Darkboy132 wrote on 2015-05-16 07:17
Quote from Kaeporo;1275111:
Both.
Mm... well, if growth is 3x faster then I guess that's good for me.
Daniel1235 wrote on 2015-05-16 09:44
Quote from Kaeporo;1275084:
[SIZE="5"]Spirit Weapon Renewal[/SIZE]
:sing: yeeeeeeeeeeeeesssssssssss pleeeeeeeeeeeeaaaaaaaaaasssssssssssse! :T_T:
Darkboy132 wrote on 2015-05-17 02:41
- Meteor Strike MP Cost: 80 -> 200.
- Hail Storm Duration MP Cost: 160 -> 120 (Total: 210 -> 170).
- Lightning Rod MP Cost: 60 -> 150.
Twin wrote on 2015-05-17 02:54
I wonder if Nexon would add something like this.
New Archery skill ; Gatling Arrow
Fires a constant stream of arrows . Stores 10 Arrows similar to Arrow Revolver, and each arrow does 350% damage. None of these arrows miss and this skill has a 15~5 second cool-down, any race can learn it.
R1 adds lvl2 piercing
Kaeporo wrote on 2015-05-17 03:36
Quote from Twin;1275240:
I wonder if Nexon would add something like this.
New Archery skill ; Gatling Arrow
Fires a constant stream of arrows . Stores 10 Arrows similar to Arrow Revolver, and each arrow does 350% damage. None of these arrows miss and this skill has a 15~5 second cool-down, any race can learn it.
R1 adds lvl2 piercing
Archery already has a ton of rapid-fire attacks.
I would be inclined to say that your skill is overpowered but recent updates have sort of made the term meaningless.
Twin wrote on 2015-05-17 04:02
Quote from Kaeporo;1275255:
Archery already has a ton of rapid-fire attacks.
I would be inclined to say that your skill is overpowered but recent updates have sort of made the term meaningless.
Yea that's kinda my point lol I don't expect much anymore from Nexon but OP stuff
Darkboy132 wrote on 2015-05-17 18:19
Quote from Twin;1275264:
Yea that's kinda my point lol I don't expect much anymore from Nexon but OP stuff
"Make AR function similarly to Bash instead of Icebolt."
Twin wrote on 2015-05-17 22:16
Quote from Darkboy132;1275333:
"Make AR function similarly to Bash instead of Icebolt."
Tell Nexon that. I legit see them posting that gaiting arrow idea, more or less insane
Daniel1235 wrote on 2015-05-18 09:54
New reforge: Critical Hit Critical Damage.
Adds +10% critical damage per level up until level 10 and can be applied on anything with accessories being limited to level 5. 'Nough said. (LOL not really... Just kidding around~)
Fracture wrote on 2015-05-18 10:24
Quote from Daniel1235;1275421:
New reforge: Critical Hit Critical Damage.
Adds +10% critical damage per level up until level 10 and can be applied on anything with accessories being limited to level 5. 'Nough said. (LOL not really... Just kidding around~)
"Let's take pay-to-win powercreep and turn it up to fucking fifty."
You're actually proposing reforges increasing crit damage by (50*2)+(100*6)=+700% additional damage. What on earth could possibly make that a good idea?
Tropa wrote on 2015-05-19 10:38
Harmony Set
A magical set of clothing that has positive effects on music.
Set Affords
- Music Buff Effect Enhancement(+20% Current Music Buff Effect)
- Fantastic Chorus Enhancement(+20% Life Anthem & Sorrow Sonata Effect)
Harmony Wear[Tailoring Pattern - Rank 3]
Obtaining Method - Commerce Shop(1,500,000 Ducuts)
Music Buff Enhancement +4
Fantastic Chorus Enhancement +4
Harmony Bracelet[Tailoring Pattern - Rank 3]
Obtaining Method - Commerce Shop(800,000 Ducuts)
Music Buff Enhancement +3
Fantastic Chorus Enhancement +3
Harmony Footwear[Tailoring Pattern - Rank 3]
Obtaining Method - Commerce Shop(800,000 Ducuts)
Music Buff Enhancement +3
Fantastic Chorus Enhancement +3
Romanji wrote on 2015-05-19 12:21
Not sure if anyone has said it >430 pages .
