Edited by Campitor, 19 June 2013 - 12:50 PM.
Lets have a laugh at the new concept Genetic hat thats on its way.....
#1
Posted 16 June 2013 - 05:54 PM
#2
Posted 16 June 2013 - 09:45 PM
Things that edit skills like summon flora/marine sphere and such would likely require a lot of coding too I'm guessing. They are leveling hats so increasing cooking/potion making success isn't leveling skills.
I already said most of my thoughts of the mechanic hat, but I'd really like to see what axe tornado's damage is after the set/formula is used. As current godly geared 150+ axe tornado users have never shown me damage that impresses me compared to other classes.
But just a short compare list as it is before the hat is out.
Archer, can't use shield (maybe trapper can, idk), can mvp many mvps, little use in Woe, insane pvm damage, gets parties easily, can stealth for easy mobility and boost parties speed, aoe is ranged for avoiding damage. Free to swap gear and can't self heal that I know of,.
Axe mechanic, Doesn't use shield (but can), not a good mvp choice, little use in woe, terrible pvm damage, doesn't get parties easily. Can buff parties physical damage at the cost of breaking many classes weapons including the main killer, archers, Aoe is centered on player so damage to player is massive. Not free to swap gear, cannot self heal (Even when they take more damage than mado by a massive amount and have the exact same defense/hp/sp mods)
Mado Mechanic, Uses Shield, Can mvp but isn't the best, highly wanted in woe, useful in pvm, ability to get a party may depend on ti monsters. Can Protect party with defense buffs. Aoe is ranged for avoiding damage, free to swap gear, can self heal (requires certain spells to be healed by others)
The set will add some hit +5-10, some +damage based on dex, up axe tornado's damage, up Axe boomerang's damage, some elemental defense. At the cost of a hat +1-2 accessory slots. The hat has a card slot so many things can be put in there since axe tornado mechanics often get silenced or blinded (Which basically shuts us down until its over). Most high level Axe mechanics I see usually only wear the middle headgear slotted for either silence or blind.
Lower level Axe mechanic has hp + sp problems, While axe tornado's cost is only half the sp cost of a mado max level arm cannon, An axe tornado build doesn't put int as high as a mado does and a mado doesn't need to maintain several buffs. Axe build also has a buff that shuts down sp regen to improve aoeing by making the damage uniform.
The set shuts down cheap self healing with foods and an axe tornado build cannot avoid being inside the mob. As far as I know, we get no bonus to using hp restore items. We wear no shield to reduce damage either. We do have hammerfall, but we will still likely take a ton of damage and again, sp is a problem.
The only hp restoring ideas I've thought up so far is succubus pet (80 million), puting 1 hunterfly card in a 99+ million axe (Swapping from regular weapon to 4x carded hunterfly axe would cancel our buff and cost 5000 zenny every time) or someone just use a priest bot...Making money for a 100 or lower mechanic is already hard because the buff costs 5000 zenny every three minutes, no flee, no faster hp regen.
For SP there is earth deleter armor (only good if the mob is big enough and dies in a few axe tornados). The incubus pet (Which means no succubus hp pet), specific kill for sp mob cards.
Its easy to see the set could work fine in a party with healers, but solo, I don't see it working without breaking the set.
I would also like to know if 120+ if at some point monsters get stun immunity (hammerfall).
And also the Ideas people can think of of using the set if its not changed and if the damage boost will let Axe mechanics try to mvp by means other than suicidal cart ram.
Edited by Lunebeam, 17 June 2013 - 12:36 AM.
#3
Posted 17 June 2013 - 04:55 PM
like i said, arm cannon costs WAY too much sp. you cant even mvp with it unless you carry tons of strawberrys, because you run out of sp after 12-15 casts. raising INT doesnt even help that much due to the poor ratio of INT to SP we get. a hat that reduces the cost by 30%-50% would be awesome and help out tons. it feels like sages, priests, and warlocks got hooked up fat with this update, while other classes were left in the dust again.
as for gens, raising cart cannon only by such a minuscule amount is pointless when it nulls out healing, dr, cast reduction, and everything else. they might as well have just made a homunculus hat that raises homuncs incoming EXP to fix the current prob with homuncs still being on an old outdated prerenewal mechanic of leveling. it doesnt matter how complex the coding is. this is an incorporated business thats trying to make money, not some kid running a home coded game from his basement. there is no excuse for how bad theyve let things get
#4
Posted 18 June 2013 - 12:15 PM
Genetic is already stupidly overpowered. Hence, they don't deserve a good hat.
Mechanic on the other hand, they undoubtedly deserve a good, powerful hat which does nothing to boost SD.
#5
Posted 18 June 2013 - 12:27 PM
#6
Posted 18 June 2013 - 03:17 PM
The class hats we've been getting are meant to address perceived balance problems with classes and builds.
Genetic is already stupidly overpowered. Hence, they don't deserve a good hat.
Mechanic on the other hand, they undoubtedly deserve a good, powerful hat which does nothing to boost SD.
Indeed when you compare axe mechanic to mado the power balance is unreal and nearly 100% on the mado's side. And axe mechanic compared to many other classes is vastly underpowered. And most of those other classes have something they are best/good at, axe mechanic good at nothing.
Not MVP
Not Woe
Not PVM
Not Cheap
We only have 0NE damage aoe, it being non-ranged + having a 2 second cool down + doing poor damage = horrible. And the only ranged attack we get has a 3 second cool down and its single target. Not to mention our other axe mechanic skills are mostly a joke like silver sniper and the heat resist one. And since some of the mado skills are I hear giving us a passive bonus when it does not clearly say non-mado also get bonus. That leaves us open to possible future nerf at any time to an already under-performing class.
#7
Posted 19 June 2013 - 09:21 AM
i mean just look at the weapon options for both classes:
hurricane fury with ea enchants and AS cards= 120m++
red twin sword with 3x as card = 90m +
pile bunker = 100m+++ (assuming you can even find one for sale)
without these, your dmg is abysmal and you cant level on anything. thats insanity imo to balance a classes dmg on 100million zeny + weapons that are rare. the obvious solution is that these 2 classes need their own sets that are more available to the public, instead of some uber leet expensive rare items that are highly unobtainable. think im making this up? just look at the sale records on ragial for pile bunkers and broccas. why is there no mora set for gens and mechanics?
#8
Posted 19 June 2013 - 09:58 AM
Their sense of balanced doesn't apply to the majority of the players. New hat doesn't benefit those have COD/EMH, doesn't benefit new geneticist. Its just garbage eye candy.
#9
Posted 19 June 2013 - 10:21 AM
#10
Posted 19 June 2013 - 11:18 AM
Maybe have it boost cart tornado instead of cannon (by a larger amount of course), or that mushroom bomb skill that sucks. Or the damage from sling item...
#11
Posted 19 June 2013 - 12:22 PM
#12
Posted 19 June 2013 - 01:00 PM
If you believe you can come up with a better hat then by all means create your own suggestion thread.
Thank you for your understanding.
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