Kaduzinn 0 Report post Posted August 22, 2011 friends my proposal is that you take 5% of the vague and put 30% in Cs vanish again and put normal again so everyone was happy I thank you even be able to answer me Thankss Share this post Link to post Share on other sites
Rey 0 Report post Posted August 22, 2011 ok, only reduce the cs is sufficient vanish maintain the standard Share this post Link to post Share on other sites
aroma_AGAIN 0 Report post Posted August 22, 2011 On 8/22/2011 at 10:47 PM, Rey said: ok, only reduce the cs is sufficient vanish maintain the standard Read more Again with this? U think we didnt test it? we test all possibilities ! And this one atm is the better cuz CS is not a 1 hit killer! Share this post Link to post Share on other sites
AC/DC 0 Report post Posted August 22, 2011 LOL no it's not. Pikes should be able to knock out their opponents. Everything is going wrong by here~ Share this post Link to post Share on other sites
MAKINA 0 Report post Posted August 22, 2011 On 8/22/2011 at 10:17 PM, Kaduzinn said: friends my proposal is that you take 5% of the vague and put 30% in Cs vanish again and put normal again so everyone was happy I thank you even be able to answer me Thankss Read more I like some of ur suggestions... -5% vague OK +30% in dmg of CS OK but vanish can stay... ^^ Share this post Link to post Share on other sites
Kaduzinn 0 Report post Posted August 22, 2011 On 8/22/2011 at 10:53 PM, aroma_AGAIN said: Quote ok, only reduce the cs is sufficient vanish maintain the standard Read more Again with this? U think we didnt test it? we test all possibilities ! And this one atm is the better cuz CS is not a 1 hit killer! Read more hi GM Share this post Link to post Share on other sites
Kaduzinn 0 Report post Posted August 22, 2011 On 8/22/2011 at 10:57 PM, AC/DC said: LOL no it's not. Pikes should be able to knock out their opponents. Everything is going wrong by here~ Read more yess Share this post Link to post Share on other sites
punkrocke 0 Report post Posted August 22, 2011 On 8/22/2011 at 11:08 PM, Kaduzinn said: Quote LOL no it's not. Pikes should be able to knock out their opponents. Everything is going wrong by here~ Read more yess Read more do u guys realize how easy u are asking pvp to be? 1hko skill its 1 click 1 kill. and later on the pikeman is going to get a full invisible skill, so why wasting our time making others chars to pvp when u can hv a pike and kill anything with 1 single click without being noticed by any1 exept for atalants with chimeras? It was OP get over it, no class should hv a 9x% 1hko skill Share this post Link to post Share on other sites
[n00b]Aipim 0 Report post Posted August 22, 2011 On 8/22/2011 at 11:02 PM, MAKINA said: Quote friends my proposal is that you take 5% of the vague and put 30% in Cs vanish again and put normal again so everyone was happy I thank you even be able to answer me Thankss Read more I like some of ur suggestions... -5% vague OK +30% in dmg of CS OK but vanish can stay... ^^ Read more I agree Share this post Link to post Share on other sites
action 0 Report post Posted August 22, 2011 yes good balance Share this post Link to post Share on other sites
AC/DC 0 Report post Posted August 22, 2011 On 8/22/2011 at 11:30 PM, punkrocke said: Quote Quote LOL no it's not. Pikes should be able to knock out their opponents. Everything is going wrong by here~ Read more yess Read more do u guys realize how easy u are asking pvp to be? 1hko skill its 1 click 1 kill. and later on the pikeman is going to get a full invisible skill, so why wasting our time making others chars to pvp when u can hv a pike and kill anything with 1 single click without being noticed by any1 exept for atalants with chimeras? It was OP get over it, no class should hv a 9x% 1hko skill Read more Easy? Sorry, but don't put your own conclusions on my words. Pikes SHOULD be able to knock out, yes. Like always. And like always they should MISS AS HELL, what doesn't happen on RPT and it's the main reason for all these problems. End of story. Who's playing here for a long time, as I am, know pretty much that this T5 skill that really screwed it up. Share this post Link to post Share on other sites
