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Toad Sage

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Brave Squire I

Brave Squire I (7/27)

  • Spring 2024
  • World Creation 2023
  • Halloween 2023
  • Everyday Job II
  • Everyday Job I

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  1. Should match fighters not only based on their levels but also number of skill points they have.
  2. Are the other costumes waiting for the Participating tags? @Nolan since it's not mentioned in the announcement post, I think some are confused by how the tag works or if it is neccessary at all, thanks
  3. Commentary Since Arinar inhabitants can't comprehend our 3d space, they tried to mimic what our hero saw as best as they could. The Engineer used his technology to create the image of a finger pressing F key. But since they don't comprehend our 3d space, the sage tried his best to interpret the image into a costume. The sage used Almahad traditional metal and cloth works to make the image possible. He tailored some of the brightest cloths with color red, green, and blue to mimic the RGB lights in the keyboard. The letter F can also be interpreted as the tip of a key with its teeth. And the middle part of the torso of the costume can also be interpreted as a key with its holder in the meeting point of green and blue cloths. The idea is to recreate the pressing of letter F in our world using Arinar world's logic. The idea of this costume obviously came from the term "Keyboard Warrior" which often means something negative in modern culture. So instead of devil, demon, or other evil entities, why don't we dress as other "bad guy" and make a hero out of it. We want positive community and most players in the game are nice. So I try to make the positive version of keyboard warriors who does everything to spread positivity. "Press F to express respect" is another key idea of the design. So all this costume does is say F to everyone, spreading respects. And when seen from the back, you can see a finger pressing F key. It will be better with up and down animation. And the F key even has RGB "lights" lol. The only thing I needed to do was find a way to make sense of the design. So, a hero clipping into our world and see a human playing Warspear is an essential part of the story as a reason or even an excuse for the design. So that's it, Keyborg Warrior, the hero we need to spread positivity inside (through mechanics, quests, etc) and outside (through social interactions with other players) the gameplay. - Beelzebufo
  4. I have tried to suggest shadow clone based skill for rogue but maybe I was alone so the ideas weren't taken seriously. Hopefully more people will submit shadow clone ideas for rogue. We may still get the skill for anniversary update. It also applies for other changes. We still have hope
  5. I can see that seekers are getting some nerfs with the update and to be fair, the gap between seeker and rogue isn't that much now. I honestly think that rogue is a better class than seeker even before the update. I believe this is a personal opinion tho. Now we don't want to be immortal like wardens used to be. But there are some inevitable consequences devs must consider 1. We need resistance to use our "huge damage" without getting toyed around every 2 sec 2. Resistance is fine. We are ready to put them in our equipments but they are in conflict with dodge. By giving us a useful defence, we can hopefully lower our dodge down to a reasonable amount instead of forcing ourselves to have 40%+ raw dodge and replace that dodge with 15-20% resistance in gears, echants, or with books for the riches. I am against making any class OP. But I don't want anyone to give up fighting for better numbers because again, from past experiences, they did give worse numbers first then see if the testers can show them if the numbers were bad. I am not part of the closed test server so I am fully counting on the testers. We did send some of our best and most dedicated rogues to the test server. And any results from that testing, I and many other, will accept. At least until the next rebalance. But it's not reasonable for us to not remind each other of the history of stupid updates for rogue. Testing is an exhausting work, they do need to be encouraged and reminded what they need to test and what they need to fight for. The purpose of the new reflexes is so we can lower our dodge and put some more resistance parameter. Anything that doesn't meet that purpose should not be considered final until the results come out.
  6. Devs don't always make the right decision every update and we rogues have learned from that and that's why we keep "complaining". We have pointed out several things to devs 1. Absolute Reflexes don't work at all 2. Tirelessness talent is completely useless 3. We can't put resistance in our equipments because they are directly in conflict we our only defence, dodge. Now they are trying to give us Mage's barrier and we appreciate that but we are not mages and there is no reason to think that what is sufficient for mages will do as good for rogue. We haven't forgotten when devs initally gave us these numbers for our first key talents 1. Tirelessness: Jump had 50% (70% after "complaining") chance of reuse without cooldown 2. Thirst for murder: Guaranteed crit for all attacks by rogue against enemies with hp below 15% (20% after "complaining") when Extermination is in effect. The testers complained about the numbers being too low and they increased them even tho they are not that good anymore, but still, what if we didn't complain. And also, don't forget that our permanent skill used to increase any damage against us by 20%-8% before they realized (after some time) that it was terrible for us. Clearly, we have all rights to suspect they are not making the best decision for us just like they did several times before. And there is no point arguing in the threads anymore. Let us rogues remind each other to test everything comprehensively and DO complain and elaborate when the numbers don't work because from what we see for now, they won't work. It's hard not to complain when we have been the weakest and unwanted class for more than a year now. Our best rogues are leaving their class and even the game. Try to picture these few people in the forum complaining about rogues are literally the only ones trying to save the whole class from extinction. Don't just view us as the Karens of the game. You don't walk in our shoes, we don't expect you to. So expect the least from us when you try to stop us from "complaining". Cheers
  7. Don't forget about the fact that mage is a ranged class with a bloody resistance skill. And yet they have some dedicated talents focusing on defensive mechanisms more specifically resistance. Rogue is a melee class. We are ready to put some resistance in our equipments which will definitely cost us so much HP and even dodge parameter. All because it seems like they haven't planned to give us resistance mechanisms. So, even if we ask for something better than mage's barrier (maybe duration or other technicalities), it should be understandable. But again, I can understand some people find it very hard to see things from rogue's perspective and some even intentionally keep playing the But-rogue-gets-huge-damage-bonus-from-stealth Card.
