ldreamteaml 0 Report post Posted August 16, 2019 13 hours ago, corvette said: ¡Hola a todos! Al probar los nuevos cambios (y además de algunos errores), puedo dar una opinión sobre mis sentimientos con esta nueva actualización. Mi personaje principal es un arquero. Después de esta introducción, puedo enumerar algunas cosas buenas que noté: - Ya no puedes golpear detrás de las paredes. La gente abusó de esto y entiendo al nerf. - Me gusta el cambio entre +23 y +24. El nuevo color +24 es mucho mejor (aunque los colores son una opinión subjetiva). Ahora enumeraré cosas malas que noté en Shadow Sanctuary: - No puedes golpear detrás de las paredes (bien), pero los monstruos aún te golpean (y matan) detrás de las paredes. Supongo que eso debería ser proporcional, ¿verdad? Si no puedo golpearte, no puedes golpearme. - El rango es mucho más bajo ahora. Supongo que se ha reducido en un 35-40% de lo que era antes. Igual que antes, el alcance del monstruo no cambió. Explicaré estos 2 puntos con una captura de pantalla. - Puedes ver a este Señor de las Brujas atacándome constantemente, aunque nunca fui capaz de matarlo. - Una roca apareció en la elipse azul. Subí las escaleras muy rápido, pero Rock me mató x2 veces mientras subía mientras usaba pociones como un loco. La latencia no fue un problema aquí: siempre tengo 30-40-50 ping, y tengo una PC muy decente. El rango de monstruos tiene que ver con eso. - Antes, la distancia (rango) al objetivo (rojo) era la elipse azul. Ahora debes estar a la distancia de la elipse verde para alcanzar el objetivo. Según entiendo el juego: - Un char que cargue mucho, no debería dar grandes daños a los monstruos. - Un char que es tanky normal, debería causar daño normal. - Un char que no puede tanquear, debe causar un gran daño. Aquí está mi punto: No son los personajes que causan más daño, pero son considerablemente los personajes que reciben el mayor daño. Dependen totalmente de otros personajes para tanquear porque las mascotas no tienen ningún propósito (si una Bruja no lo convertirá en un monstruo, morirá literalmente en 2 golpes). Podrías pensar: '' Si quieres cargar más, usa armadura '' En este punto del juego (nivel alto), no puedes tanquear principalmente con artículos. También necesitas habilidades que te hagan tanky y te ayuden a tener algo de éxito (Summon Muspell, Godly Shield). Ser puro AS / AutoMS con los mejores elementos en Shadow Sanctuary: 1 golpe = 85% de tu HP Usar armadura te hará: 1 golpe = 70% de tu HP. Si los arqueros o los automecánicos usan armadura, no solo no podrán tanquear, sino que tampoco lastimarán. Como dije antes, un carbón que no se puede mover al tanque debería causar un daño mayor. No quiero que AS o Automechs se conviertan en petroleros, solo quiero que sean para lo que están destinados: ser personajes a distancia, tan autosuficientes como cualquier otro personaje. ¿Qué te propongo? - Haz que Wolves & Golems sea más resistente contra los monstruos de Shadow Sanctuary. - Haz que la flecha de aturdimiento pueda atravesar las paredes. Es una habilidad que reparte 0 dmg, y tiene un largo reparto. No se puede abusar de él. -´Haz que los monstruos no puedan golpearte detrás de una pared. - Vuelva a establecer el rango como era antes. - Dale a Wind Arrow una mejora de daño leve: del 100% al 110-115% de aumento de daño, y del 50% al 65% de daño adicional a los monstruos normales. +1 Share this post Link to post Share on other sites
ldreamteaml 0 Report post Posted August 16, 2019 +1 Share this post Link to post Share on other sites
Prateado 495 Report post Posted August 16, 2019 +1 this will help to much for rangers ! Share this post Link to post Share on other sites
Gab - NO'AH 10 Report post Posted August 16, 2019 4 hours ago, Lyseria said: The skill Perforation should be able to be casted trough the walls as well -1 Share this post Link to post Share on other sites
corvette 51 Report post Posted August 16, 2019 3 minutes ago, KriKa. said: Me iam Ata and i no care for it The main problem of players here they like stay in safe behind tanker This is normal for you, right? It attacks you , and you cant defend. As I understand THIS is a wall And this is not a wall All spawns are plenty of things like that: A statue, a Flower pot, a little decoration... and 100% of them make you vulnerable, unable to respond/defend. Monster keep attacking you but you can't. I don't want to hide behind a tank, the things im asking for are though so archers, automs, atalantas, will be as self-sufficient as other characters are. 1 1 Share this post Link to post Share on other sites