GuiBitencourt 0 Report post Posted August 22, 2011 Patch 3217 -----------------------> My opinion 1.Pikeman: Charging Strike from 55% to 50% non-charged damage (on level 10)---------------> Same (ok) not a problem 2. Pikeman: Charging Strike from 165% to 100% charged damage (on level 10) ----------------> Back to 165% Why? 100% is useless, cause 2 CLs = 132% dmg and the speed of CS is too slow atm, so 2CL is better than 1 cs. 3.Pikeman: Charging Strike from 81% to 60% charge speed (on level 10) ----------------------> 70%? It's too slow 60%, while u are charging, ur opponent can hit u twice (2 skills) Ex. 2 GC (Ks), 2 AC (Fs). 4.Pikeman: Vanish from 80% to 30% after damage (on level 10) --------------------------------> Same (ok) 5.Pikeman: Defense Mastery from 8% to 16% block (on level 10) -------------------------------> Same (ok) 6.Pikeman: Vague from 18% to 25% Evasion (on level 10)----------------------------------------> 20% Why ? To compensate for the changes earlier and stay balanced. 7.Pikeman: Chain Lancer from 55% to 66% damage (on level 10)-------------------------------> Same(ok) 8.Pikeman: Tornado from 62% to 75% damage (on level 10) -------------------------------------> Same(ok) 9.Pikeman: Ground Pike delay on each skill level the same (as current level 10 delay is) ---> Same(ok) Share this post Link to post Share on other sites
thegame 0 Report post Posted August 22, 2011 Good Balance....[2] Gogogogo... Share this post Link to post Share on other sites
bobaldo 0 Report post Posted August 22, 2011 On 8/22/2011 at 11:40 PM, GuiBitencourt said: Patch 3217 -----------------------> My opinion 1.Pikeman: Charging Strike from 55% to 50% non-charged damage (on level 10)---------------> Same (ok) not a problem 2. Pikeman: Charging Strike from 165% to 100% charged damage (on level 10) ----------------> Back to 165% Why? 100% is useless, cause 2 CLs = 132% dmg and the speed of CS is too slow atm, so 2CL is better than 1 cs. 3.Pikeman: Charging Strike from 81% to 60% charge speed (on level 10) ----------------------> 70%? It's too slow 60%, while u are charging, ur opponent can hit u twice (2 skills) Ex. 2 GC (Ks), 2 AC (Fs). 4.Pikeman: Vanish from 80% to 30% after damage (on level 10) --------------------------------> Same (ok) 5.Pikeman: Defense Mastery from 8% to 16% block (on level 10) -------------------------------> Same (ok) 6.Pikeman: Vague from 18% to 25% Evasion (on level 10)----------------------------------------> 20% Why ? To compensate for the changes earlier and stay balanced. 7.Pikeman: Chain Lancer from 55% to 66% damage (on level 10)-------------------------------> Same(ok) 8.Pikeman: Tornado from 62% to 75% damage (on level 10) -------------------------------------> Same(ok) 9.Pikeman: Ground Pike delay on each skill level the same (as current level 10 delay is) ---> Same(ok) Read more Oh yeah, your math fails. Your game knowledge fails. Share this post Link to post Share on other sites
GuiBitencourt 0 Report post Posted August 22, 2011 On 8/22/2011 at 11:48 PM, bobaldo said: Quote Patch 3217 -----------------------> My opinion 1.Pikeman: Charging Strike from 55% to 50% non-charged damage (on level 10)---------------> Same (ok) not a problem 2. Pikeman: Charging Strike from 165% to 100% charged damage (on level 10) ----------------> Back to 165% Why? 100% is useless, cause 2 CLs = 132% dmg and the speed of CS is too slow atm, so 2CL is better than 1 cs. 3.Pikeman: Charging Strike from 81% to 60% charge speed (on level 10) ----------------------> 70%? It's too slow 60%, while u are charging, ur opponent can hit u twice (2 skills) Ex. 2 GC (Ks), 2 AC (Fs). 4.Pikeman: Vanish from 80% to 30% after damage (on level 10) --------------------------------> Same (ok) 5.Pikeman: Defense Mastery from 8% to 16% block (on level 10) -------------------------------> Same (ok) 6.Pikeman: Vague from 18% to 25% Evasion (on level 10)----------------------------------------> 20% Why ? To compensate for the changes earlier and stay balanced. 7.Pikeman: Chain Lancer from 55% to 66% damage (on level 10)-------------------------------> Same(ok) 8.Pikeman: Tornado from 62% to 75% damage (on level 10) -------------------------------------> Same(ok) 9.Pikeman: Ground Pike delay on each skill level the same (as current level 10 delay is) ---> Same(ok) Read more Oh yeah, your math fails. Your game knowledge fails. Read more So, i didn't understand. lol Explain me. Share this post Link to post Share on other sites
pingkienaroh 0 Report post Posted August 23, 2011 On 8/22/2011 at 11:40 PM, GuiBitencourt said: Patch 3217 -----------------------> My opinion 1.Pikeman: Charging Strike from 55% to 50% non-charged damage (on level 10)---------------> Same (ok) not a problem 2. Pikeman: Charging Strike from 165% to 100% charged damage (on level 10) ----------------> Back to 165% Why? 100% is useless, cause 2 CLs = 132% dmg and the speed of CS is too slow atm, so 2CL is better than 1 cs. 3.Pikeman: Charging Strike from 81% to 60% charge speed (on level 10) ----------------------> 70%? It's too slow 60%, while u are charging, ur opponent can hit u twice (2 skills) Ex. 2 GC (Ks), 2 AC (Fs). 4.Pikeman: Vanish from 80% to 30% after damage (on level 10) --------------------------------> Same (ok) 5.Pikeman: Defense Mastery from 8% to 16% block (on level 10) -------------------------------> Same (ok) 6.Pikeman: Vague from 18% to 25% Evasion (on level 10)----------------------------------------> 20% Why ? To compensate for the changes earlier and stay balanced. 7.Pikeman: Chain Lancer from 55% to 66% damage (on level 10)-------------------------------> Same(ok) 8.Pikeman: Tornado from 62% to 75% damage (on level 10) -------------------------------------> Same(ok) 9.Pikeman: Ground Pike delay on each skill level the same (as current level 10 delay is) ---> Same(ok) Read more I Agree with this propossal. Share this post Link to post Share on other sites
