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Everything posted by Gladiator
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[2024.03.20] In Development: Arena Update. Part I
Gladiator replied to Dr Strange's topic in News & Announcements
Let me be more fair, I guess... On paper the new matchmaking and league systems sound good but they require a large active player base that does not exist at the moment. Without addressing that, this sneak peak provides nothing promising. Ideas to drive up arena activity: Make fighting in the arena free, i.e. remove tickets. But matches would give only rating points. Remove "demand all modes" button. Purchasable items "(Great) Gladiator Elixir" with increased prices will increase the rating points by a specified percentage and additionally give arena points in the value of 100%-150% of rating points. Rating points count towards rankings, technically you should be able to climb to the top league ranks for free! Well, time and probably a whole lot of top-tier buffs make it not so free... Depending on how players spread in the new leagues, top 50% or so of active players ranks will also get a chunk of arena points at the end of the season. Could be a certain % of the rating points, depending on their league. Arena points/shop: Arena shop items that are more frequently updated with items that are relevant not only for arena but also for mass fights, items such as anti-control foods or anti-resistance buffs for example, or special minions with AoE effects. As far as I know, most if not all AoE skills from minions were removed at one point, so they would be very expensive, but also unique. This is important for end-game players of the top guilds fighting in raid boss wars and such, it will keep arena relevant for them forever basically. For newer players, get rid of the chests, add the costumes to be directly purchasable, and the books too but make them cost something crazy like 500k AP or something. People Like to work and grind towards a set-in-stone goal in MMOs... Add more books too, why not. Rewards for new league rankings can be whatever but ideally, the top league would give seasonal buffs that contribute to mass battles. -
[2024.03.20] In Development: Arena Update. Part I
Gladiator replied to Dr Strange's topic in News & Announcements
With all due respect, what a whole bunch of nothing... -
Because the 2nd branch makes Paladin very, very strong in physical damage for 1v1 and small fights, but weaker in AoE and support, which is a fair trade-off in my opinion. Other branches are magic based, either tank or damage focus, but very much lacking damage in 1v1, again, a fair trade-off. But now the middle branch doesn't have that down side, you can just toggle the talent off, and not miss out on its AoE damage for cases where you need it like dungeons and GvG, giving less reason to go for anything other than the 2nd branch. Especially the 1st branch, which was underwhelming already, but at least was made for dungeons and mass battles. Now it doesn't really have that edge. It might have a bit more damage and support than a magical build with the 2nd branch, but it's not enough to not have the physical option. The same applies for the 3rd branch but in tankiness.
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[2024.01.31] Contest "Best Costume - 2024"
Gladiator replied to Dr Strange's topic in Contest "Best Costume - 2024"
Dam, so many good submissions already. I think Imma sit this one out -
[2024.01.29] Welcome the new administrator - Robin!!
Gladiator replied to Nolan's topic in News & Announcements
Welcome! It's not a fitting first day welcome if we don't start with hard hitting questions! So, does this mean international forum is gonna get more attention from devs & admins and questions answered or not yet? -
[2024.01.26] Welcome the XCII Arena season!
Gladiator replied to Dr Strange's topic in News & Announcements
Cool artwork -
[2024.01.19] 2023 results in infographics
Gladiator replied to Dr Strange's topic in News & Announcements
Also how is DK among the top 2 most popular classes? And why do DK always want it buffed? I get damage dealers being up there but DK feels like: -
[2024.01.19] 2023 results in infographics
Gladiator replied to Dr Strange's topic in News & Announcements
What is the threshold of including a character in these calculations? Also show the %s of the rest of the classes too, now that would be more interesting. -
While you're at it, make it so that Paladin's extra healing from talents "Inextinguishable candle" and "Intercession" also count as healing done by the Paladin. Hell, if there is a way to make Prayer's damage count towards the Paladin, while still taking into consideration the allies parameters, even better.
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Damn you got me clickbaited, there is nothing special about this announcement
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[2024.01.10] Game servers restart. Preventive maintenance
Gladiator replied to Dr Strange's topic in News & Announcements
I'm surprised this is not a perma ban. -
1. Yes! 2. No 3. Maybe a pity system of some sorts that increases your odds after a certain amount of runs, but guarantees would still take more than 10 runs I guess. 4. It would probably cost miracle coins, or lots of gold, I don't see why not though. 5. Sure 6. Sure. Even better: party markers 7. Oh hell ya 8. See 3, but probably not not gonna happen. 9. You can already do that. 10. There is new drops in higher level dungeons!
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You want those stats on AoE damage skills and damage skills of classes that already deal too much damage and heal at the same time? I guess it's possible but It's gonna be pretty tough to keep in balance. The only classes that I can justify those stats on are Warlock and Mage, considering their roles, but then, just buff those two's damage if they are weak.