Menorzao 12 Report post Posted August 16, 2019 My opinion is: You cannot attack against a wall. OK. Now reduce distances ... and other things for rangers .... I get complicated ... Rangers, they won't be able to tank a mob, I think it's fair to attack from afar as it always has been .... just pull through the walls. The rest remains the same please ... 1 Share this post Link to post Share on other sites
xxxholic 30 Report post Posted August 17, 2019 +1 (i am a KS) Even before this update, i tried my friend's Archer, it is so hard to use without a tank. Even with a tank, archer can still die, due to mob's splash damage. Imaging all the nerfs now on rangers class........... It is really unfair to them @Wartale, isnt this suppose to fair and balanced game?? where all classes can level and hunt equally. Share this post Link to post Share on other sites
xxxholic 30 Report post Posted August 17, 2019 (edited) 6 hours ago, KriKa. said: Me iam Ata and i no care for it The main problem of players here they like stay in safe behind tanker Yes ata can tank with good gears. Keep in mind that, there are many players who are not donators like you (A.K.A Mercilessly). And they deserve to play this game as well. Edited August 17, 2019 by xxxholic Share this post Link to post Share on other sites
TigerShark22 492 Report post Posted August 17, 2019 On 8/16/2019 at 6:05 AM, corvette said: Hi everyone! Trying the new changes (and besides some bugs) I can give an opinion about my feelings with this new update. My main char is an Archer. After this introduction, I can list some good things I noticed: - You can't longer hit behind walls. People abused this and I understand the nerf. - I like the switch between +23 and +24. New +24 colour is much better (though colours are a subjetive opinion). Now I will list bad things that I noticed in Shadow Sanctuary: - You cant hit behind walls (good), but monsters still hit (and kill) you behind walls. I guess that should be proportional, right? If I can't hit you, you can't hit me. - Range is much lower now. I guess it has been lowered about a 35-40% from what it was before. Same as before, monster's range didn't change. I'll explain these 2 points with a screenshot. - You can see this Witch Lord attacking me constantly, though I was never able to kill it. - A Rock appeared in the blue ellipse. I climbed stairs very fast, but Rock killed me x2 times while I was climbing while using potions like a crazy. Latency wasn't an issue here: I always have 30-40-50 ping, and I have a very decent PC. The monster range has to do with it. - Before, the distance (range) to target (red) was the blue ellipse. Now you need to be at the green ellipse distance to hit the target. As I understand the game: - A char that tanks a lot, shouldn't deal big dmg to monsters. - A char that is normal tanky, should deal normal damage. - A char that is unable to tank, should deal great damage. Here is my point: They are not the characters that deal more damage, but they are considerably the characters that receive the highest damage. They totally depend on others characters to tank because the pets are purposeless (if a Witch won't turn it into a monster, it will die literally in 2 hits). You could think: ''If you want to tank more, use armor'' At this point of the game (high level), you can't tank mainly with items. You also need skills that make you tanky and helps you to have some success (Summon Muspell, Godly Shield) . Being pure AS/AutoMS with top items in Shadow Sanctuary: 1 hit = 85% of your HP Wearing armor will make you: 1 hit = 70% of your HP. If Archers or Automechs wear armor, not only they will not be able to tank, they also won't hurt. As I say before, a char that is untable to tank, should do greater damage. I don't want AS or Automechs become tankers, just want them to be what they are meant for: being ranged characters, as self-sufficient as any other character. What I propose? - Make Wolves & Golems more resistant against Shadow Sanctuary monsters. - Make Stun arrow able to break through walls. It's a skill that deals 0 dmg, and has a long dealy. Can't be abused. -´Make monsters unable to hit you behind a wall. - Re-establish the range as it was before. - Give Wind Arrow a mild damage upgrade: from 100% to 110-115% damage boost, and from 50% to 65% extra damage to Normal monsters. +1 except increasing the damage. How is it connected to the problem that you have hard time tanking? Also as shouldn't kill as fast as auto mech because she tanks better. You also ignore your ass tons of evade, some block %, and defence with armor which makes your enemy miss, with armor its gonna be rare to get hit, but even without it, as can do just fine if you keep your distance and let your mob tank it. And mech can go to SS, even as a power mech and do just fine, ata can do well in SS too. 1 last thing, this game has a balance