my apologies for this but:
I need more information! im refreshing every 5 minutes
Please for the love of god, before doing that FIX THE DAMN GLITCH! It's going to contribute even further to trolling and also penalize our blessings and exp.
Are we or are we not talking about WotG? Because that shit is horribly broken. Gunner OUTSIDE of WotG is not fast; it has notoriously long animations that is pretty much on par with close combat's speed, which partially contributes to Grapple Shot's and Bullet Slide's uselessness. As I've said before, Gunner normal shots contribute to a very very short stun with a long time to refire. I seriously doubt Gunner can effectively kill a boss round NPC without using WotG.
I don't main archery, however I can immediately reload Magnum by the time the enemy hits the ground, as a human. It doesn't take more than a second to double click the enemy. 500% damage every ~2 seconds is pretty high, especially when Smash, Flash Launcher, Shuriken Charge, etc. don't compare.
my apologies for this but:
I need more information! im refreshing every 5 minutes
For everyday usage:
>le gunner goes into daily HM or elite
>BFO, and hits orb
>Shooting rush
>everything dies
>wave 2
>shooting rush or crisis > bullet storm
>everything dies
>rinse and repeat
Gunner is faster than most talents as far as I can tell (given proper setup), even without using Frenzy, which in some cases, would be slower when there're a lot of monsters, serious gunners can[S]rhape[/S] kill waves faster than most other skillsets.
As for corner 1v1 damage you can do it with smash using AoE pets and maybe some normal attacks too.
Oh, ninja/gunslinger don't have enough range? Give them more range.
Please for the love of god, before doing that FIX THE DAMN GLITCH! It's going to contribute even further to trolling and also penalize our blessings and exp.
Hydra doesn't kill players in PvP but it does for mobs. So they'll be likely to do the same... Still cause players even outside the PvP but still doesn't kill them.
There's a lot of controversy in KR regarding aiming system.
Basically it's Remove Aiming Please vs Aiming Should Stay.
I'll try to summarise both sides' points and give my opinion.
Remove Aiming Please
- Aiming system is obsolete, Dual Guns and Ninja skills can hit without aiming.
- Mages have greater control over their Mana pool, their penalty regarding Mana scarcity is almost non-existent.
- Monsters move. Shooting at 100% is near impossible unless you're soloing at a very slow speed.
Aiming Should Stay
- Removing aiming system is stupid. Archery is already OP.
- Imagine shooting at distance 2700 with almost no delay, at 100%.
Here's my opinion, more like a suggestion for devCAT.
- Remove Aiming System if you are within 1/4 range of your bow/crossbow's maximum range. e.g. 2000 range bow, you can hit at 100% within 500 range, with no aiming.
- Add 0.5~1 second waiting time when you target an enemy. This can solve "omg no delay 100% shots too op".
The reason for posting this is because I want to hear what you guys think on this topic.
Do you think Aiming System needs a rework? Or should it stay the way it is on KR Test?
I think the idea to remove the aiming system at 1/4 of total range distance is quite creative, but should be implemented very carefully or at least with the reworking of urgent shot. It personally think it would render urgent shot useless if you could fire without aiming system as they get closer. Maybe that's what the second point you made makes an attempt to combat... however I just don't like the idea of adding a .5 second delay after targeting an enemy. It feels quite like loading time which is what they removed with the dynamic combat update.(which an exception to mage skills and other things) I feel a better disadvantage to firing without an aiming system would be reduced damage. Reworking urgent shot to push enemies out of that 1/4 range would also help to keep damage at a maximum.
So my idea is:
- Remove aiming system if your enemy is within 1/4 of your bow's maximum distance.
- Reduce damage slightly(50-75% of total damage? Maybe a rng for 50-75%?) if enemy is within that 1/4 range of bow's maximum distance.
Putting my hate for elves aside...
With further brainstorming I thought of this:
Rework of Ranged Attack & Arrow Revolver which includes adding skill to the elf race:
- Remove aiming system for arrow revolver except make it only work at 1/4 of bow's maximum distance.(maybe make last shot require aiming?)
- Rework Ranged Attack to balance lack of far range arrow revolver for humans.(couldn't think of any exacts for this, but a speeding up fire rate should be enough?)
Nice idea.
I really like how people are coming up with different ideas :)
I also read this somewhere, I'll share it with you.
It's a little similar but totally different.
- Don't remove aiming system
- If you miss, you will still hit.
- However the 'missed shot' will only have an impact of the % damage that you fired at.
* Say you fired at 30% and it missed, in the new system, it would hit and deal 30% of normal damage you'd get.
While it does relieve stress on archers, it will be considered OP especially with current Elf's magnum shot cooldown (0.5 sec).
So I thought maybe they could increase cooldown time for magnum shot. 2 seconds for all race sound fair to me.
Final shot buff is actually really important. Second wotg heyoooo.