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#26 Slayze

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Posted 25 August 2010 - 10:26 AM

Let ranger tree have more/better launches.
We're nearly as reliant on AAS as the PF tree, but we got less than half their number of launches (with smaller AoEs).
I honestly just want a bigger launch AoE for RPG-7. Maybe an initial hit (with the current AoE), followed with an explosion that launches everything around it in a circle?

Make Flashbang jump throwable. It makes no sense that you can throw 3 grenades simultaneously in the air, but can't throw one measly flashbang grenade unless you're standing on the ground.

I just want it to work properly in PvP.
Not the "run off if the player is suffering from any lag at all" effect it currently has right now.


I figured I'll just clarify some stuff, being from one of the servers that already got the patch.

N2 Ammunition percentage refers to the percentage of causing the Burn status on critical hits (critical hits from summons doesn't count).
Level 1 gives Level 12 Burn, increases by 2 levels of Burn per skill level.

Gatling Rush's range is huge after Paris patch.
Just a heads up, to get ready for the wave of complains from those who haven't experienced it yet.

Atropine's great, letting you recover from any (one) status effect that doesn't silence/disable you.


Info below from jDGN, no English server got it yet.

New shootdown has a much higher air delay after usage.
It can barely connect to AAS, but it does huge damage on bosses.
Video 1 Video 2 (Credits goes to toypop)

Gatling's cooldown reduced to 9s.
Hand Grenade's cooldown reduced to 3s at level 5, with a minimum of 1.5s at level 8 (with the new skill cards).
ASS's cooldown was reduced to 35s.
Vulcan's vertical range increased and it pierces through stuff.
Particle Cannon's male/female bug fixed, I believe.


Relaunch and Rising Arrow should just be combined into Rising Arrow. I see no reason why an arrow wouldn't hit a knocked over enemy.

How the heck would shooting an arrow down, into something on the ground makes it fly upwards?
Impact so high that it bounces off the ground, upwards?

But I do agree that they should have a longer CD so they wouldn't be able to spam it more than 6 times per raise.

As far as PvE I don't really consider it overpowered, I just don't think setting a cap to the number of hits would hurt PvE too much.

Watch this video.
My ATK is currently 3343, a level 64 howitzer, using a +11 lavalon weapon.
The monster is level 63, located in the Hero mode of the new Van Cliff, B11 floor, with an enhancement level of 6.

There's usually 5 - 8 of them grouped together in a slightly spread out formation.
And yes, I just took 8 seconds and 60 shots of anti-air shot to finish it off.

It's probably faster on a windrunner, with their regular crits though.
(Oh, and Van Cliff goes down all the way to B25. The stuff near the bottom have several times this guy's HP.)

I'm not quite sure, but is the FPS unlimited on the NA version?
It's limited to 59.99 or something on IAH, so that would be a nerf for AAS, in a way.

I think 50+ shots is already barely enough.

Thanks.

Edited by Slayze, 25 August 2010 - 10:33 AM.

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#27 Kazra

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Posted 25 August 2010 - 10:27 AM

.2 would be good enough. Or maybe 1-2s but increase the damage, which would get rid of air locks for the most part.

Well, hero mode VC mobs have very high defense, so you generally kill them with skills instead of AAS, unless you have very high attack. It's just like CSS; I AAS the level 60 mobs for 200-500 with a 55 +0, so I generally spam launchers to kill those.

Edited by Kazra, 25 August 2010 - 10:32 AM.

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#28 PaladicPrince

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Posted 26 August 2010 - 09:18 AM

How the heck would shooting an arrow down, into something on the ground makes it fly upwards?
Impact so high that it bounces off the ground, upwards?


I'm confused as to what you mean by this? That's already what Rising Arrow does, just not if they're laying down. And the way it works, it looks to me like an exploding arrow shot under the monsters... I don't see why that wouldn't lift ones laying down as well?

