One of the best maps that's missing X_XI'm kind of disappointed by the fact that the dragon tail map on the payon fields wasn't added... Once we have all of the maps in are there any plans to update maps to the actual episode 13.2 spawns? I feel like in some cases the map changes you guys are making are good, but in several cases they are dissapointing, like in the case of Chiv having no instant spawn abysmal knights currently, and the lack of a field map with dragon/nine tails on it, and a few other things I can't think of off hand.
[Classic] Patch Notes for Classic: Loki
#26
Posted 02 August 2012 - 09:13 AM
#27
Posted 02 August 2012 - 09:18 AM
#28
Posted 02 August 2012 - 12:54 PM
I really like the icewall nerf, it will make for much more interesting comp at least.
First of all this is not going to do anything to change the comp. Secondly its a really dumb change just for the simple fact that sometimes you want to use ice wall for things other than MVPing. I good solution might have been to reduce the health of Ice wall if they wanted to make it more challenging, but the fact that I wont be able to use ice wall at all in bio 3, and couple of other maps just sucks.
#29
Posted 02 August 2012 - 02:11 PM
First of all this is not going to do anything to change the comp. Secondly its a really dumb change just for the simple fact that sometimes you want to use ice wall for things other than MVPing. I good solution might have been to reduce the health of Ice wall if they wanted to make it more challenging, but the fact that I wont be able to use ice wall at all in bio 3, and couple of other maps just sucks.
yes I agree, they are changing the game more than they should and this will certainly ruin my wizz now that I am already leveling up Ice Wall, and those changes are like a renewal, but with other kind of changes (because they are changing everything: maps, skills...)
#30
Posted 02 August 2012 - 02:27 PM
#31
Posted 02 August 2012 - 02:31 PM
I think the real reason that icewall is disabled is that the GMs don't think that you should be able to tank an MvP in it and have the MvP go idle if your killer dies, which is the common strategy for stuff like valk and morroc, and similar stuff, but as a player I don't really see the problem with it.
#32
Posted 02 August 2012 - 02:33 PM
#33
Posted 02 August 2012 - 03:57 PM
#34
Posted 02 August 2012 - 04:14 PM
#35
Posted 02 August 2012 - 05:07 PM
If you're referring to icewall being disabled on mvp maps, it was.icewall wasnt a renewal change lol.
Last (?) Ifrit on pre-renewal:
First (?) Ifrit on renewal:
Then some time later they nerfed it.
And finally, unrelated but just for nostalgia's sake, first Ifrit on iRO:
#36
Posted 02 August 2012 - 05:19 PM
I don't know what you mean by "icewall bugging." The two icewall bugs I'm aware of only affect players.Serious question for a second, what did Ice Wall accomplish (other than icewall bugging the MVPs) that fiberlock couldn't? It seems to me that ice wall just makes it so you don't have to fight the MVP to kill it, and I imagine that is exactly what the change is supposed to stop.
Of course, I've never killed the bio3 mvp Pre-RE (and for the record I am also against the change lol), but I'm curious what could make it so useful other than bugging the MVP?
Icewall keeps the mvp trapped on one cell forever, for free. (You do have to keep casting it, but it lasts a good long time--44 seconds at level 10.) Fiber lock is expensive, lasts for only a few seconds, and doesn't stop boss monsters' "idle random walk" routine, so they will still be moving around.
Icewall isn't necessary by any means, but it's immensely useful and made it so easy that we killed the bio3 mvp hundreds of times in 2-3 person parties.
Like so.
http://www.youtube.com/watch?v=oOrf3eArKYk
#37
Posted 02 August 2012 - 05:21 PM
either way : it wasn't a change put in because of renewal, it was put in because of the community.
Edited by Xellie, 02 August 2012 - 05:22 PM.
#38
Posted 02 August 2012 - 05:38 PM
#39
Posted 02 August 2012 - 06:36 PM
yes i did twice but no solution...serin doesn't wanna warp me into her room. soon my 2nd ticket will close again and it's not gonna be solve again.Did you send in a ticket through the support website?
#40
Posted 02 August 2012 - 06:40 PM
#41
Posted 02 August 2012 - 06:49 PM
Part 6b: Serin the Pleasant-Featured LadyTry making a post under the technical support section on the forums and use the irowiki page to describe which option you took.