of offensive and defensive abillities, and attacking from huge distance is a great advantage for both offense and defense, For example closed ranged chars aren't wanted in DIQ/SL , not being able to participate in draxos etc etc ( ranged chars privilege ). There are advantages and disadvantages to everyone, as has great 1v1 dmg, longest attack range in game, and the fact they dmg you alot, doesn't mean you cant solve it ( right armor/ points on health/ strategy) Just many of here are used to afk a boring game, and not actually fighting with the right strategy, and finally the GM lets us play the game, and not afk, ofc it's should be fair, either both a player and a monster can hit through wall, have their normal range/ a summoning skill which can keep it busy a little or both a player and a mob can't. Share this post Link to post Share on other sites
corvette 51 Report post Posted August 18, 2019 Mobs still hit you behind a wall. I'm gonna check if wolf is still 2-3 hits Share this post Link to post Share on other sites
kenibok 1,072 Report post Posted August 19, 2019 On 8/16/2019 at 10:25 AM, Lyseria said: The skill Perforation should be able to be casted trough the walls as well +1 its supposed to be a “unblockable” sort of hit Also (and maybe more) for Arrow of Rage, makes sense with the skill animation Share this post Link to post Share on other sites
ForYeri 148 Report post Posted August 21, 2019 lol years ago release SL, from year 2016 to 2019, total FOUR years of melee chars crying non-stop, while rangers kept silent, now release SS, many rangers start crying, and I know rangers will cry for another FOUR years until next release. still don't know how to make a map viable for all classes AS ALWAYS, shake my head. when release hunting maps, either 6 man-party AoE hunt, 6 man-party Solo hunt, 1-man melee character hunt, or 1-man range character, basically only FOUR SCENARIOS, is it so hard to make a map for all. and make everyone happy, instead of crying alternately every several years? it's a game, all of us should be able to enjoy ourselves, I don''t get the new update / new balance to destroy some players because they have been enjoying it for several years. Game should be hard, but not frustrating, it the same for many other issues. But this one just make me see another poor soul, yeah archers / auto-mechs have been enjoying pet hunting since SL, so we gonna destroy them, so we release SS, now archers / auto-mechs will cry for another few years until next map release. Why can't release a map for all? and all happy. The problem with archers is this: (let's say you have 1200 stats, amour require 300 strength, bow require 300 agility) 1. wear costume, 100 strength, 1100 agility - basic archer all players use, if you play this, you have 700 hp, any high level map you play, you die in one or two hits. 2. wear amour, 300 strength, 900 agility - If you make this archer, you have used 200 strength to wear amour, but your health is still 800, you will still die to 2 hit in SS, so why not just basic archer full agility, you still die in 2 hits and has 200 more agility for damage? 3. wear amour, 900 strength, 300 agility - no point, you don't get damage from strength, and you also get less Hp from strength compare to ms ks fs, and you deal so little damage than priestess, and you still die in three hits I think. now there is another way NOT to wear amour, and you still wear costume, but put in more Hp stat: 4. wear costume, 100 strength, 600 agility, 500 health - pvp people put in more health like 150~200 Hp in archers to prevent 1 shot-ed in BC, but here you are not trying to prevent 1 shot-ed, you are trying to prevent at least 3 or 4 shot-ed in SS, if you make this to go SS, you will lose 300 agility for damage, but you get a few hundreds Hp, so you die in at least from 3 or 4 hits, well I wouldn't say you can tank now, still too risky, one lag or spike and your done for, but this damage is still viable. there is a last way to make your archer truly shine in tanking, BEHOLD: 5. wear amour, 300 strength, 400 agility, 500 health - this is a build you put just enough strength for amour, and just enough agility for bow, and all remaining you to into health, this build has no damage, but you get to wear amour for absorbs, and also tons of health for Hp, it allows archers to tank the highest level map possible. And sadly this is the only way archers can tank 7 to 8 hits in the respective hunting maps, be it 10x archers go to Lost Island, or 12x archers go to Endless Tower, or 13x go to Death Island, or 14x go to Shadow Sanctuary. I tried this build before like a decade ago, of course the highest level was 12x, but the concept is the same, and trust me, it better to quit the game than playing this build, you can see other players who is hunting nearby you killing so fast as a priestess (not even to say fs ks ps), that you are so frustrated as to why you invest so much into your beloved archer, and quit the game once and for all. I just wana say like the same with regards to this post from corvette, why are you trying to make non-tank characters to tank? They are not supposed to, this is becoming a weirder and weirder game to me years after years. 1 Share this post Link to post Share on other sites
