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#276 Yurai

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Posted 07 January 2012 - 09:49 AM

Once this double level thing completes, I'll have more input on summoners and twin fighters.
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#277 StormHaven

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Posted 07 January 2012 - 11:50 AM

Right now I think the only thing summoners need is Super armour status on some of their skills. They're really monsters are Debuffing and combo starting in group pvp when their skills land.
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#278 DarkstalkerX

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Posted 07 January 2012 - 11:51 AM

I'm giving it up as much as everyone else is. On something different, I feel summoners are more team oriented in the end, especially due the cast times. But that's what you get with support role when there's only two choices out there for that dragonkin race. Not much can be said about em, all I see is disgust from some posters towards mana burn's obscene 10%/second drain.

You're just jealous.

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Okay okay, I'll admit to making an uncalled comment on miya, but I still feel it needs no praise. It certainly brought more attention to the thread, I like that. Also, if you checked throughout the pages, you'd see I go across a lot more things than myrms, people.

Edited by DarkstalkerX, 07 January 2012 - 11:52 AM.

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#279 HavocInfinity

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Posted 11 March 2012 - 06:41 PM

I think the Particle Cannon skill for Destroyers should do more damage. Sniping is significantly better with both damage, cooldown, MP cost, and set-up (i.e. cast-time)... the Particle Cannon only hits more enemies, but Gatling better anyway. Most troubling imo is the setup time - the user is vulnerable during that time and they lack skills that disable their opponent for enough time to setup (I believe only flashbang would work). Warmages have a similar problem with one of their awakening skills but at least they can freeze on a massive scale with Blizzard and Snow Blues, which makes it easier to pull off and even continue a lock with the stun produced from the skill.

I also think the cooldown for casting summons on summoners should be decreased, since they die so easily.
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#280 StormHaven

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Posted 13 March 2012 - 12:59 PM

PvP wise balance changes that would be nice:

Giving SW back 10% buffs would balance them out considerably.

add a stat to reduce block rate( I.E. Aim to Evade) and either give pallies back pre RoP damage or remove MSB,Spin bear they would become balanced.

Increase CD on Snipe because it's literally Pre-fix infinite kicking and not even hard to land if you know what you're doing.

PvE wise:

Make awaken skills give 1/8 to 1/4 groggy bar to Elga and make all non awakens skills give Elga 80% to 100% reduced grogging on Elga all classes are now wanted for it.

Just my ideas and yes i know the summit ended months ago but i don't want to make another topic.
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#281 Rimmy

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Posted 13 March 2012 - 02:09 PM

Make awaken skills give 1/8 to 1/4 groggy bar to Elga and make all non awakens skills give Elga 80% to 100% reduced grogging on Elga all classes are now wanted for it.


Couldn't agree more with the last part. It's sad that one of the more challenging and interesting boss fights in the game forces players to be very selective with party member choices as far as class is concerned. It forces many classes to play a limited role, which is a shame.
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#282 GrapefruitGod

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Posted 13 March 2012 - 02:47 PM

Yeah.

It's really disappointing that unless you have a ninja/paladin combo you pretty much won't do anything; regardless of your gear.
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#283 IdyllicGabby

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Posted 14 April 2012 - 06:58 AM

Them making Double Shot an active skill is what really persuaded me to quit my Invoker = n=
I think it's straight up bull :I ~ Especially when you try to freakin' cast the Double Shot buff, then some enemy hits you during that, and you hafta wait like, 2 whole minutes before you can do some real damage again D: < /RAGEEEEEEEEEEE

I don't think Invokers and Oracles .. Or whatever they're called, were over powered when Double Shot was a passive skill D:
Why did they make the skill active ?! ; _; WHYYYYYYYYYYYY


Or could they have at least made it like .. Passive for PvE, and then active in PvP D:

And I don't pvp, but what if like .. A cleric got pimp slapped while trying to cast double shot buff D: It's not fair 'cause then the cleric would be useless until either their CD ran out, or they get owned D:
Unless it works differently in pvp or something

Edited by IdyllicGabby, 14 April 2012 - 07:03 AM.

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#284 zabmaru

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Posted 14 April 2012 - 07:36 AM

Them making Double Shot an active skill is what really persuaded me to quit my Invoker = n=
I think it's straight up bull :I ~ Especially when you try to freakin' cast the Double Shot buff, then some enemy hits you during that, and you hafta wait like, 2 whole minutes before you can do some real damage again D: < /RAGEEEEEEEEEEE

I don't think Invokers and Oracles .. Or whatever they're called, were over powered when Double Shot was a passive skill D:
Why did they make the skill active ?! ; _; WHYYYYYYYYYYYY


Or could they have at least made it like .. Passive for PvE, and then active in PvP D:

And I don't pvp, but what if like .. A cleric got pimp slapped while trying to cast double shot buff D: It's not fair 'cause then the cleric would be useless until either their CD ran out, or they get owned D:
Unless it works differently in pvp or something


This has been posted COUNTLESS times.
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#285 StormHaven

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Posted 14 April 2012 - 07:49 AM

While it is very aggravating for Invokers it was a of good idea poor execution, I'm assuming it was made so invokers have a really good groggy skill but the devs set the grogging on it to lvl 1 instead of like lvl 5 or 6...
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#286 IdyllicGabby

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Posted 14 April 2012 - 08:13 AM

This has been posted COUNTLESS times.


Then why don't they do something about it ? D:
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#287 zabmaru

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Posted 14 April 2012 - 08:16 AM

Then why don't they do something about it ? D:


I realize you've only been playing for ten days and felt your infinite wisdom and understanding of the game and all mechanics behind it were needed, but maybe you forgot that it takes a loooong time for the developers to change anything. One more person saying the exact same thing a month later isn't going to get it done faster. Next time you have a suggestion, I urge you to look to see if someone else (or multiple people at an average of one or two a month) hasn't posted it first.
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#288 Jumpluffspore

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Posted 14 April 2012 - 08:18 AM

PvP wise balance changes that would be nice:


Increase CD on Snipe because it's literally Pre-fix infinite kicking and not even hard to land if your opponents don't know what they're doing

Fix.
No seriously, I don't reccomend a cd increase over 3 seconds on this, because specialists still don't even have a dependable catch, and this turns them into a more viable option.
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#289 Miname

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Posted 15 April 2012 - 02:33 PM

Fix.
No seriously, I don't reccomend a cd increase over 3 seconds on this, because specialists still don't even have a dependable catch, and this turns them into a more viable option.

I've seen quite a few good specialists land a flashbang for stun, then snipe their foes.
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#290 alexfl

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Posted 19 August 2012 - 07:46 PM

i think there should be a debuff for traps too , because ppl spam it most time,and now after phoenix update a freeze trap can kill the player(by atking freezed player not by trap's dmg)or their effect last less.paladins bear should have around 5 seconds cooldown (after the bear its gone),anyway ,making mega storm blade a passive is a pretty good idea.
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#291 SarahDodimitriko

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Posted 02 July 2014 - 07:34 AM

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Agreed... this discussion is pointless.

 

Game balance can never be perfect and also has to lead to a consistent income for the developer.


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