Because the game is getting absurdly [S]easy[/S] "Trivial" "Simplistic" "Trite".
allow elves dual wield axes, blades, blunts to all elves and humans if they have over a certain stat number. Allow giants dual wield 2H's(axes/hammers/swords) with the same pre-requisite.
Bash should be a blunt weapons only skill, to accompany it, we get "Slash"(AXES ONLY) and "Skewer"(BLADES ONLY) And knocks back on the 5th hit.
(visually: Bash looks like you're wielding a blunt weapon anyway so leave it as is, Slash should be more horizontal, Skewer should look like a series of stabs and pokes. And I've noticed people bashing twice per skill usage, should only be able to Bash, Slash, Skewer twice per skill usage if you're using Dual Wielded weapons)
Bash/Slash/Skewer Will be made into "passive" skills and work like meditation. Can only be used wielding 1H/2H Swords, Axes, Blunts and begins sapping stamina constantly for as long as it's active and replaces your normal attack with the revamped skill attacks.
Bash for Blunts works the same way, but goodluck finding a fast~normal blunt ♥♥♥♥
"Slash" Works the same way but the first hit starts out at 300% Base damage -30% defense/prot and each hit lowers base damage by 50%,50%,25%,25%,0%(doing 150% dmg per swing at 5+ combo) and increases defense/prot hacking by 10% per hit till the 5th hit then stops providing the buff so the player either has to divide it among various mobs or focus it all onto a single one and has an AoE of 180% infront of the player. Slash would provide stun up until the 5th hit then it becomes a 1hit knockback because the player's getting too tired to focus on finesse and the skill itself becomes dulled as the blade is itself from overuse.
"Skewer" Will Have no stun to support it because many blades lack the "weight" most axes and hammers possess but will not knockback till the 10th hit instead of the 5th so long as the player keeps attacking. It will possess the same 5 hit combo counter Bash and Slash does but the first hit will do 100% Base damage bleed + 100% base damage and each subsequent hit will add 50% damage and 50% bleed. The bleed will stack on top of itself but the bleed will only work on living opponents not the undead or machines and golems. After the 5th hit however, despite the nature of the skill allowing 10hit combos, after the 5th hit in the combo the damage and bleed start to go down the same rate it went up and weapon duration loss increases slightly for every subsequent hit after 5. On the 10th hit you knock back the target and cannot normal attack for 3 seconds because your arms are sore. Skewer has no AoE and is basically a mock FH with bleed and no teleportation or potting.
Allow elves to attack in Hide so long as the target they attack dies in 1 hit (you know as to not inform the other mobs to the attacker's locations?) makes sense right? Wouldn't be too OP as long as they use >warrior or >ranger
We need more Dual wield skills, like a 180 degree 350% dmg skill that swings both blades in front of the player and 1hit knockbacks with a -5% "current" health for humans and elves, -10% current Hp for giants when they use dual wield 2H's.
Bring back wm's -10% Hp (current HP), when used but remove the cooldown and make giants have a -15% (current HP) and extend their range because they're larger. but it shouldn't be a massive range buff. bare handed Wm should have fighter wm range. 1H wm range should be below 2H wm range and if you windmill with duals you should spin twice so anything approaching you or anything that wasn't knocked out of your range was hit twice.
Warriors need more "charge" moves. to combat bash's damage output, could make smash a charge move? Instantaneous smash is 600%(700% duals or 2H) for humans. 500%(600% duals or 2H) for elves. 700%(800% duals or 2H's, 900% 2hDuals) for giants.
New Smash could work a few ways,
1. Works like focus fist, you hold it down, gives a direction you're smashing in, you release and it does at r1 x2 the damage but your character is slowed for a bit and can't load other skills till smash is done cooling down. I always saw Smash as a sort of "berserker DPS" skill as it puts the player in harm's way.
2. another way it could work is smash is the first "grab" skill and you smash like you normally do but while smashing your opponent if it's a "normal mob" you hold it in place and other players can beat the crap out of it and a bar raises and falls like fullswing, max bar is x2 damage. it would make smash more of a team skill instead of the crap that it is now that breaks all team flow.
