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#351 FiskBlack

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Posted 05 May 2011 - 09:03 AM

I'm sure some people do, sience this lv 140+ sorcerer doesn't know how to play his class and qq's about nerfing other skills ( not only genetics )
But like I said this game is pretty much dead so... :V



I agree though with Seth, some skills need a little fixed cast time like I said before, then let's see what they do -_-

You cant comment without insult another members do you? Well that is not my problem, we are talking about how ridiculous are some skill formulas, like the dmg of genetics and the cast time/delay etcetera.
RO is not dead yet, i would like to see this fixed in the near future, you can just /b/ tard try trolling or be cool is up to you, reserve your commentaries if you have nothing smart to post.
Deal with it like your signature say :V

Edited by FiskBlack, 05 May 2011 - 09:06 AM.

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#352 Puppet

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Posted 05 May 2011 - 09:18 AM

Can you post something factual for once? The +9 kvm fist ignores mandragora. 100% guaranteed. I still think howling would be better off with double or triple the fixed cast time of all skills tho not + some base amount. It'd buff and nerf genetics simutaneously not leaving them any worse off.


Dont act like everyone and there mother has +9 kvm fist, Which is beside the point, Most classes have some sorta of cooldown for them "Ultimate skills", Genic dont,, Frankly Howling needs to have fixed cast time, a Cool down, and a damn status icon on the side that so many 3rd class skills seem to be missing

Also wondering why they have such a huge SP modifer, cause there sp modifer is better then AB,Warlock Sorcerer and Sura the classes that are really dependent on SP should have better SP modifer not only do they have these plant skill that are all variable cast time, and highly spamable and have no Status icon when you get effected by howling, they have a huge sp compared to most 3rd class

Edited by Puppet, 05 May 2011 - 09:24 AM.

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#353 FiskBlack

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Posted 05 May 2011 - 01:06 PM

Dont act like everyone and there mother has +9 kvm fist, Which is beside the point, Most classes have some sorta of cooldown for them "Ultimate skills", Genic dont,, Frankly Howling needs to have fixed cast time, a Cool down, and a damn status icon on the side that so many 3rd class skills seem to be missing

Also wondering why they have such a huge SP modifer, cause there sp modifer is better then AB,Warlock Sorcerer and Sura the classes that are really dependent on SP should have better SP modifer not only do they have these plant skill that are all variable cast time, and highly spamable and have no Status icon when you get effected by howling, they have a huge sp compared to most 3rd class


I totally agreed with you, not everyone will have +9 kvm weapons, and about ultimate skills cool down for example inspiration have 5 mins cool down, Comet does got 5 mins cool down too.
But genetics just can spam mandragora howling in woe, the chance of sucess of the effect is like 60% even with vit/luk so if they fail is about recast it again.
At least MH should have what, cast time, cool down?
Same as most of the genetics skills like CC and acid bomb.

Edited by FiskBlack, 08 June 2011 - 08:51 PM.

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#354 heyxsean

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Posted 05 May 2011 - 01:10 PM

Dont act like everyone and there mother has +9 kvm fist.


He was in a discussion about +9 KvM and Mandragora Howl...where in there did you get "Everyone has a +9 KvM fist." o.o
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#355 Aeolus

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Posted 05 May 2011 - 03:00 PM

Mandragora howl is not going to be anywhere near as strong as it is once the AB update comes in. Stop complaining about this crap. And btw anyone that actually is in the real fights of RO has a +9 KVM fist and if you don't now you will if you start doing the seal quests. And seriously wtf is wrong with everyone? KVM used to take a month if not months of pure farming to just get 1 weapon. Now the GM's are making it insanely easy to get them.
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#356 FiskBlack

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Posted 06 May 2011 - 07:40 AM

Mandragora howl is not going to be anywhere near as strong as it is once the AB update comes in. Stop complaining about this crap. And btw anyone that actually is in the real fights of RO has a +9 KVM fist and if you don't now you will if you start doing the seal quests. And seriously wtf is wrong with everyone? KVM used to take a month if not months of pure farming to just get 1 weapon. Now the GM's are making it insanely easy to get them.

Yes, but that only if you spend so much money, lot of players dont have that money to pay, KvM you know was easier and way faster to farm in prerenewal, it was impossible to get a +9 kvm weapon, that's right but at least they should give back the old kvm dont you think?
Is kinda unfair that only the people who spend crap load of money can get that, but that's how a MMO is.
We are complaining about the MH crap because is just not fair and you should know why.
Anyways this is spam, we are in genetic renewal thread :V

Edited by FiskBlack, 06 May 2011 - 07:42 AM.