Kotaro09 1 Report post Posted August 21, 2019 On 8/17/2019 at 1:52 PM, TigerShark22 said: 6 hours ago, ForYeri said: lol years ago release SL, from year 2016 to 2019, total FOUR years of melee chars crying non-stop, while rangers kept silent, now release SS, many rangers start crying, and I know rangers will cry for another FOUR years until next release. still don't know how to make a map viable for all classes AS ALWAYS, shake my head. when release hunting maps, either 6 man-party AoE hunt, 6 man-party Solo hunt, 1-man melee character hunt, or 1-man range character, basically only FOUR SCENARIOS, is it so hard to make a map for all. and make everyone happy, instead of crying alternately every several years? it's a game, all of us should be able to enjoy ourselves, I don''t get the new update / new balance to destroy some players because they have been enjoying it for several years. Game should be hard, but not frustrating, it the same for many other issues. But this one just make me see another poor soul, yeah archers / auto-mechs have been enjoying pet hunting since SL, so we gonna destroy them, so we release SS, now archers / auto-mechs will cry for another few years until next map release. Why can't release a map for all? and all happy. The problem with archers is this: (let's say you have 1200 stats, amour require 300 strength, bow require 300 agility) 1. wear costume, 100 strength, 1100 agility - basic archer all players use, if you play this, you have 700 hp, any high level map you play, you die in one or two hits. 2. wear amour, 300 strength, 900 agility - If you make this archer, you have used 200 strength to wear amour, but your health is still 800, you will still die to 2 hit in SS, so why not just basic archer full agility, you still die in 2 hits and has 200 more agility for damage? 3. wear amour, 900 strength, 300 agility - no point, you don't get damage from strength, and you also get less Hp from strength compare to ms ks fs, and you deal so little damage than priestess, and you still die in three hits I think. now there is another way NOT to wear amour, and you still wear costume, but put in more Hp stat: 4. wear costume, 100 strength, 600 agility, 500 health - pvp people put in more health like 150~200 Hp in archers to prevent 1 shot-ed in BC, but here you are not trying to prevent 1 shot-ed, you are trying to prevent at least 3 or 4 shot-ed in SS, if you make this to go SS, you will lose 300 agility for damage, but you get a few hundreds Hp, so you die in at least from 3 or 4 hits, well I wouldn't say you can tank now, still too risky, one lag or spike and your done for, but this damage is still viable. there is a last way to make your archer truly shine in tanking, BEHOLD: 5. wear amour, 300 strength, 400 agility, 500 health - this is a build you put just enough strength for amour, and just enough agility for bow, and all remaining you to into health, this build has no damage, but you get to wear amour for absorbs, and also tons of health for Hp, it allows archers to tank the highest level map possible. And sadly this is the only way archers can tank 7 to 8 hits in the respective hunting maps, be it 10x archers go to Lost Island, or 12x archers go to Endless Tower, or 13x go to Death Island, or 14x go to Shadow Sanctuary. I tried this build before like a decade ago, of course the highest level was 12x, but the concept is the same, and trust me, it better to quit the game than playing this build, you can see other players who is hunting nearby you killing so fast as a priestess (not even to say fs ks ps), that you are so frustrated as to why you invest so much into your beloved archer, and quit the game once and for all. I just wana say like the same with regards to this post from corvette, why are you trying to make non-tank characters to tank? They are not supposed to, this is becoming a weirder and weirder game to me years after years. I couldnt agree more with you. I dont understand some dumb fucks argue that as can tank in SS. I mean for what? The whole concept of the game was to create a gameplay in which every chars has a significant role to play and help others. For example, in the original game, mech was