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Yea a chance to get the raid boss reward by just being there and dealing 1000 damage is not gonna happen. The most I can see happening is a guild-based rewarding system. I agree that raid bosses rewarding only 5 people is extremely flawed. 5 people are rewarded because they dealt the most damage, well what about the healers and tanks? What about PvP players that protect the raid against enemies? So yea, I guess a less flawed, still not a perfect system, would be a chest for guild members in the area. But also, I think the books should be part of it, why not? The drop rate can be kept the same - who gets the drop is just not limited to the kill party. Or the drop chance can be reduced for every participating member to maintain the current rates.
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[Gladiator] - [US-Sapphire]
Gladiator replied to Gladiator's topic in Contest “The New Year greeting card - 2024”
Umm.. It seems like I can't upload any attachments because I have used all of my attachment space? It's asking me to go to attachment manager to clear space, but I can't find where I can delete older attachments. Help! -
I'm coming just now from the game veeery MAD!!! I cannot STAND THIS!!! THIS IS why your game is dying *tags every possible admin/dev on forum* There is literally nothing more annoying in this game other than being on world chat and wanting to link an item that dropped or you saw somewhere and wanted to link, but guess what! You forgot that you'd been on world chat like 10 minutes ago, so you get this INFURIATING message: So you have go back to change the chat tab to be able to link, why is this a thing?!!! No, it is not an inconvenience. IT RUINS THE GAMEEEEE!!! Forget about game balance, this is the REAL PROBLEM in this game. I will stop buying Miracle Coins until this is fixed!!1!!!1!1!!!!!!!1!!!!
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What's more confusing is posting a video of the bugged Tornado to argue it's not balanced compared to Death Call.
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Хорошо, давайте удалим все классы и создадим один класс для всех. Это единственный способ достичь вашей версии баланса. Не знаю, как насчет вас, но я бы не хотел играть в такую игру.
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The Sentinels had won the first weekly Winter Flavor Tournament, and they'd prepared a scrumptious meal for the black rabbit to get their rewards. However, on New Year's Eve, the resolution of the weekly alliance tournament had a slight delay because the rabbit would not wake up on time - It seemed like it was bewitched by some sort of a spell! The Sentinels accused the Legion of foul play, however, the Legion denied the accusation and proclaimed they had no involvement... -Part 1- As a show of faith, the Legion offered a Christmas Tree packed with gifts from the Snowy Bounds, and they sent their most skilled Shamans to help dispel the rabbit and, together with Priests, they indeed succeeded! And so, the rabbit woke up and ate his delicious feast and quickly went back to sleep, and the Sentinels, together with the Legions, harmoniously celebrated a Happy New Year! -Part 2- The question still remains... What happened to the black rabbit on New Year's Eve? Was really a Legion conspiracy? Or perhaps, a plot of an individual that went... *ehem* rogue...? -Full Entry-
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[2023.12.25] Game servers restart. Important changes!
Gladiator replied to Dr Strange's topic in News & Announcements
This is not surprising since all summoned monsters are "PvE" monsters, as indicated by their crown icon. Even the PvE limit to AoE skills apply to them. Devs hinted towards a general mechanic changes to the summoners in the near future, perhaps such issues would be addressed then? -
After playing for a couple of days after this change, I felt that the shield is weaker than before in some situations, and I forgot to include that in my initial assessment. Yes the shield got weaker in few instances. 1. High HP/Before or without mermen gear buffs At the beginning of the fight, there is only defense and resilience as damage reduction. Without 15% from Mermen and 2% reduction per 4.5% HP missing, the new shield is up to 75% weaker than the old one in some situations. Knowing this, it might be worth to re-emphasize to not cast the shield immediately before the fight begins. Cast it early, like around 10-15 seconds before engaging in a fight to take in an initial strong blow, while it can cool down and be ready again faster, then you can use it again after you've stacked up some mermen buffs, that way, you get more benefit out of the shield. 2. Very high opponent penetration/Pierce attacks Pierce attacks completely ignore your (and now, your shield's) defense, it is probably the most powerful counter to shields at this point. If let's say you have 50% defense and you receive 1000 out of 2000 damage, and if your shield has 4000 power, it would take 2 pierced hits instead of 4 normal hits to destroy it. Before this change, the shield already received "pierce damage", i.e. it absorbed let's say 9000 damage worth of 2k hits. And whether you receive pierce damage or damage with very high penetration or not, the shield would still receive the same damage. 3. PvE In PvE the resilience is out of the equation, this makes the shield relatively less effective. Since in PvE, you're mostly using 2h hammers, the defense would be around 50%, and with that kind of damage reduction, the shield is weaker than before. But don't worry, it will get stronger once mermen buffs and inner force start stacking. 4. Shield as a support skill More importantly in both PvP and PvE, shielding damage dealers, that don't have heavy mermen or damage reduction passives, has become much less efficient now - another blow to the Paladin's support sadly. All in all, besides points 2 and 4, I'd still consider the shield mechanic change as a buff for the general utility of the shield for the Paladin himself, as it reinforces Paladin's shtick of being tanky at lower HP. But as a support skill, it is has been weakened when using on healers and light armor damage dealers. P.S. I'll be changing the topic's purpose, from initial reaction to the changes, to more like a review after having played the new version for a little bit. Right now I'm letting the new pala cook a little before I can provide a final review.