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#357 Aeolus

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Posted 06 May 2011 - 12:57 PM

Yes, but that only if you spend so much money, lot of players dont have that money to pay, KvM you know was easier and way faster to farm in prerenewal, it was impossible to get a +9 kvm weapon, that's right but at least they should give back the old kvm dont you think?
Is kinda unfair that only the people who spend crap load of money can get that, but that's how a MMO is.
We are complaining about the MH crap because is just not fair and you should know why.
Anyways this is spam, we are in genetic renewal thread :V


I think I was one of several people who actually farmed KVM for a Glorious Spear pre-renewal. (Yes I actually farmed KVM 400+ times, which is around a day and a half of actually sitting in KVM.)
After I got my spear I made it +6 without HD ori and took the chance that it would break at +5 or +6. And no KVM was not easier pre-renewal its still the god damned same hell hole. If you have read the patch updates for the new AB changes I'm pretty sure your opinion would change on howling.
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#358 Psychogenik

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Posted 09 May 2011 - 11:12 AM

HEPR DERP NERF GENETICS BECAUSE WE ONLY CARE ABOUT GETTING HURT IN WOE AND DONT CARE ABOUT THEM LEVELING.
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#359 FiskBlack

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Posted 03 June 2011 - 05:29 PM

This is what i think can be useful for balance Genetics.


Cart Cannon: The skill should have more fixed cast time 2-3 secs is AoE and highly spammeable or at least cast delay.

Acid Bomb: This skill is actually good as how is it, but in PvM can be highly abused with the dmg.

Mandragora Howling: Seriously, we all know this skill is extreme, should be good instead of adding 5 seconds fixed cast time change for slow cast or give a delay of 5 minutes just as Comet Warlock ultimate skill.

Thorn Trap: Shouldnt work under a target.

Blood Sucker: This skill should have fixed cast time, at least 1-2 seconds.

Cart Boost: Add atk & Speed Pot movement speed should be good if this skill got reuse delay.


Genetics use a lot of supplies for deal damage and leveling but that doesnt give the right do be a extremely powerful class, Mandragora Howling is obviously the biggest issue and i would be happy if the change happen.
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#360 Mefistofeles

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Posted 30 June 2011 - 12:59 PM

cart canon needs fixed cast time and aftercast delay, and all genetics skills... glad mandragora howling got balanced

Hells plant shouldnt be casted under enemies feet OR changed to closse range OR give to hells plant a property(then it can be reduced by energie coat, inmune garbs and racials) OR fixed cast time and after cast delay

Edited by Mefistofeles, 05 July 2011 - 04:50 PM.

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#361 Trixdee

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Posted 26 August 2011 - 01:35 PM

Cannon Balls unequip when a Geneticist dies, also I heard it happens if they map change, this is VERY VERY annoying!!!
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#362 Quins

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Posted 28 August 2011 - 01:48 PM

cart canon needs fixed cast time and aftercast delay, and all genetics skills... glad mandragora howling got balanced

Hells plant shouldnt be casted under enemies feet OR changed to closse range OR give to hells plant a property(then it can be reduced by energie coat, inmune garbs and racials) OR fixed cast time and after cast delay

how about deleting the char out
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#363 Trixdee

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Posted 28 August 2011 - 10:25 PM

@Fiskblack: I don't agree with more cast time to Cart Cannon. I think 1 sec fixed is fine. I think it only really hurts low levels in WoE and at low levels it is very average damage in PvM. Warlock's Jack Frost with full Radius is faster. Agree about putting Hell Plants and Thorn Trap right under someone's feet though, that needs to be fixed about a few newer trap type skills.

Edited by Trixdee, 29 August 2011 - 10:05 AM.

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#364 Kadelia

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Posted 29 August 2011 - 07:45 AM

This is what i think can be useful for balance Genetics.


Cart Cannon: The skill should have more fixed cast time 2-3 secs is AoE and highly spammeable or at least cast delay.

Acid Bomb: This skill is actually good as how is it, but in PvM can be highly abused with the dmg.

Mandragora Howling: Seriously, we all know this skill is extreme, should be good instead of adding 5 seconds fixed cast time change for slow cast or give a delay of 5 minutes just as Comet Warlock ultimate skill.

Thorn Trap: Shouldnt work under a target.

Blood Sucker: This skill should have fixed cast time, at least 1-2 seconds.

Cart Boost: Add atk & Speed Pot movement speed should be good if this skill got reuse delay.


