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Chara Dreemurr

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  1. @kiroaswYour way of thinking is what's ruining modern games. There is a big difference between healthy monetization and outright pay to win. Have you seen F10 in the past week? But hey, I guess you can get those items in the game and have that sense of pride and accomplishment, right? Seriously, you should probably go work for EA or something.
  2. Nice idea @ImoutoMaster Not my video, but there is this youtube channel "Lucife TTB" that posts arena PvP videos. This one is an example with multiple classes: BM - 0:25 KFM - 10:00 BD - 26:40 WD - 39:16 Arena PvP is much more based on individual skill than BG, thus it makes it better and more interesting imo. BnS PvP should be balanced around it. In fact, if the Korean devs had cared about it more, this game could have gotten quite big just from arena PvP. The whole BnS combat system feels like it was originally made for arena.
  3. How is that unbalanced? You can tell when BD can use it just by looking at its buff bar. This is only a problem if you waste your escape(s) early. Also, when fatal blade doesn't crit, I've seen it deal as low as 12k damage. With all the amplifiers (Z + within 4s after flash step) it deals like 25k damage non-crit. But if you're in the position where BD can use those amplifiers then you'd be dead against other classes as well. Also, this skill is only available in lightning spec which is weaker than wind in terms of defense. BD doesn't one-shot you in BG in aerial if you're not h
  4. Is this bait? You can't be serious about it. When M'ao got released I spent 4 hours learning how it works and it was fun. You really want to take that away from other players just because you're too lazy to learn the mechanics?
  5. OP, NC KR doesn't care about PvP. The original team who made BnS what it was is probably long gone. You can pretty much predict what the next balance change is going to be by throwing a pair of dice and do some more random changes. That's probably how the Korean devs make balance change themselves. They have no idea what they are doing and it's obvious that they really don't play their own game on some of the classes that they change. I swear, at this point I hope some other company makes a game with similar combat but with actual balanced PvP.
  6. @ImoutoMaster Battleground is NOT 1v1. Even if you're waiting out the KFM iframes and make sure you don't hit into its counter, some other people or some random summoner cat or thrall might do it. KFM gets too much defense in return for this, considering it's also capable of that damage. I'm fine with letting it stay like this as long as the damage gets nerfed or vice-versa. Either let it remain super survivable like this or reduce the damage. Right now you have a class with really good survival and really good damage. A third option would be making it harder to deal that sort of damage with t
  7. Indeed, KFM has too much damage/defense in BG. Isn't the downtime of KFMs counter 0.3s if he keeps spamming it? That's insanely low for one of the best counters in the game + the fact that they don't need a target for Q/E, have flurry and avenging fist as additional iframes. Also don't forget about the 100% evasion buff that evades attacks that don't pierce defense. The iframes also reset with the BG weapon. If a KFM knows what he's doing in BG, he's literally FM-tier in terms of stalling but with better burst damage. When you consider that they have all of these defensive optio
  8. BD is literally the squishiest melee class in battleground right now. Bubbles are long cooldown and weak, spin only blocks damage 50% of the time and the movement speed increase doesn't make up for it at all. When you have classes like Destroyer, BM (iframe for full 2s duration, like the pre-nerf BD maelstrom), Warden, KFM who can iframe or block things for more than 0.5s (the median duration for BD bubbles in Battleground), you'd expect BD to have some sort of reliable iframe/counter as well. Except it doesn't. Fine, but what about BD damage? If it lacks defense so much, you'd expect it to ha
  9. It might have worked better if it wasn't so restrictive. A big problem is having the tag match queue open at the same time as when you have raids. Maybe it would work better if it was more then 3 hours per day. That or alternate between 1v1 only days and 3v3 only days. Something like: 1v1 being available on Monday, Wednesday and Friday 3v3 being available on Tuesday, Thursday and Saturday Both modes could be available on Sunday I guess, to give them equal time.
  10. Completely agree, something needs to be done about arena dying. It's the thing that made me try out the game when it first came out and to be honest, the combat system of the game would be a giant waste if PvP were to die. Balance issues aside (KR devs need to learn how to balance stuff), the PvP is still good and it's a shame that it's dying out. He's mostly talking about arena, not battleground. Only battleground is a gear dependent PvP mode. Shackled Isles, 1v1 and 3v3 tags all have equalized stats, so gear doesn't matter there. 3v3 is pretty much dead after its matching time
  11. Yeah, screw it! Completely remove PvP from the game as well! This is a PvE game, after all :^)
  12. Well, @Grimoir already addressed this part, but a more general observation: About the "robust moral code": morals != blindly following rules. Blindly following rules, even when they don't make sense in a given situation will get you nowhere. I don't think restricting yourself nonsensically is having better morals. I call it "being (too) cautious". It's anyone's choice on how they want to proceed and no way is necessarily wrong, regardless of my personal opinion. It would be nice if the devs decided to implement all the useful things that mods can do or listen to players sug
  13. I probably have more arena wins than you have games, so don't patronize me. You don't even need to clearly see the model to know what they're probably gonna use depending on what you're doing. If you had any sort of reading comprehension you would understand that what I'm saying is that IT MAKES NO FREAKING DIFFERENCE TO ANY EXPERIENCED PLAYER. If the sin is attacking you, then it's out of stealth and you're already CCed. There is no CC that they have in stealth that would put the sin at a disadvantage if you clearly see their model instead of the blurry silhouette in stealth. And if you'
  14. Can they target those people who are visible in stealth? If not, then there's really not much of a difference. Who gets hurt for account sharing other than the account owner if they're irresponsible and lose their account to some scammer? Therefore, why is it wrong? Also, about the "clearly modified game client" part: if there's a clear abuse then sure get the ban hammer, but the way you've worded it, it makes it seem like you just want to ban every mod ever.
  15. Well, if it turns out to be that much of an issue, then the devs will probably fix it by playing around with the global cooldown of RMB, coding the skill in such a way that it requires all three stages to grant effects, move some of the effects granted by the first RMB to the 2nd and 3rd or any combination of those solutions. There was a similar issue some time ago with people changing the actual global cooldowns with the XML edit. It allowed some classes to use a lot of skills in pretty much no time which was a real problem in pvp. The devs fixed it by making the client unable to set the
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