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    • It works on both of them.
    • Mage is a squishy class, if a melee party catches a mage party with torment its almost impossible to survive,because in avarage the damage dealt is around 1500(+)(-) so 5 warriors in a meele party attacking the same target? I think you can do the maths. So after the nerf on the damage ,which I also dont like because a mage now has no chance to play solo, or try to vs someone because the staff skill is so low,which  I can live with that and I can accept it, we go to the second nerf which is the range in all the years I have been playing KO I have never seen anything like that. The range right now its like playing an assasin , warriors have more range than a mage , and as you said above on the topic its a risk to use staff because you have to be so close to the melees , yes those melees that hit a mage 1.5k damage.Range was totally fine as it had always been here and in every other server available. If for some reason this could  actually work , it would be by decreasing the resistances on the melees or increase the nova damage more.That would bring us to the actual point of mages try to play from range as much as possible and melees have to aproach them smart enough or flank them to kill them if the melees catch the mages they kill them but if the mages use nova on them before they get catched the melees should also die. Let me give an example of a mage party fighting a melee party:    A mage party is getting chased by a melee party, the melee party is like 20 steps behind , if the mages wants to attack the meeles they will have to stop and do the animation which means the melee party will be able to reach closer  Option 1: The mages use 45 ice or lightning  aoe skill to try  to slow or stun them   (if nobody gets stunned or slowed it means they get even closer ) Option 2:The mages use 60(supernova) which has a longer range to be able to keep the distance but the enemy priest will be able to heal it since the damage dealt is around 800-900 x 7 mages=5600k--6.300k dmg (a fully geared warrior has around 8.5k--9.5k HP) so the enemy priest used 10k heal on this nova and every melee is full hp  Option 3: The mages use 45 (Inferno) after the  first nova or 70(Meteor) in this case there are a couple possible scenarios such as : the meele party dies if the heals are not well timed  (some melee parties play with 2 healers so calculate 2 10k heals) or in the other scenario they will be already inside the mage party since the mages will have to stop to use 2 full animations If the melee party has an assasin this means the assasin will reach the mages and  all the warriors will descent on him and be inside the mage party.. The way a mage party can outplay this is by beeing aware of the assasin around, from the light feet animation and since  the rest of the meelee party is behind mages can use 1 nova on them and second nova on themselves perfectly timed so the novas drop at the same time the warriors will descent on the assasin but mages can also get canceled so they will eventually use staff which right now has a crazy short range and low damage.  I am ok on the damage nerf but this range thing can actually drive me insane. I hope you reconsider about this @nikos32
    • That was a fix to an official v1298 issue though, it has nothing to do with the actual stun rates. So I don't see how that affects your initial decision to play a paper mage. Like you said, both paper and support had the same stun rate, so your choice ultimately comes down to whether you wanted to go damage or support. Wouldn't it be the same as if he had made a crimson or complete armour set, and then changed his mind to go with the linen set? People farm shells to upgrade them to +7/+8, then melt them down into silver ore to make ingots, which are used to craft items like the Valkyrie or Observer necklace. Considering that the other two types of ingots can be obtained in events besides farming Booro, the CR Farm event seemed like the right place for silver ingots, since it needed a bit of freshness. It's way easier to obtain them via CR Farm rather than upgrading shells all way up to +7/+8. I didn't understand what you meant about the poison part. But getting to the point, I find it strange that someone would use a skill like Ignition when a priest is alone instead of their staff skill, or an AoE skill when there are, let's say, 5 enemies around. You're the second person to mention the level 18 skills, so I have no idea what it’s really about. This is incorrect. To be official-accurate, you were supposed to be slowed by 66%, but here you only get slowed by 46%. I can't recall if we changed that because of complaints, but either way, it’s not more than in the official. Quite the opposite, actually. 700+ damage to what class? How much does the fire deal? With their attack range reduced, they already take a risk when using their staffs, just like any other melee using their weapons. This is the 3rd month I've been paying attention to the monthly rankings, and the numbers I'm seeing are nowhere close to those you would normally see on other servers, where you usually see mages and rogues(archers) dominating. I don't remember and I don't have the past statistics anymore, but mages made up only about 30–33% of the overall monthly rankings in January and February. I'm not saying that's very low, but it's definitely not as many mages as you would normally expect on a KO server. But judging just from the current month's ranking, the only class that seems to need some love is Rogues: Warriors: 53 (26.5%) Rogues: 36 (18%) Mages: 54 (27%) Priests: 57 (28.5%)
    • I think the stat bonusses on new armor sets wich were reversed  werent that bad i guess.
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