Well guys,I do not want to start a meaningless discussion here. i just shared some of my experiences from the game here. Some facts:A sin with 34k hp, 35 def lvls, 6% extra elemental resistance, 2 pieces of elemental jewelery equiped (which gives around 20k mdef), getting aroudn 30k hits from an archer and 45-58k hits from a wizard! Dealing around 500 dmg (no crit) to a seeker with some defence lvls in weapon (no buffs).Maybe I have chosen a wrong class because getting 1-hitted by barbs, eas (very close to 1-hit), wizards with my final gear, cleric buffs and good reskinning is no fun. Thank you.
Hi everyone,in short my own thoughts on the server balance and necessary changes (my personal opinion).Pvp in general is mch fun, although few things just seem not right:) Wizards hitting too many crits! It happens to ooften that a player dies from a wizard from a 60k hit! (everyone is 1-hitted except barbs). Considering the crazy genies on the server and morai skills which make wizards become purified and to jump every 8 secs. (plus normal jump every 10 secs.) other classes are in a serious disadvantage (especially in mass pk with buffs). Archers and their metal skills -I am fed up with having 20k magic def (plus extra elemental dmg reduce) and getting 30+k magic hits from archers. Psychics- with lvl cap raised to 150 soulfoce and silence chance also increases, which makes psychics impossible to kill in a normal pvp. It is no fun to play like this, every 2.5 hit is a seal...do not see a point of having a class that can not be fought against in a normal pvp. Seekers- allowing 25 defence lvls on seeker weapon (or more) makes seekers very, very tanky. Now many seekers playing with def lvl weapons and becoming overpowered regarding defence lvls. Clerics: extra pdef for clerics plus extra mana for clerics does not seem like a good idea. The whole point of the plume shell is that the mana runs out sometime....especially in a mass pvp. Just keep in mind the op genies and acess to immune pots. A flying cleric in a mass pk is a game killer for everyone . When 2 clerics in a squad healing from the air- no pvp is possible for the enemy teams. The whole point of this game and the pvp here is killing enemy with a use of skills, a good combination of skills.Moari skills make the game silly: auto-purify, venos becoming op with all the debuffs, brambles, anti-stuns, fox form, speed skills, pets, amplifies, etc. (especially in mass pvp).To sum things up: too much crit (too much 1-hitting), morai skills killing the sense of the pvp. Some classes that used to be or rather seemed weak, becoming op by too much efford to balance them out.Too big factions (100 players should be a max for a faction), too big squads (10 ppl teleportign across the map and ganking other players) do not make things better.Thank you.Thank you,
Psychics- with lvl cap raised to 150 soulfoce and silence chance also increases, which makes psychics impossible to kill in a normal pvp. It is no fun to play like this, every 2.5 hit is a seal...do not see a point of having a class that can not be fought against in a normal pvp.
The only class i have problem pking with is a bm when 1v1ing a mystic. The mystic had full r8 with purify as a wep stat and chaneling -3 on most pieces/resistant to phy dmgMade me RQ bm QQ
Mystics are evil. They can heal themselves (and fast might I add), their summons don't do much in and of themselves, but leeching them boosts the mystic. *** Salvation. Oh and let's not forget their weeds. Those plants are awesomely evil. But ya know what? They are still killable.A pain in the ass, but killable nonetheless.