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Or maybe stop wearing b grade set? and buy rb jewels
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Nobody gets this buff for 2 days
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Wow, such a huge problem, probably most imbalanced thing (
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Lol root doesnt work often, even when it's enchanted and ffs buy zaken for stuns or wear other armor if you think that tanks rule the server, because its the opposite. There are a few strong tanks, but all you want to do is make mages OP while they already hit with custom elemental skills like hell.
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Admin wrote:I'm not going to make any debuff with 100% success land rate.
I have few ideas how to make balance better:
1. Reduce buff count
2. Add something like greater resist shock buff
3. Add debuff resists to malaria "debuffs"
4. Add custom passive chance skills that can increase defence or attack power
Right now it's only ideas. These can be implemented all, few, one or none.
Yeah for newbies to get debuff resist is quite a good idea, but to reduce buff count when its already only 22 slots (25 with divines) I believe will not fix this problem, because there's only one buff for debuffs (mental shield) unless you mean to people get less resists to some attacks (fire/water/wind) but that would only increase a number of mages, which is already high.
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yievy wrote:I suggest the standard durations without any resist.. now for the resist they must not reduce completly the durations just 1-2 sec like you saod. For tyrant with his resist shock buff and the one from buffer stun must be 2 seconds not completly gone.
As for the tanks i totaly agree to get nerfed cause they need 5 or more ppl to die if they take gear! I making 150-250 dmg normal to an eva templar. And i am not suggest to give tanks immuniyy to every curse!!! Because they are already too op.
Lol you can't nerf everybody that you hit low or everyone that has gear +8. And they haven't full resistance to debuffs, unless they got full rb jewels, buts that what rb jewels do, you can't change it.
You mages dont even try to enchant your skills and debuffs
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Well i got fear maybe like 2/10 times, doom from necro, maybe 1 time in whole playing time, slow 3/10 times and stun with full shock resists (+ clan skill anti shock) I still get maybe 8/10, so tanks and other stun users wont become useless anyway, stun land rate still huge and it stops other from attacking. What i meant that we cannot compare mages debuffs,which have lower land rate and stuns, which likely to land every time
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Admin wrote:Well most of stuns max effect time is reduced to 5 seconds. Reduce more may make them useless. I will reduce max effect time for all stuns (that is not nerfed yet) after next restart.
Balance by classes is impossible or near to impossible because I can't force players to change class for event.
Things that can be done:
1. In event faction with lowest count of players divided in two other teams (balancing by faction level not random like is now)
2. Restrict healers count on teams or split equally (+-1) in both teams
5 seconds in stun in mass pvp scene means death, so every stun = death, so its not very short time, but dont get me wrong, im not playing with a mage or some other squishy class, so it's not personal, I just summarize what I noticed from the side.
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Im not gonna complain about tons of mages with huge crits nor tanks/bounty hunters with stuns, you can't get resists for everything until you have full rb jewels, which is hard, especially for new players who cant even take tanks CP down. I would strongly advice to look into shortening of stuns duration, because constantly standing in 5-7 seconds stuns make people hopeless, they leave events, like ragequitting, especially in smaller maps. The chance of landing these stuns, I believe is fair and there will always be tanks because of that, class variety is good..
About balancing teams in events, its hard to tell by which category people should be divided into teams or transfered for a better balance, sadly. Maybe classes, because I have seen situations when one team has like 10-12 mages + a few archers and the other has daggers,tanks and few long range classes, so mages were walking through the map like a big zerg and killing everybody in their way.
If both teams have an equal number or tanks/daggers/mages, maybe that would bring some balance, ofc it cant be 10 mages 5 lvl vs 10 mages 10-14 lvl. Now almost all deathmatches end with a huge points difference.
Even now belonging to any clan or faction doesnt make any sense, actually, only for raids/clan skills but thats it, in pvp areas they are all enemies.
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Obviously class and events balancing and server population.
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Some people are not killing clanmates intentionally, but you can still tell from weapon, its funny how you are wasting time in these things but most important things are untouched
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We can still identify all those masked players by class or by their name when they attack you. I find it useless and annoying
Also I see many masked players,who arent from my clan, even not from my faction
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About grand boss event. If there's Baium, I think you should increase event time, I know that you have already increased it, but now, when population in server is quite low, there's not enough ppl to kill Baium in ~10-12 mins (3-5 mins fighting against other team), because usually wins party with tanks/bishops and damage dealers are like 2 mages and 2 archers, impossible.
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Yeah tank and warlords stuns ar becoming annoying, but thats normal, what is not normal in mass pvp server, is dwarfs' stun time, its the longest of all classes, I actualy sat like for 7 seconds, thats too long I believe, and they spam these stuns like crazy, no fun at all, and these fat dworfs hit like 60 damage and win events.
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That would be logical decision to put s grade scrolls, the thing is, these people, who reach 1500+ pvps usually already have s grade jewels or maybe weapon, so basically, all they need is items related with highest grade items.
Thanks for reply.
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