supposed to be a tanker and good at it. Then next is KS who also can tank (weaker) but deal more aoe damage., etc. Besides, there were FS and PS who had good 1v1 damage melee,and prist for supporting. Next group is range DPS with AS and Ata, auto mech in which as deal the most damage but also the weakest (Auto mech was something different in the original game and i havent tested him back then but i believe he didnt have massive damage like now).The last one is Magic DPS with huge AOE skill but lack of 1v1 ability. THe original game was good until the game developed so fast that they couldnt remain the balance as Magic DPS damage calculation was ineffective and some char raised up with abusing some advantages. What we should do in balancing the game is giving a chance to every chars to fullfill their role in the game, Not fucking make them all the same. You can use a tanker Mech, Power mech, ks, fs, or ps to solo 1v1 tanking SS mobs, but dont put a video of AS full 140 solo tanking Rock and call that equal. I am against people using pri as mule, but my suggestion is that fixing active healing skill in tier 1-2-3 so Prs can play an active role in the party. The idea of balancing all char skills is good, but their should be a clear path to follow. The way i see it GM is getting lost. Share this post Link to post Share on other sites
TigerShark22 492 Report post Posted August 24, 2019 (edited) Melees crying for 4 years? I would love to remind you CT3Q, DIQ, AW hunt, SLQ, where exactly melees shine? Also there is a huge difference between a constant no in parties, and extremely hard to be a killer in parties, almost impossible, to a " I cant survive 8 hits" . Survivng 2 hits with a long ranged char who can hit and run, and has tons of evade, and soon the GM will add an item which will help the summons do well is a complete nothing to cry about. As can't be compared to melee chars in 1v1 tanking , the same you dont cry about her OP damage and range when melees are helpless. ( Draxos, Greedy, CT3Q for 12x , DIQ etc ). Now for some reason, being able to tank helps, but tanking 2 hits, while attacking from huge distance, high af attack speed, AR , running speed, tons of evade ( you probablly will take 2 hits while your enemy hits you 4 times or so) so even when an as is captured, she can stun, run and kill it easly, and that before even adding an item to help your summons the GM is planning. It just hurts ranged chars that there are cases melees can do well, and not always better, and hurts the afk style while doing x2-x4 better than melees, and force you to put your hand on the hp pot key like every melee. If you want a chill time of tanking in SS, just make a mech, ss, ks, ah but please take into consideration that they have their weaknesses too, Im not sure you are gonna like them too. Edited August 24, 2019 by TigerShark22 1 Share this post Link to post Share on other sites
WarLord 87 Report post Posted August 24, 2019 (edited) 2 hours ago, TigerShark22 said: Melees crying for 4 years? I would love to remind you CT3Q, DIQ, AW hunt, SLQ, where exactly melees shine? Also there is a huge difference between a constant no in parties, and extremely hard to be a killer in parties, almost impossible, to a " I cant survive 8 hits" . Survivng 2 hits with a long ranged char who can hit and run, and has tons of evade, and soon the GM will add an item which will help the summons do well is a complete nothing to cry about. As can't be compared to melee chars in 1v1 tanking , the same you dont cry about her OP damage and range when melees are helpless. ( Draxos, Greedy, CT3Q for 12x , DIQ etc ). Now for some reason, being able to tank helps, but tanking 2 hits, while attacking from huge distance, high af attack speed, AR , running speed, tons of evade ( you probablly will take 2 hits while your enemy hits you 4 times or so) so even when an as is captured, she can stun, run and kill it easly, and that before even adding an item to help your summons the GM is planning. It just hurts ranged chars that there are cases melees can do well, and not always better, and hurts the afk style while doing x2-x4 better than melees, and force you to put your hand on the hp pot key like every melee. If you want a chill time of tanking in SS, just make a mech, ss, ks, ah but please take into consideration that they have their weaknesses too, Im not sure you are gonna like them too. I have to give a like for you. Almost 4 years... melees only can lure in DIQ, HS SL... Why didn't rangers ask for the balance at that time =)). When i asked for the balance in the past, some players asked me to change class. lol. I like melee like PS, FS... a lot. Why do i need to change a char or play a combo Ms, As, Prs... like others. So, i have played Ps, Fs or Ks for many years with many difficulties but these chars give me satisfaction because i found the happiness and overcame hard time. And now, with new map SS, the world changed. Thank GM team for great thing they have brought to us. Thank you for reading. Edited August 24, 2019 by WarLord 1 Share this post Link to post Share on other sites
