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Buff them stuff that thiefs throw


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#26 Elijazz

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Posted 25 June 2016 - 09:34 PM

even if they improve those skills, the ninja will still suck compared to other classes besides there are lots of other pre requisite skills that are more useless in other class that should be look into. Ninja needs more boost. A new damage output for them would be nice but I dont see it in this game. They also have high evasion but for now it's almost useless in pvp so it's better if they can make a new calculation to evasion that can be converted to some defense since ninja is still squishy even with stacked gears/elementresistance. 


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#27 Turpi

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Posted 26 June 2016 - 01:47 AM

I dont like stuff like evade, since it will turn pvp in a luck-based game. Thats no fun at all.

I dont know why everyone says that ninja sucks. Against the most opponents i dont even need to use stuff liky sleep and woodrush.

Just change the cooldown or dmg of perfect strike and it will be more than well balanced.

At that devil dart thingy.. yes i dont have experience of playing with a ninja against 30k resi guys but i think every skill lacks dmg against them. Also i use that skill to extend my combo. Its +1 skill without spamming (repeating other skills). I just use it to deal the maximal amount of dmg in my combos.

Sure, a dmg buff wont be gamebreaking but i dont think that its really needed since devil dart knocks down and also gives a bleed effect. But well at the end nothing really speaks against a dmg/ bleed effect buff.
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#28 5143121023173906760

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Posted 26 June 2016 - 02:26 AM

Your point of view is getting closer to mine Turpi. ;)
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#29 Turpi

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Posted 26 June 2016 - 11:24 AM

rip me then q-q
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#30 eyes2kill

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Posted 27 June 2016 - 11:35 AM

Boomerang and that ninja star

 

These skills are prerequisites. Most players leave these skills at 2/5, I'd like to think that if you were to sink sp into these skills you get rewarded more. So I intentionally put a damage spike at 3-4-5.

 

The damage may seem high at first but using the math popcorn gave us for damage based on weapon, If you were to double the damage done in total (IE:Damage dealt by 2 darts combined is actually higher than doubling the % done with the skill instead so even if the numbers are slightly high here it's actually not that strong in the end)

 

What do you guys think about these skills? Do you use this to deal damage or to show off? How useful is this skill compared to other skills in pvp?pve?

 

Both points you have make sense, but I have to say that for savage Provoke should be the 1 thing that should be increase for both area range and increase accuracy about same wideness as for myrmidon roar, cause it suck. Judge dread animation too slow. And aerial frenzy increase attack by 25%.

 

For assassin woodrush increase speed 50%, protect edge (act like it supposed to be a shield that can't be penetrated) which is garbage during pvp or for anything is like having knife around you that does absolutely nothing. Widen the area in which devil dart is able to hit with 30% more damage and to both savage and assassin decrease rocket punch time animation. Although, still not enough to drop the top 3 classes, but is more balance.
 


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#31 Turpi

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Posted 28 June 2016 - 01:19 AM

Wtf. Pls try to keep the thread about devil dart and Boomerang.

Theres absolutely no need to make woodrush faster, no need to make Rocket Punch more op. With element attack aerial frenzy is one of the best dmg dealer so why should u change smth there as long we dont have the new dmg calculation.

Instead of ridiculous buffing of some classes you should think about to nerf the "god tier ones". As if savage needs a wider stun range for provoke while they got FD back and still have crazy soul which is totally op.

As if ninja needs such stuff while they already win as good as every 1o1. I really dont know what ninjas u pvped with. Even the "god tier" classes can be easily outplayed with it.

Stop trying to give classes stupid buffs. Just fix the client/server side problem of invos freeze, the range of ghost fighter and that fist stun (so it doesnt outrange DK's shield bash) and the range of Dark Knights attacks/dmg (if you think that they are still too OP).


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#32 eyes2kill

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Posted 28 June 2016 - 08:26 AM

 

Wtf. Pls try to keep the thread about devil dart and Boomerang.

Theres absolutely no need to make woodrush faster, no need to make Rocket Punch more op. With element attack aerial frenzy is one of the best dmg dealer so why should u change smth there as long we dont have the new dmg calculation.

Instead of ridiculous buffing of some classes you should think about to nerf the "god tier ones". As if savage needs a wider stun range for provoke while they got FD back and still have crazy soul which is totally op.

As if ninja needs such stuff while they already win as good as every 1o1. I really dont know what ninjas u pvped with. Even the "god tier" classes can be easily outplayed with it.