Genetics use a lot of supplies for deal damage and leveling but that doesnt give the right do be a extremely powerful class, Mandragora Howling is obviously the biggest issue and i would be happy if the change happen.


Cart Cannon: Currently 3 second 100% variable. Should be 0.5 seconds fixed and 1 seconds variable. right now a moderately DEX'd genetic (like 120 DEX) has a ~1 sec cast time. A min-maxed one with +30 dex foods, battle chant, etc, has near instant cast and a mjolllnir user can easily have instant cast. The DPS of this skill is quite fair (and maybe a little weak!) at ~120-150 dex. A small amount of fixed cast time will make sure that regular builds aren't affected and min-maxers and god-item users aren't overpowered.

Acid Bomb: This skill is as alright as ever in MVP scene. Now that it has fixed cast time and people have over 2x their old HP values, its time to remove the -50% damage versus players feature.

Mandragora Howling: Genetic is not a fighter, its a support character. Adjusting skills with fixed cast time will only reinforce that. The extended delay for howling is unfair because it creates lulls where the genetic cannot defend itself as well in small fights. Un-nerf this skill. Bishops will be able to remove howling status soon anyway. Unnerf this.

Thorn Trap: I fail to see how dropping these under people is a problem. You can trap people just as easily with vacuum extreme, manhole, cursed circle, and other skills. Locking someone in place to hell's plant them is a fair tactic and not overpowered.

Blood Sucker: There is nothing wrong with this skill. You can cast it pretty quick with a good amount of DEX, and I don't see why that could be unfair. Its not strong. It just is a tool to be used in conjunction with Howling to keep people from casting.

Cart Boost: yeah this skill is kind of off the chain. I'd be biased if I said it shouldn't be nerfed. I rather enjoy the speed, but I don't see why genetics should be moving faster than mounted people or boosted mechanics.

Hell's Plant: This is the same as cart cannon. Its quite fair/modest DPS with 110-150 DEX/INT. Once you get instant cast its DPS is off the charts. I am not sure what the cast time is but it feels like 4 seconds 100% variable. If its 4 seconds, then the revised skill should be 0.75 seconds fixed + 1.5 seconds variable, that way its like 1.2~1.5 seconds with 110-150 DEX/INT similar to the way it is presently, and 0.75 seconds with mjollnir or min-maxed DEX buffs, unlike the instant cast it has now. Crucial to re-balancing the skills is making the DPS the same/similar for good/decent players, and nerfing the hell out of the min-maxers/god item users. Mjollnir should make you better (in the aforementioned numbers 2x better), but not 4x better.

Edited by Jaye, 29 August 2011 - 07:46 AM.

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#365 Mefistofeles

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Posted 30 August 2011 - 10:27 AM

Cart Cannon: Currently 3 second 100% variable. Should be 0.5 seconds fixed and 1 seconds variable. right now a moderately DEX'd genetic (like 120 DEX) has a ~1 sec cast time. A min-maxed one with +30 dex foods, battle chant, etc, has near instant cast and a mjolllnir user can easily have instant cast. The DPS of this skill is quite fair (and maybe a little weak!) at ~120-150 dex. A small amount of fixed cast time will make sure that regular builds aren't affected and min-maxers and god-item users aren't overpowered.

Acid Bomb: This skill is as alright as ever in MVP scene. Now that it has fixed cast time and people have over 2x their old HP values, its time to remove the -50% damage versus players feature.

Mandragora Howling: Genetic is not a fighter, its a support character. Adjusting skills with fixed cast time will only reinforce that. The extended delay for howling is unfair because it creates lulls where the genetic cannot defend itself as well in small fights. Un-nerf this skill. Bishops will be able to remove howling status soon anyway. Unnerf this.

Thorn Trap: I fail to see how dropping these under people is a problem. You can trap people just as easily with vacuum extreme, manhole, cursed circle, and other skills. Locking someone in place to hell's plant them is a fair tactic and not overpowered.

Blood Sucker: There is nothing wrong with this skill. You can cast it pretty quick with a good amount of DEX, and I don't see why that could be unfair. Its not strong. It just is a tool to be used in conjunction with Howling to keep people from casting.

Cart Boost: yeah this skill is kind of off the chain. I'd be biased if I said it shouldn't be nerfed. I rather enjoy the speed, but I don't see why genetics should be moving faster than mounted people or boosted mechanics.