Stomp should be given to elves and humans provided it works shorter range, doesn't knockdown, but can be used instantly, stuns even heavy standard enemies and bypasses defense and unloads enemy loaded skills. Giant stomp should be (100% dmg 1hit knockback on all "moving" enemies and the next stomp would knockdown) or (250% dmg, stun, no knockback till the third stomp in succession then goes into cooldown for 6~3 seconds depending on ranks)
I'd like to see FH be 80% dmg for the first 20% duration of the skill, with slower attack speed. then for 30% afterwards 100% dmg with normal attack speed, then 20% after that increased attack speed with 150% dmg, then the final 30% duration of the skill the teleportation distance is augmented, attack speed is that of a dagger even if you're using 2Hs and the damage is 200%.
I'd like windguard with a shield to allow players to walk, 200prot, 300def, 100 Mprot, 100 Mdef, 50% ping, and give them access to the skills their weapon has normally. so if they're windguarding with a wand they can use magic. Change charge speed to 50%,. Double the Hp, Stam, Mp cost of all skills and bring back -10% (current) hp when you use windmill in windguard because windmill is about fluid movement and windguard is about rigid defense. But allow people to use windguard without a shield and make it SACRIFICE prot/defense to augment movement speed, decrease skill cooldowns, increase knockback range for skills, double charge speed and increase the AoE for all skills because it's augmented by the wind moving around you. Allow stun immunity but with your prot/def severely nerfed they'll still feel it. And allow players to teleport at the cost of the duration but only without a shield.
Should change Final shot completely to not just be a range copy of FH but shitty. Make it Camouflage shot. 100% invisibility to anything that's farther than 50 distance away from you(wiki has distance references) allow the usage of 100% of the range skills, augment aim speed. allow long distance teleportation at a lower cost of duration but with a cooldown. Elves should have 720% magnum shot <.< just saying. and while in camouflage shot mode normal shots have 100% aim so long as the player stays still.
[SIZE="4"]I also believe that enemies should have instant loading skills and more vicious AI speeds and if one mob is aggroed next to a mob affected by r1 raincast or lullaby or frozen blast or sandburst they can assist that mob and dispel the effect if they aren't killed quickly or immediately stunned. AI needs to be re-worked to make them more efficient killing machines and they should remove the ability to see what skills mobs have loaded, but make "smash" a stance, defensive posture a stance, and such so if you have a keen eye you are rewarded. Mobs should all carry a ranged/magic/fighter/lance/puppet/warrior weapon secondary so that they can change up their combat style at any given notice. It'd be awesome to see a ranger whip out a poisoned dagger and throw caution to the wind and use it's heightened speed to suicide run and smash the player doing Bleed from the revamped smash and poison from the dagger then whip out the bow while you're still flying back from the smash and load magnum shot.[/SIZE]
Been on my mind for a while
Daniel1235 wrote on 2015-05-20 14:53
[SIZE="4"]
Equipment Combination Effects Tweaks[/SIZE]
Hebona
- Firebolt Enchantment turns into Fire Magic Spell Damage Enchantment.*
- Icebolt Enchantment turns into Ice Spell Damage Enchantment.*
- Added a new combanition effect Lightning Spell Damage Enchantment.*
Cressida
- Water Cannon Enchantment turns into Water Alchemy Damage Enchantment.**
- Flame Burst Enchantment turns into Fire Alchemy Damage Enchantment.**
- Life Drain Damage Enchantment turns into Life Drain Enchantment.***
*Note: All Magic Damage enchantments (+15%) are additive and added straight to the mastery's damage bonus.
**Note: All Alchemy Damage enchantments are multiplayers (x1.15) and apply directly to the alchemy skill used.
***Note: Changed to recovering x1.5 more hp and multiplying knockdown damage by 1.15.
Caulron wrote on 2015-05-20 16:54
A weapon rack to put my special upped weapons on.
Twin wrote on 2015-05-22 06:22
Special Upgrades level cap raised too level 15.