Stop trying to give classes stupid buffs. Just fix the client/server side problem of invos freeze, the range of ghost fighter and that fist stun (so it doesnt outrange DK's shield bash) and the range of Dark Knights attacks/dmg (if you think that they are still too OP).

 

 

The thread was about devil and boomerang and it was an opinion for agetsou to add somethings that need it improvement.

 

BTW reason why people ignore your comments or simply send dirty messages is due to your way of view seems to be lost in transit and never address whats been said properly. Try reading slowly and maybe  the comprehending would be better?
 


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#33 Turpi

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Posted 28 June 2016 - 10:41 PM

Oh, so u didnt suggest to make provoke in a stumble2.0? And u also didnt suggest to add +25% to aerial frenzy,50% faster woodrush , and "decrease rocket punch time animation" whatever that means. I think you talk about a faster RP if im wrong correct me pls.

So i didnt reply to ur suggestions and posted just random sentences? My fault then.

Edited by Turpi, 28 June 2016 - 10:59 PM.

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#34 eyes2kill

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Posted 29 June 2016 - 03:36 AM

Oh, so u didnt suggest to make provoke in a stumble2.0? And u also didnt suggest to add +25% to aerial frenzy,50% faster woodrush , and "decrease rocket punch time animation" whatever that means. I think you talk about a faster RP if im wrong correct me pls.

So i didnt reply to ur suggestions and posted just random sentences? My fault then.

 

Stay focus on the thread such as what the main title is, instead of trying to pick fights you can't win. The forum is not to start rambling or puking all over the threads, just cause you want to make your point across that has nothing to do with you, which in most instance it seems you are looking for a fight or attention. Either way, you don't deserve my time, because most likely if it is explain to suit your needs, it will most likely start more rambling.

I think that my point was clear enough and it seems you still don't get it. Advise; if you cant comprehend, than by all means try not saying anything at all, everyone in the forum will be better off with it XD>>>>>>>>>>
 


Edited by eyes2kill, 29 June 2016 - 03:38 AM.

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#35 Turpi

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Posted 29 June 2016 - 04:02 AM

Stay focus on the thread such as what the main title is, instead of trying to pick fights you can't win. 

 

Says the one who brings up completely new skill suggestions with total random, percantual buffs, lmao xD

 

Agitodeso thought at least pretty well about a dmg buff for both skills at all levels.

 

Since Rocket Punsh, Provoke, Aerial Frenzy, "Protect Edge" and Woodrush cant be "thrown" you should better re-read the topic title :*

 

 


Edited by Turpi, 29 June 2016 - 04:10 AM.

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#36 Popcorn

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Posted 29 June 2016 - 04:09 AM

Turpi, please change your posting attitude and stop harassing other players, trolling or trying to stir up drama. Consider this as an official warning. Next time we'll take further steps if you continue with this posting style. 

 

Also, please get this topic back on topic, otherwise there might be the need to lock it. 

 

Thank you!

 


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#37 Bustincaps

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Posted 29 June 2016 - 05:13 PM

I have to say that for savage Provoke should be the 1 thing that should be increase for both area range and increase accuracy about same wideness as for myrmidon roar, cause it suck. Judge dread animation too slow. And aerial frenzy increase attack by 25%.

 

For assassin woodrush increase speed 50%, protect edge (act like it supposed to be a shield that can't be penetrated) which is garbage during pvp or for anything is like having knife around you that does absolutely nothing. Widen the area in which devil dart is able to hit with 30% more damage and to both savage and assassin decrease rocket punch time animation. Although, still not enough to drop the top 3 classes, but is more balance.
 

 

https://forums.warpp...e-proven-false/

 

Branched topic: I agree on Provoke needing a buff, or rather a fix, since it's stunrate is very incorrect.  However, I 100% do not think it's range should be increased. Judge dread is also another thing that I don't think needs a buff, since it's a situational skill and is meant to be that way. Aerial frenzy, as well, is a shared skill between Savage and Ninja, and buffing it would create way too much imbalance (it's also mega op already lol). You can perform 2 full Aerial Frenzy casts in the same launch, and proceed to launch the enemy multiple times throughout your combo if you feel like being a spammy jerk. I also completely disagree with Rocket Punch needing a nerf; this is probably the most widely used and solidly balanced Thief catching skill in the game. If anything, some of the more op skills in the game need to be brought in line with the level of balance that Rocket Punch is currently at. This Rocket Punch comment kind of reminds me of the recent thread on this forum regarding Overlords being underpowered, which pretty much concluded that Overlords are actually balanced af and that it's the other classes that are in need of attention. Rocket Punch is a great skill in every aspect; it doesn't need nerfs, buffs, or even new shoes with a gel insole for added comfort. (:

 

Original topic: The projectiles, though, are clearly underpowered. However, do they really need a buff? I don't think so. The only thing I can think of that would be within reason for these skills would be scaling them mildly with attack speed. This would make catching with them a little bit easier, since you'd hit the target more quickly. It would also increase their viability in combos, since you could chain a launch and fallen-hitting lock skill with it after finishing the animation sooner. Let's be honest, though; even with attack speed scaling, they're still style point skills. They'd basically just be a long-ranged Blow. That being said, a decent amount of players do actually go for style points. These skills are also a good way to lengthen your combo without spamming (repeating). While it may not be useful in group PvP or BSQ, it can be useful in 1v1. Every little bit of damage adds up fairly quickly in 1v1 matches.


Edited by Bustincaps, 29 June 2016 - 05:18 PM.

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#38 Agitodesu

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Posted 29 June 2016 - 05:35 PM

I think the rocket punch stun duration is extremely long. Often enough most ninjas use Rocket punch at least twice in one combo then attempt to rocket punch the air recover of their last combo, If it does land you pretty much expect the rest.

 

I'm just saying, that RP should work as it is ,but the stun duration is the only thing I will pick on. One can simply land 1 and wait an awful while then proceed to combo. This means that every other skill used prior will go off cooldown. You can proceed to back off for a few seconds then redo any form of catching. Theoretically you can have something like hypnotizer/Log/swift attack very often unintentionally to both the user and the one against them.  And for savages, come on most of us agree that cool downs are relatively short on savages and don't need an extremely long time to set up an attack after a rocket punch, maybe a nut cracker+awakening combo being an exception but those stun also.

 

Otherwise I think it is good. The longest type of combo taken is often the log+awakening combo after rocket punch. Even then your still stunned while being mauled on with a mist/violentblow.

 

Not sure if anyone agrees with me with that though. Might be just me.


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#39 Turpi

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Posted 30 June 2016 - 01:39 AM

Totally agree with Bustincaps.

Also no need to change the stun duration of RP or we will probably have the same problem as Destroyers who are unable to cast vulcan and carpet bombing in a good combo.

Also if im not mistaken it would take the Ninja the possibility to ground lock, which isnt wrong at first but compared to other classes it would be pretty unfair and would cause then a real gap between ninja and the other classes. Not that skill-lack the most of you guys are talking about.

Edited by Turpi, 30 June 2016 - 01:40 AM.

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#40 Bustincaps

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Posted 30 June 2016 - 08:14 AM

I think the rocket punch stun duration is extremely long. Often enough most ninjas use Rocket punch at least twice in one combo then attempt to rocket punch the air recover of their last combo, If it does land you pretty much expect the rest.

 

I'm just saying, that RP should work as it is ,but the stun duration is the only thing I will pick on. One can simply land 1 and wait an awful while then proceed to combo. This means that every other skill used prior will go off cooldown. You can proceed to back off for a few seconds then redo any form of catching. Theoretically you can have something like hypnotizer/Log/swift attack very often unintentionally to both the user and the one against them.  And for savages, come on most of us agree that cool downs are relatively short on savages and don't need an extremely long time to set up an attack after a rocket punch, maybe a nut cracker+awakening combo being an exception but those stun also.

 

Otherwise I think it is good. The longest type of combo taken is often the log+awakening combo after rocket punch. Even then your still stunned while being mauled on with a mist/violentblow.

 

Not sure if anyone agrees with me with that though. Might be just me.

 

Meh, I do agree that it's long but I actually like it and find it to be fairly necessary. Most other Thief stuns are very short, and like Turpin was saying, RP's duration allows for some added creativity in your combos along with stalling opponents in group settings. A lot of the time in BSQ I'll use RP in combination with FD just to lock players up while I combo one of their their teammates at the same time. Stuns like Provoke and Claw Fishing are both short and unreliable. Violent Blow doesn't really suffer from that since it's a quickly executed and frontal stun so it's a bit safer to use in combos or chains, but Savages need it for sure.


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