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Fortuno

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About Fortuno

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    Brave Squire

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  • Location:
    Brotherhood swamp camp, The Colony
  • Interests
    Want some swampweed? Come on over to Brotherhood swamp camp.I'm mostly standing behind my stall which is under Cor-Kalom's alchemy lab. You can get 3stalks of the "Northern dark" every day for free.

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  1. This isn't motivating enough. Buffs are nearly meaningless anyway lol
  2. Can you give players a choice to switch slot hotkey letters? For example, pick either 6,7,8,9,0 or qwert. Now I have this and I find this really inconvenient, because I'm really used to 12345 67890.
  3. Now you're gonna create a Pirates of Caribbean knock off. So much for creativity. Let's just hope event will be worth it.
  4. Well, I don't die there any more. But come on, getting stuck in one place is never fun. Perhaps I see another problem here too. Self heal causing aggression.
  5. 8* totems, 8*, and the problem is, it's not hard to walk, it's hard to move at all. (well, Impossible). And if these low level players don't even mention this, then it doesn't mean I can't. If I was at least as slow as a snail, I would have been okay with that. Anyways, that's all
  6. Now, I myself have doubts if this is a glitch, or perhaps it was intentional. But being literally glued to one spot, while under fire from all the totems available in the map, is not my cup of tea. Here's the footage: Now, this very scenario is not impossible to escape from: There are a few ways: #1-Dying, which is obviously the worst case scenario. (it requires a big amount of magic power and defence to withstand the heat forever) #2- Using skills. Bd could maybe escape with "Rush", Mage- "Time Warp", Paladin - "Harad's call", Barbarian - "Charge", Rogue - "Elusive Jump" and so on. #3- Arena. For those who don't have any possibility to use such skills: Arena might be the way. If battles are in high demand, you're in luck. After arena fight, you get approx 20second immunity from mobs, which will allow you to escape the area unhindered. Though, using skills or performing any action while immunity is active, disables it. Anyways, I'm gonna politely ask to reduce attack speed of the totems, or anything that could prevent players from getting stopped completely. That is all. Thank you for your time.
  7. That's actually a great idea. Like in Ayvondil where you can instead trade Signs of Filth or Termite Cocoons for the quest items. Yeah, that would be cool.
  8. Fortuno

    New skill ideas

    I think this skill would be a little strange. The skill would have a temporary effect? (well... basically gives seeker the ability for certain amount of time). Anyways, why I think it would be weird, is because the damage reflect attribute was altered before. Even though you stated it should be deflect (which means only the attacker gets hurt), I can't help but wonder if that would also count as seeker attacking the enemy. I'm sure you're familiar with this "Lightning shield" Scenario, where people get hit by shield, because damage reflect worked as though as the enemy attacked the shaman directly. Anyways, long story short, I think this skill wouldn't last a second under these circumstances. Unless it's intended to be a 1hit only skill. Or they would have to alter the mechanics. I don't know. Anyways, that's all
  9. Yeah well, I never said anything about nerfing the class. Just pointed it out to support my statement. heh
  10. It's very unfortunate that the cooldown is far more unforgiving when it comes to negative values. For example, Some bosses had skills which could reduce someone's cooldown up to -90% for a period of time. In case of that, it didn't double the cooldown of my skils, but they increased by almost 10times. Lightning bolt (back when it was 7seconds) became 69.9 Punitive roots became a whopping 449.9seconds (more or less). Which also is the main problem I see in necromancers (unrelated), since mental pit reduces cooldown to the point that it's almost a silence effect, once the skills are used of course. Anyways, that's all
  11. I would only agree if they increased the healing amount of stream. I keep it 1/4. Heals more or less 310. and 10mp. With 526magic damage. But 4/4 it provides with 600healing and maybe 18mp, which really underwhelming and I decided, the skill is not worth investing in. 4/4 forest song is more useful to me xd. At least grant the possibility for stream to succesfully "critical heal", just like healing dew or holy light, etc. Because Invigorating stream will refuse to critical hit, virtually regardless of your personal critical hit chance stat.
  12. Yes, that is unfortunate. But I'd appreciate some honesty from their side
  13. Good morrow. I am here, because I want to share my disappointment. Amplification was never easy, but I can't help but wonder if it became even harder than before. Things you used to believe might betray you and it might cost you dearly. This time, I have a question: Did the chances of succesful amplification really diminished during these past few years? I can no longer trust the "Low chance to spoil" thing. It's just words now. It doesn't mean anything any more. I was heavily disappointed when I failed to amplify my vestments (chest, cloth armor) from +2 to +3, 5 times in a row. The amount of absurdness is immeasurable. (And before you ask: Yes,I'm using signs. Safety first) Every day I feel like I was a "Savage" long ago. I used to amplify every new piece of armor I received to +4 without signs instantly, and almost never failed. I saw "Low chance to spoil" - I can do it. Then came across "Average chance to spoil" - Time to stop for now. But now, it's completely different. I feel fear, and I won't even go for +2 without a sign of imperishability. So all I'm asking for, is add a % chance that spoil will happen, or a %chance of a successful amplification. Because I believe the things I see now are nothing but lies. So, with all due respect, please consider this.
  14. Fortuno

    I've had enough

    Just like Jcbreff said, Not all classes are equally good at pvp. Some of them are masters when it comes to group fights/support, some excell at 1v1 combat, some classes can make tactical decisions to gain advantage over the enemy, and so on. In my opinion, seeker could be more useful in group fights. Launch a surprise attack on occupied enemy when he expects it the least. Though, at the same time rogues can do that too.
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