ForYeri 148 Report post Posted August 25, 2019 Not even asking melee or range characters to shine, I'm asking a map for all, all enjoy, all happy (solo happy, party happy, range happy, melee happy, support happy), and no frustration for all. Why do you make me sound like I'm defending range characters?? I'm simply here arguing that range sucks in SS, and my main point is that all can enjoy, a map for all, a boss for all, a balance for all. I was NEVER about the crying battle between melee vs. range. Simply because I didn't elaborate on past melee problems in other maps like SL, DiQ, AW, does not mean I don't acknowledge these problems. But most players are now in SS, aren't they? Do you want me to type a whole page to clarify I acknowledge melee problems, so as to satisfy you and avoid hurting you?? For god sake, my main is a melee character too. The main point here is simply trying to talk sense to the game developers that they need to create new stuff that is balanced for ALL. Simple as that. I hope all in SS can be happy and no frustration. Simple as that. Why always people come here thinking the other person only want to argue for their own sake. I seldom play because of my own personal time and game interest, but I still concern this game's progress because it interests me and any update encourages me to play more. That's WHY I'm here posting this. Why do I want to make melee characters suck?? You people.. are really hardheaded. Share this post Link to post Share on other sites
TigerShark22 492 Report post Posted August 25, 2019 (edited) 19 hours ago, ForYeri said: Not even asking melee or range characters to shine, I'm asking a map for all, all enjoy, all happy (solo happy, party happy, range happy, melee happy, support happy), and no frustration for all. Why do you make me sound like I'm defending range characters?? I'm simply here arguing that range sucks in SS, and my main point is that all can enjoy, a map for all, a boss for all, a balance for all. I was NEVER about the crying battle between melee vs. range. Simply because I didn't elaborate on past melee problems in other maps like SL, DiQ, AW, does not mean I don't acknowledge these problems. But most players are now in SS, aren't they? Do you want me to type a whole page to clarify I acknowledge melee problems, so as to satisfy you and avoid hurting you?? For god sake, my main is a melee character too. The main point here is simply trying to talk sense to the game developers that they need to create new stuff that is balanced for ALL. Simple as that. I hope all in SS can be happy and no frustration. Simple as that. Why always people come here thinking the other person only want to argue for their own sake. I seldom play because of my own personal time and game interest, but I still concern this game's progress because it interests me and any update encourages me to play more. That's WHY I'm here posting this. Why do I want to make melee characters suck?? You people.. are really hardheaded. Bro long range, speed, dmg/deff , comes with a price. Tanking 4-5 hits ( counting 2-3 evade in avarage ), its may be true that if the monster hits, it may take 2, but in actual hits, its 4-5 usually. Anyway Im pretty sure that every ranger didn't expect to tank monsters with high damage, and knew that the benfits, come with a price of low hp. Anyway to the point- the gm said he will bring an item which will help rangers , so gotta wait for it, even though in my own opinion its good to have help from summons, and I still think crying about their tanking abillity, having their offensive ability and range , is unjustified, even though their tanking ability s more than enough to survive well without summons, and the char is supposed to attack from distance, being in constant move. Let's go to the opposite, playing a ks with crap range, even though ks can tank well in many cases, I still have to be in constant move to get the mobs into my aoe range, I believe that so are rangers when their weakness is tanking, they have to be in constant move to avoid as many hits as possible ? . Edited August 26, 2019 by TigerShark22 Share this post Link to post Share on other sites
netto94 45 Report post Posted August 25, 2019 balance is broken if rangers can't attack through walls, monsters shouldnt be able to attack too and as showed above, theres some places where theres NO WALL and still they can't attack Share this post Link to post Share on other sites