And for that matter why does relaunch, which is basically a kick, not hit enemies standing up? All I'm saying is that aside from their targetting the two skills do the same exact thing, I see no reason they shouldn't be combined. They did it for mages... Point Buster (on other serers) can now lift standing and fallen enemies whereas before it only lifted standing...
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#29 to0n

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Posted 26 August 2010 - 10:18 AM

I'm confused as to what you mean by this? That's already what Rising Arrow does, just not if they're laying down. And the way it works, it looks to me like an exploding arrow shot under the monsters... I don't see why that wouldn't lift ones laying down as well?

And for that matter why does relaunch, which is basically a kick, not hit enemies standing up? All I'm saying is that aside from their targetting the two skills do the same exact thing, I see no reason they shouldn't be combined. They did it for mages... Point Buster (on other serers) can now lift standing and fallen enemies whereas before it only lifted standing...


For balancing?
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#30 Slayze

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Posted 26 August 2010 - 10:54 AM

.2 would be good enough. Or maybe 1-2s but increase the damage, which would get rid of air locks for the most part.

Well, hero mode VC mobs have very high defense, so you generally kill them with skills instead of AAS, unless you have very high attack. It's just like CSS; I AAS the level 60 mobs for 200-500 with a 55 +0, so I generally spam launchers to kill those.

Yea, true, but howitzers don't get to spam launchers.
This might be applicable if our launching skills have a larger AoE range, or if we get more disabling skills, but unless we were to bunch all of those monsters together, we can't really kill them too efficiently without keeping them in the air while our skills are cooling down.

I'm confused as to what you mean by this? That's already what Rising Arrow does, just not if they're laying down. And the way it works, it looks to me like an exploding arrow shot under the monsters... I don't see why that wouldn't lift ones laying down as well?

And for that matter why does relaunch, which is basically a kick, not hit enemies standing up? All I'm saying is that aside from their targetting the two skills do the same exact thing, I see no reason they shouldn't be combined. They did it for mages... Point Buster (on other serers) can now lift standing and fallen enemies whereas before it only lifted standing...

I'm sorry, that was mostly a joke.

But yea, it's most likely for game balancing reasons.
Giving a ranged relaunch on the base archer skill tree would allow every single archer to do a permanent AAS > relaunch combo.
(Unless you lengthen the cool down dramatically, which will cause all the new archers to complain)
It would be a boon to the grenadier tree, but the pathfinder tree already has way too many relaunches.
Giving them yet another one would be pretty ridiculous.
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#31 Gangrian

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Posted 26 August 2010 - 02:17 PM

Giving them yet another one would be pretty ridiculous.


No no, if they gave them another, it would be along the same vein that said that giving Paladins 50%+ block rate was a good thing, giving PFs the ability to trap in the air was normal, and Slow Heal allowed to it's fullest potential in PvP.

So giving them another launcher is not ridiculous. It's normal.


(^Sarcasm for those who lack a detector)
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#32 PaladicPrince

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Posted 27 August 2010 - 07:11 AM

I'm sorry, that was mostly a joke.

But yea, it's most likely for game balancing reasons.
Giving a ranged relaunch on the base archer skill tree would allow every single archer to do a permanent AAS > relaunch combo.
(Unless you lengthen the cool down dramatically, which will cause all the new archers to complain)
It would be a boon to the grenadier tree, but the pathfinder tree already has way too many relaunches.
Giving them yet another one would be pretty ridiculous.


That's a good point. I guess they could do it for mages since Point Buster has a cast time maybe. They probably won't change it anyways haha :lol:
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#33 codec689

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Posted 31 August 2010 - 06:49 PM

falcons frenzy and that other falcon skill on the pathfinder skill tree
they damage before the animation commences

another thing is that pathfinders are the only archer class with a aim and evade buff and there quite high hallucination for example has 45% increase in evade at level 5 and level 5 aiming and weakness detection has a substantial increase in aim being 45% aim increase and 15%more crit rate. anyone know whats the duration of the aim and evade buff?

anyone heard about evade being capped or something?

