Hero weapons are boosted and to give ability to use on any subclass is huge advantage.
I agree that for certain classes hero weapons are quite useless like for daggers and healers.
That's why for Infinity Stinger blow skill success chance is increased and probably I will do something for healers too but I'm not sure what at the moment.
There is nothing new. Try to track change logs.
On low count of players on map some resists are removed for high level players but resists are returned when players count on map rises.
nail wrote:U sure it's balanced? Just got an event 10-14 factions lvl versus few 10s, and other newbies lv 1-7. Gf
Every Grand Boss Event feels the same. B for balance.
P.s. Wanted to screen but my resolution does not seem to be appropriate for screens. Got twisted.
Try to read again before asked same question:
Admin wrote:
I will shortly explain how it works.
In case where one faction have more players then two other factions together teams are formed randomly without looking at class or clan.
When just one team is divided in two other teams then only team that has lowest count of players will be divided by looking at faction level and class if it is healer.
1. Last hit for reward others get assists points;
2. There are not but support classes are boosted so they can go for PvP.
3. Max - 22, for newbie players - 22+4, for BD/SWS 22+4. Self buffs don't take buff slot.
4. Yes they get reward for healing HP/CP and resurrecting players. Also there works auto party feature so you can find party easy, but for healer like bishops and elven elders there is restrictions so they can't enter PvP zone whenever they want.
5. Only healers can't use MP potions while they are in combat for all other classes MP is not consumed at all. I have idea to create event clan vs clan type in which one clans will not get any buffs from NPC and probably MP potions also. But that is only future feature.
1. I know how korean event should look but seems that you don't realize that it's not default korean but it is advanced korean;
2. There is no way to test every possible situation locally so if you don't have solution for that don't say anything about what you don't understand;
3. 5 Medals is team reward for every other event that all team is rewarded amount of reward is same. Also winners gets reward for every mini round.
Ekatario wrote:Well.. honestly seems that it doesn't like to anyone
For me is not so bad.. it's like the sub class skills in Epilogue (?); maybe you should lower at least trigger rate if you have no intention to remove it.
Yes it's like certification skills on higher chronicle. I already reduced effect time and increased reuse time. I'm not sure about idea to remove it completely but it may be done something like that skill will be given only when certain count of players on map will be reached.
Ekatario wrote:I think he's talking about new counter Calestial shield/ increase M/P def.
Well if so then this skill is not for heroes exclusively and newbies gets this skill with higher level. I don't see any reason why someone should complain that it works on heroes too.
1. What do you mean by saying "U.D and Miracles"? Heroes have only Heroic Miracle skill that increase M/P.Def.
2. Daggers are class that is nerfed more then any other class.