would get 2x more, so the same as top arena) for a moderate price. And also for fucksake don't make it stackable, people would fly in rebirths. For example one boost would give you 100% more it would already half the time you need for one rebirth, if it were to stack you could like quarter it which just is insane. Quote:
Nice change. Quote:
Surely needed since sorcerers really do not have any advantage over druids besides the aoe flam which is useful for leveling. Quote:
Seems nice. Quote:
Thank god. Quote:
I can understand why you made this change. Quote:
In my opinion a really bad idea. We paid 30k points for a nearly useless castle nowadays(it is bascially only there to train in your characters, or chill some). After rebirth 200 you go to crushers anyway because it's 4x faster. Quote:
Like I said hopefully you create multiple instances of the spawn. Also please don't do it with this stupid catching spell, just make it die from normal attacks. As knight you anyway have the option to kill them with your new spell. Quote:
If this a change to do some changes to the PvP, I am not so sure about this change. On a thread of mine I suggested this changes in this order. 1. Merger/Slow Rune: 10 seconds cooldown. 2. Trap Spell: 10 seconds cooldown, reduced soul cost to 20 soul. 3. Taunt Reduce cooldown to 40 seconds. 4. Immune Spell: I tested it and it gives 30% more damage, I always thought it's supposed to be 10%. 30% seems over the top. 5. Mega Mas Flam and Cap: Cap still doesn't increase the damage of mega mas flam. Hopefully you will take it consideration, I personally would apply changes to the Admin SD after the above changes have been done, since they might already fix a lot. Quote:
Is this still up to date? Since in the test server I was able to use !mega bless. Quote:
Hopefully it will be as good as it sounds on the paper, but I am afraid most people are gonna spend their days in the protection zone from now on. - Side note: The ultimate weapons were overpowered as fuck as you probably knew. It seems nice to me that they will do damage based on rebirths and have some actual impact, but personally I think their damage shouldnt come close to actual attacks like a SD or anything like that. To find out what numbers would work you should probably open the test server again and test it with the people. A idea would be perhaps to make them the same damage as crafted weapons and make them increase your overall damage by like 5%. ( Kinda like the crafted death cap) |
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