Edited by codec689, 31 August 2010 - 07:06 PM.

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#34 iKnowMyABCs

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Posted 31 August 2010 - 07:11 PM

falcons frenzy and that other falcon skill on the pathfinder skill tree
they damage before the animation commences

another thing is that pathfinders are the only archer class with a aim and evade buff and there quite high hallucination for example has 45% increase in evade at level 5 and level 5 aiming and weakness detection has a substantial increase in aim being 45% aim increase and 15%more crit rate. anyone know whats the duration of the aim and evade buff?

anyone heard about evade being capped or something?


I've also heard about evade being capped.

That would be a good idea since we're stacking aim for evade-stacks...
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#35 codec689

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Posted 31 August 2010 - 07:17 PM

I've also heard about evade being capped.

That would be a good idea since we're stacking aim for evade-stacks...

yeah considering that one of the few classes that could hit em are warmages that stacked aim during paris pre patch
now those warmages skills depend on the overall aim rate of their equipment. since those skills no longer have natural high aim that could aid their aim rate

i overheard that the NEW pathfinder light sets no longer had evade stats on them can someone confirm this?

Edited by codec689, 31 August 2010 - 07:20 PM.

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#36 Josh123

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Posted 01 September 2010 - 11:08 AM

I'm confused as to what you mean by this? That's already what Rising Arrow does, just not if they're laying down. And the way it works, it looks to me like an exploding arrow shot under the monsters... I don't see why that wouldn't lift ones laying down as well?

And for that matter why does relaunch, which is basically a kick, not hit enemies standing up? All I'm saying is that aside from their targetting the two skills do the same exact thing, I see no reason they shouldn't be combined. They did it for mages... Point Buster (on other serers) can now lift standing and fallen enemies whereas before it only lifted standing...

i think rising arrrow is cheap especially when u get to keep shooting them reapededly after that
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#37 Gangrian

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Posted 01 September 2010 - 11:27 AM

i think rising arrrow is cheap especially when u get to keep shooting them reapededly after that


Rising arrow is not the culprit, it's the falcons and the wolf.

They are animation based launchers that hit even when you are out of the AoE.

That and how AAS will still hit even after you have teched. =_=
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#38 SharpEye

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Posted 01 September 2010 - 12:26 PM

yeah considering that one of the few classes that could hit em are warmages that stacked aim during paris pre patch
now those warmages skills depend on the overall aim rate of their equipment. since those skills no longer have natural high aim that could aid their aim rate

i overheard that the NEW pathfinder light sets no longer had evade stats on them can someone confirm this?


Light has evade %, Dark does not. If you don't believe me hop on IAH or IAHForums (http://forum.iahgame...ead.php?t=57261)
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#39 iKnowMyABCs

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Posted 01 September 2010 - 03:53 PM

yeah considering that one of the few classes that could hit em are warmages that stacked aim during paris pre patch
now those warmages skills depend on the overall aim rate of their equipment. since those skills no longer have natural high aim that could aid their aim rate

i overheard that the NEW pathfinder light sets no longer had evade stats on them can someone confirm this?


Windrunner :

Hollswin (lvl 67)

2 items : AGI + 44
3 items : Movement speed +34%
5 items : Evade rate +18%
6 items : ATK range +8.5%



Oh god yay....
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#40 Yurai

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Posted 01 September 2010 - 04:27 PM

Evade pf's are terrible post patch.
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#41 Slayze

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Posted 01 September 2010 - 04:54 PM

Evade pf's are terrible post patch.


They're still ridiculously strong.
They just actually have a chance to die now.

In the level 60 - 70 Battle Square at IAHGames, there's one evade PF that can survive for ~10 minutes fighting non-stop in the enemy's base.
...And then she cakes her HP back to full.

Evade's still pretty imbal if you get enough of it.
The "30% chance to hit regardless of evade" feels more like 10%.
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#42 Yurai

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Posted 01 September 2010 - 04:57 PM

They're still ridiculously strong.
They just actually have a chance to die now.