WarLord 87 Report post Posted August 25, 2019 (edited) 2 hours ago, ForYeri said: Not even asking melee or range characters to shine, I'm asking a map for all, all enjoy, all happy (solo happy, party happy, range happy, melee happy, support happy), and no frustration for all. Why do you make me sound like I'm defending range characters?? I'm simply here arguing that range sucks in SS, and my main point is that all can enjoy, a map for all, a boss for all, a balance for all. I was NEVER about the crying battle between melee vs. range. Simply because I didn't elaborate on past melee problems in other maps like SL, DiQ, AW, does not mean I don't acknowledge these problems. But most players are now in SS, aren't they? Do you want me to type a whole page to clarify I acknowledge melee problems, so as to satisfy you and avoid hurting you?? For god sake, my main is a melee character too. The main point here is simply trying to talk sense to the game developers that they need to create new stuff that is balanced for ALL. Simple as that. I hope all in SS can be happy and no frustration. Simple as that. Why always people come here thinking the other person only want to argue for their own sake. I seldom play because of my own personal time and game interest, but I still concern this game's progress because it interests me and any update encourages me to play more. That's WHY I'm here posting this. Why do I want to make melee characters suck?? You people.. are really hardheaded. At the begining, GM want to built SS map with high damage and low defense monster. So, it means that you need to have ability to tank or have tanker (like ms or prs) if you want to hunt in this map. And if your pet can tank, SS will like old maps such as SL. In some maps or some Q like DIQ you also need a PT with tanker => why don't you ask GM to make AS can tank or her Pet can tank in DIQ? Recently, i have seen that GM follow the Gamer's Guilde too much. And i know that customer's satisfaction is very important in business. So, i believe they will give ranger a favor. :)) Edited August 25, 2019 by WarLord Share this post Link to post Share on other sites
corvette 51 Report post Posted August 26, 2019 22 hours ago, WarLord said: At the begining, GM want to built SS map with high damage and low defense monster. So, it means that you need to have ability to tank or have tanker (like ms or prs) if you want to hunt in this map. And if your pet can tank, SS will like old maps such as SL. In some maps or some Q like DIQ you also need a PT with tanker => why don't you ask GM to make AS can tank or her Pet can tank in DIQ? Recently, i have seen that GM follow the Gamer's Guilde too much. And i know that customer's satisfaction is very important in business. So, i believe they will give ranger a favor. :)) In my thread, I examinate the recent main changes and propose amendments to derivated changes (from main changes) I've been reading your messages, and you are not giving your point of view or proposing anything insteresting, you are simply trying to spoil my thread and complaining. That's not a constructive attitude. Archers can't tank in exp maps. And I never proposed that. Archers have a wolf to 1v1 situations (hunting). Tanking is not a ranger task, that's why Tanks exist. Archer's task are killing. I wish they could kill proportionally as good as they got killed. It's logical, if you tank much, you shouldn't kill much, and the oposite. Death Island is a map where you hunt, and Archer's and rangers in general can do it very good. 1v1. There's no complaining from me. Because you are mixing 2 concepts: - Archers, Atalantas and Automechs can hunt good in the 132 map. - DI quest is another thing (exping) : you need to complete a treasure box as fast as possible, and the most efficient way to do this is with 1 tank, 1 lurer and 4 killers. Stop manipulating and start giving ideas Share this post Link to post Share on other sites
kenibok 1,072 Report post Posted August 26, 2019 I’m sorry melee’s didn’t get a chance on the last years, its not fair and should’ve got attention or a solution, I think we can all agree on that, but that’s not anyone’s fault (I mean.. maybe GM’s but we should think they try their best), so it’s not fair at all some of you use as an “argument” that archers/automs don’t deserve a solution to the actual problem (cause it IS a problem) only because your char had a bad time w no solution in the past, that’s simply selfish and inmature. Two bads never make one good all problems should get attention and hopefully a definitive solution Share this post Link to post Share on other sites