Hell's Plant: This is the same as cart cannon. Its quite fair/modest DPS with 110-150 DEX/INT. Once you get instant cast its DPS is off the charts. I am not sure what the cast time is but it feels like 4 seconds 100% variable. If its 4 seconds, then the revised skill should be 0.75 seconds fixed + 1.5 seconds variable, that way its like 1.2~1.5 seconds with 110-150 DEX/INT similar to the way it is presently, and 0.75 seconds with mjollnir or min-maxed DEX buffs, unlike the instant cast it has now. Crucial to re-balancing the skills is making the DPS the same/similar for good/decent players, and nerfing the hell out of the min-maxers/god item users. Mjollnir should make you better (in the aforementioned numbers 2x better), but not 4x better.

i agree with you in the terms of how the god items make this class 4x faster and powerfull, they need as all mage skills at least 1 second fixed cast time(sura too) but i disagree with acid bomb removing the 50% damage penalty against players...

Edited by Mefistofeles, 30 August 2011 - 10:27 AM.

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#366 Kadelia

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Posted 30 August 2011 - 11:36 AM

You don't agree that acid bomb is useless in woe now? even with sacrament its DPS is inferior to cart canon's. Its an expensive consumable. If the -50% vs players was removed, it'd be a little bit higher DPS than cart canon, which I think works given the cost of the consumable.
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#367 Mefistofeles

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Posted 30 August 2011 - 05:39 PM

You don't agree that acid bomb is useless in woe now? even with sacrament its DPS is inferior to cart canon's. Its an expensive consumable. If the -50% vs players was removed, it'd be a little bit higher DPS than cart canon, which I think works given the cost of the consumable.

its usless for you becouse it doenst 1 shot the rune knights with 70k hp...... you are nuts >-<, imagine flow fail(a super fail generagetic with full god items) with that in woe................
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#368 Kadelia

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Posted 31 August 2011 - 09:44 AM

Acid bomb does like 10-14k in WoE when most people have 45-55k HP... its weak, especially given its fixed cast time.
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#369 Mefistofeles

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Posted 31 August 2011 - 11:18 AM

Acid bomb does like 10-14k in WoE when most people have 45-55k HP... its weak, especially given its fixed cast time.

and? you know how much damage can deal a warlock or sorcerer or maestro(this classes cant reach more than 30k hp like the "squishy" genetic) >_> with that short cast time compared with mage classes skills have a waaaaaaaaaaaaaay better dps.. wich its almost free(limited number) also still have a great chance to destroy weapon and armor(not really important in woe, almost all people in big guilds have Full chem Proct.. but still better compared to other offensive skills of some thirdclasses)
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#370 Mefistofeles

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Posted 31 August 2011 - 12:09 PM

Genetic
Thorn Trap
Max number of placeable traps changed.
Can no longer be placed at a targets feet.
Can no longer be stacked on or near other thorn traps.
Can now be used in siege mode.
Howling of Mandragora
Area of effect changed (11x11 / 13x13 / 13x13 / 15x15 / 15x15).
Success rate changed.
Mix Cooking
Cooking success rate changed.
Number of items made per cooking changed.
Bomb Creation
Bomb creation success rate changed.
Number of bombs created per attempt changed.
Special Pharmacy
Base success rate changed.
Silent Breeze (Homunculus S Skill)
Duration is changed.
Causes 100% chance to be silenced, but will remove some other status effects.
Fire Expansion
Effect of level 1 and 2 are changed.
Hell's Plant
Damage formula is lowered.

last balance from kro, translate by dodler
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#371 Trixdee

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Posted 22 September 2011 - 09:01 PM

Make Soul Cannonballs actually able to hit Ghost...they are pointless if they can't. :Emo_18:
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#372 Mefistofeles

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Posted 22 September 2011 - 09:51 PM

Make Soul Cannonballs actually able to hit Ghost...they are pointless if they can't. :Emo_18:

sorry but no, its forced neutral and it should remain like that, when i get my ghostring.... its about some payback
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#373 Kadelia

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Posted 23 September 2011 - 04:35 AM

Payback for what, being crappy at woe? That sounds like your problem, not geneticist's.
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#374 Trixdee

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Posted 23 September 2011 - 10:11 AM

Agreed from a WoE standpoint, but then Soul Cannonballs are completely pointless. What do we need them for? We can't attack still ESL, Gloom, Thanatos..We're already at a disadvantage because we can not Acid Bomb Ghost. Replace Soul Cannonballs with some kind of NPC that can take some materials to make elemental cannonballs. This ammo is completely pointless if we're just not meant to be able to attack Ghost prop in any way.

Edited by Trixdee, 23 September 2011 - 10:35 AM.

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#375 Ralis

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Posted 23 September 2011 - 10:18 AM

I have to say I approve of the two best MVP classes not being able to easily kill Ghosts. =P
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