1. If you chose Pleasant-Featured Lady, Serin, go find Serin and she explains that the witch is going to summon Dark Lord which will devastate the world, instead, to pass her the Symbol of the Nine Realms to stop the witch. She'll send you directly to her room.
2. In the room listen to her reasons for using the Symbol of the Nine Realms. Serin has tricked you and she was the one who wanted to summon Dark Lord and so you must "Stop her". After talking to her, Dark Lord will appear. Talk to him and 1 Dark Illusion is summoned to attack you. There is a 10 minute time limit on this battle. Every time you are kicked from the room due to a loss or a time out, there is a chance that you will fail the quest.
3. Once you beat the Dark Illusion, Serin will reappear. She'll tell you she's happy that she met you and she'll give up her dream and live peacefully in Nifflheim. Later on she'll send you back to the Witch's room.
PS. this is the option i chose and serin didn't even warp me : (
and i did state them on my 1st ticket, then the 2nd one is that i'm complaining coz it's still not working.
#42
Posted 02 August 2012 - 07:20 PM
#43
Posted 03 August 2012 - 05:36 AM
AFAIK there are/were no problems with Ice Wall on the Classic server. Totally unnecessary change.
I know at least 5 people who were planning icewall in their build purely for bugging MVPs.
Necessary change.
#44
Posted 03 August 2012 - 11:01 PM
I know at least 5 people who were planning icewall in their build purely for bugging MVPs.
Necessary change.
As pointed out by others .. there are definitely better ways out there to fix this problem ... removing ice wall completely from most maps that matter doesn't seem like the right solution. I am hoping that it is at least available in bio 3 (and whatever other map it is needed in).
I would really appreciate some official word on this.
#45
Posted 04 August 2012 - 06:46 AM
#46
Posted 04 August 2012 - 08:49 AM
#47
Posted 07 August 2012 - 06:09 PM
1. Make specific maps restrict ice wall (this is what happened)
2. Remove Ice wall from the game. Readjust Wizard skill tree and refund Skill points appropriately.
Icewall is invincible to monsters (playes can beat it down) but monsters litterally treat it as an invincible block of "no walk zone". We experimented for 3 weeks with Valkyrie Randgris trying to get her to avoid, break or otherwise bypass Icewalls. And nothing worked, even grimtooth (direct damage) Earth Quake, Heaven's Drive etc don't actually damage. Nor can we make the MVPs jump over, snap back slide or otherwise skip the Icewall, this is due to their "no knockback" property that boss monsters have. And worse we can't get the MVP to even detect IW being casted as it isn't targetted at the MVP nor have an area effect going down on them. I think making the MVPs not boss property would open up way more exploits like status ailments and stealing which would make everything problematic more so than removing Ice Wall.
We did discuss changing Ice Wall with development team, and it wasn't seen as feasible/worth while as only our community uses it as a turn MVPs inert skill. With all these variables here we didn't have too many other options remaining but to either let chump killing the bleeding punching bags that the MVPs were, or limit an option.
I love IW when its use was to protect the party, IE create a barrier. But that barrier idea all too often became a "screw up the monster AI thing" or worse lets force tele the monster to annoy the other group. Neither of these things are a challenge, neither is actually fighting the MVP, it is just farming a monster at that point. Plus the amount of reports we get of the MVP losers IW all over the MVP drops so the other group can't pick up was a lot ridiculous. I suppose I could set MVPs than when idle to just continually send people away every .1 seconds that way the party could never approach it when it is Idle (meaning you can't hide behind IW or risk it going idle). We did this with Valk by making her JT, and Spear boom when she wasn't otherwise engaged, but it didn't help very much she still died like a punk.
#48
Posted 07 August 2012 - 07:13 PM
Edited by Iinker, 07 August 2012 - 07:16 PM.
#49
Posted 07 August 2012 - 07:40 PM
#50
Posted 07 August 2012 - 07:47 PM
In that case, why not remove Cloak and Hide and all the skills that are disabled for WoE and PVP and stuff? Using the same logic you're going by, they're also completely useless right?
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