In the level 60 - 70 Battle Square at IAHGames, there's one evade PF that can survive for ~10 minutes fighting non-stop in the enemy's base.
...And then she cakes her HP back to full.

Evade's still pretty imbal if you get enough of it.
The "30% chance to hit regardless of evade" feels more like 10%.

Not against people with enough aim. In any case, it really depends on the other team. Clearly, that shows the other team has no idea what they're doing.
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#43 Executive

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Posted 02 September 2010 - 06:50 PM

Oh o_O

At least they're trying to fix it.

But they should consider actually putting a CD or animation so they wouldn't be able to shoot more than 6 times per raise.


And yet in PvP Archers don't even touch shamans, who activate diffusion cannon, spam frog , then freeze, and end the match with one volley of their regular attack.

How is that fair when it's hard enough for an archer to get the opponent up in the air in the first place and archers don't have amazingly high mp so when the attack is decreased by 70%and the opponent has 30k+ hp, it seems the archer's more likely to run out of mp before enemy dies. Don't even get me started on group PvP :unsure:.
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#44 GrapefruitGod

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Posted 03 September 2010 - 07:16 AM

I like the new evade. One time I got hit with sleep, and the log that came after missed.
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#45 Gangrian

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Posted 03 September 2010 - 11:21 AM

And yet in PvP Archers don't even touch shamans, who activate diffusion cannon, spam frog , then freeze, and end the match with one volley of their regular attack.

How is that fair when it's hard enough for an archer to get the opponent up in the air in the first place and archers don't have amazingly high mp so when the attack is decreased by 70%and the opponent has 30k+ hp, it seems the archer's more likely to run out of mp before enemy dies. Don't even get me started on group PvP :p_omg:.


If you are moping about 30k HP then you should prolly stop playing the game. Or at least PvPing.

And in group, Archers are awesome, even with a decreased amount of damage, they can keep a person in the air longer, and thus lock them away from helping team mates.

Not to mention that they can lock even without AAS. And I don't know how you have been playing but it's not difficult at all for an archer to get a person in the air. They have plenty of launchers that are all cast based.
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#46 GrapefruitGod

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Posted 03 September 2010 - 11:28 AM

Ground lock is good.


And yes my aas sucks I know
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#47 Gangrian

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Posted 03 September 2010 - 11:49 AM

Ground lock is good.


And yes my aas sucks I know


Ugh, I hate Stumble.
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#48 Executive

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Posted 03 September 2010 - 07:18 PM

If you are moping about 30k HP then you should prolly stop playing the game. Or at least PvPing.

And in group, Archers are awesome, even with a decreased amount of damage, they can keep a person in the air longer, and thus lock them away from helping team mates.

Not to mention that they can lock even without AAS. And I don't know how you have been playing but it's not difficult at all for an archer to get a person in the air. They have plenty of launchers that are all cast based.


In group it is easier to get hit when using AAS for a ranger it is more difficult than a pathfinder who have eagle and wolf which have a huge AoE. Also I'm not moping about 30k hp all I said was that to decrease AAS damage to 30% in PvP would mean that the you would run out of mp before you kill the opponent, i have no problem with the opponent having 30k hp just people complaining about AAS and bing OK with Shamans who freeze and then kill with one volley of diffusion cannon, that is all.

Back to launching someone though it is quite hard if your facing a ninja with like 100 evade rate and their jumping all over the place and I'm left with RPG and Rising Arrow.
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#49 Kazra

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Posted 03 September 2010 - 07:28 PM

Launch > AAS is way easier than Freeze > X spam. It's not impossible to get 200 aim if they have 100 evade... And you still have gatling gun to catch lol.

Edited by Kazra, 03 September 2010 - 07:29 PM.

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#50 dizizviet

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Posted 07 September 2010 - 01:49 PM

I'm not sure if it's just me or what, but when i use Gatling, the frame rate lags to the extreme if i'm attacking 3+ mobs with the skill or if someone else comes onto my screen
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