  8. I can see that 10% is almost too high for pve especially small mobs and too low for pvp. This is a key class talent, so it's not too much to ask for an effective number. I think we don't want the pve mobs thing be an excuse to keep the number low so let's just suggest this talent to work differently against monsters and players. So let's say 7% less accuracy for all attacks against rogue from monsters and 15% less accuracy for all attacks from players. We are ready to invest in some resistance parameter if we don't get built-in resistance for our class. But we know damn well that resistance and dodge don't coexist too well in equipments. So 15% is the way to go. And don't ever forget that our Kick in The Back skill can be resisted while our Dodging skill is short-lived. Not to mention new and existing mechanisms that can easily (one push of a button kind of easy) clear the effect of Kick in The Back skill on our enemy (singular, because, you know, single target), or reduce the duration of our Dodging buff on ourselves from "too short" to "don't even bother". If you want us to rely on luck, at least give us enough optimism to gamble. I suppose the testers will have other suggestions soon. We are counting on you, guys!
  9. Our fight isn't over yet. Rogue needs to be good otherwise we will lose our best rogues because they will switch classes. We are counting on test server participants now. The mechanisms shown in Part I weren't so bad but the numbers are terrible. We need to massively improve them.
  10. Congrats man, we get similar mechanism as mages. Please, to all testers, do test if the numbers work in every level. Dont test only on 4/4
  11. I will be one of your supporters about resistance on rogue not fitting their concept. But I will also support what's eventually the best for the class (even if it means resistance). A seeker is deadly when they hit you first because of the fast autos and permastun. But when they are made visible and controlled first, they die. This is just nice. This is almost perfect execution of the stealthy class minus the questionably high damage buffs they have. Now we can't say the same thing about rogue. Seekers kill by using many fast attacks making 10-20k damage in a few sec. Rogue can't do that. We can't do that because after our stealth we don't have guaranteed permastun like seekers. If we ask for one, then we are not different than them, and lack of diversity is not good for the game. We are talking about pvp, btw. The alternative, hitting 10-20k damage with 2 skills + few autos is not possible to ask. It will cause too much complaints from other side and other classes. People ask for resistance is not only because they want to survive but to continue hitting. The alternative to that is a very long stun without delay which, again, not really possible. Our status quo is if we stun first using our longest stun skill, The Trickiest Skill, we will have a funny 2 sec. (or longer) delay to continue with autos. And it doesn't help the fact that we need to consider using Kick Skill right after our first attack, or Poison. We have a lot of mechanical obstacles to deliver our lethality in combat because we need to click this and that. And some of those clicks don't even generate immediate damage, instead it's a bunch of animations. I think all these years Devs have the image of continuous fighting like in pve in mind and had not considered pvp situations for rogue. This is obvious we need constant damage buff. Maybe from permanent skill or other mechanisms. Our pemanent skill only gives some damage bonus in pve. And for those who choose the mid branch. No penetration bonus, no physical damage bonus. I don't understand how that is fair. And if in the end we do need resistance too, so be it. But we must not accept our current situation. We are dead against controlling-enemies. We are dead against multiple enemies or summoning-enemies. We are just dead class nowadays.
  12. It needs to be tested, yeah. I will have no problem if this idea is tested and there are better numbers than the ones I am mentioning. What other classes with damage reduction or shield have and rogue don't, is a harmonic relationship with damage reduction stats. A seeker can have full resil and invest so much in hp, that's why their low hp is so tanky even with only 55% damage reduction. Because they can focus on damage reduction stats. This is ofc not the case with rogue because you need to sacrifice resil for dodge and vice versa. And a class with shield may have fixed amount of shield power. But this amount is amplified by damage reduction stats. The lower the damage the character receives in general, the longer the shield works. Rogue is not a good friend with damage reduction stats, not even with hp stats. So 60% damage reduction is the reduction of very high damage we should take. Not significantly lowered damage like in Seekers' case. Now in pve rogues have insanely little to no dodge (~10% dodge is no dodge because it won't work at all) due to vamp stats. I have nothing much to say about this mechanism for pve. And again, I agree that the idea needs to be tested for the appropriate numbers. Even if, even if the numbers I suggest here are indeed terrible, it must not make the mechanism bad. I can also understand that is is hard to imagine a class that can't use damage reduction stats like other classes. And we know that full resil rogues are usually weak. While high dodge rogue is a gamble. It's always somewhere in between. That's why imagining how this numbers will work with this mechanism is also hard. What I refer as "numbers" are - How much the damage reduction from dodge % - how many stacks for how much dodge - how long a stack will last when not used - how long the cooldown for the skill should be. Everything here is subject to adjustments. I will not defend my numbers at all if they are indeed OP but we have to start somewhere in testing. Moreever, there are external factors like the possibility of Dodging and Absolute Relexes skills getting modified or adjusted for rebalance. There is no reason for now to conclude that the such and such numbers are too much. Another note I want to add is the damage reduction should vary with dodge (more dodge = more reduction). Otherwise rogues will go full resil and become seekers. There should be some sacrifice and in this case it's resil or solidity.
  13. I agree we still need dot mechanism. That's why I said put the poison somewhere else. But yeah, maybe it can work as replacement for reflexes and fix how poisonous blades works. The benefits you are mentioning don't neccessitate the existence of poisonous blades skill. It is more about having poison damage mechanism, which is required for rogue as a form of dot. So it can either be put somewhere else, or the poisonous blades skill can be modified to fix its existing problems.
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