aroma_AGAIN 0 Report post Posted August 23, 2011 On 8/23/2011 at 12:50 AM, pingkienaroh said: Quote Patch 3217 -----------------------> My opinion 1.Pikeman: Charging Strike from 55% to 50% non-charged damage (on level 10)---------------> Same (ok) not a problem 2. Pikeman: Charging Strike from 165% to 100% charged damage (on level 10) ----------------> Back to 165% Why? 100% is useless, cause 2 CLs = 132% dmg and the speed of CS is too slow atm, so 2CL is better than 1 cs. 3.Pikeman: Charging Strike from 81% to 60% charge speed (on level 10) ----------------------> 70%? It's too slow 60%, while u are charging, ur opponent can hit u twice (2 skills) Ex. 2 GC (Ks), 2 AC (Fs). 4.Pikeman: Vanish from 80% to 30% after damage (on level 10) --------------------------------> Same (ok) 5.Pikeman: Defense Mastery from 8% to 16% block (on level 10) -------------------------------> Same (ok) 6.Pikeman: Vague from 18% to 25% Evasion (on level 10)----------------------------------------> 20% Why ? To compensate for the changes earlier and stay balanced. 7.Pikeman: Chain Lancer from 55% to 66% damage (on level 10)-------------------------------> Same(ok) 8.Pikeman: Tornado from 62% to 75% damage (on level 10) -------------------------------------> Same(ok) 9.Pikeman: Ground Pike delay on each skill level the same (as current level 10 delay is) ---> Same(ok) Read more I Agree with this propossal. Read more I think maybe can increase a bit % on charge damage , but just that! More them that will be 1 hit ko again. Trust me , CS w/o vanish with critical is 1 HIT KO ! Share this post Link to post Share on other sites
topher 0 Report post Posted August 23, 2011 We could try this: Charging Strike lvl 10 Dmg Boost: 50% --> 55% Charged Strike Dmg Boost: 100% --> 140% Atk Spd Boost: 60% --> 70% Attack Rating*: -60% * - Does not chain Attack Rating Mastery Vanish lvl 10 Preemptive Strike Dmg Boost: 30% --> 50% Visibility: 90% --> 95% Movement speed: -10 With this configuration you may kill in one hit, but you hardly will hit someone with all the 3 hits. Also, vanish visibily is increased, however pikemen movement were reduced (you can't just run normally and not be noticed, futhermore this create an advantage for rangers, and they need it), its focused to catch 'em by surprise. Share this post Link to post Share on other sites
Rey 0 Report post Posted August 23, 2011 On 8/23/2011 at 1:30 AM, topher said: We could try this: Charging Strike lvl 10 Dmg Boost: 50% --> 55% Charged Strike Dmg Boost: 100% --> 140% Atk Spd Boost: 60% --> 70% Attack Rating*: -60% * - Does not chain Attack Rating Mastery Vanish lvl 10 Preemptive Strike Dmg Boost: 30% --> 50% Visibility: 90% --> 95% Movement speed: -10 With this configuration you may kill in one hit, but you hardly will hit someone with all the 3 hits. Also, vanish visibily is increased, however pikemen movement were reduced (you can't just run normally and not be noticed, futhermore this create an advantage for rangers, and they need it), its focused to catch 'em by surprise. Read more lol? -10 speed? is no longer enough of a tier 5? @ I agree. but in reducing the Atk Rat not Pikeman not have it and want to take away what! Share this post Link to post Share on other sites
Zinn~ 0 Report post Posted August 23, 2011 On 8/22/2011 at 11:40 PM, GuiBitencourt said: Patch 3217 -----------------------> My opinion 1.Pikeman: Charging Strike from 55% to 50% non-charged damage (on level 10)---------------> Same (ok) not a problem 2. Pikeman: Charging Strike from 165% to 100% charged damage (on level 10) ----------------> Back to 165% Why? 100% is useless, cause 2 CLs = 132% dmg and the speed of CS is too slow atm, so 2CL is better than 1 cs. 3.Pikeman: Charging Strike from 81% to 60% charge speed (on level 10) ----------------------> 70%? It's too slow 60%, while u are charging, ur opponent can hit u twice (2 skills) Ex. 2 GC (Ks), 2 AC (Fs). 4.Pikeman: Vanish from 80% to 30% after damage (on level 10) --------------------------------> Same (ok) 5.Pikeman: Defense Mastery from 8% to 16% block (on level 10) -------------------------------> Same (ok) 6.Pikeman: Vague from 18% to 25% Evasion (on level 10)----------------------------------------> 20% Why ? To compensate for the changes earlier and stay balanced. 7.Pikeman: Chain Lancer from 55% to 66% damage (on level 10)-------------------------------> Same(ok) 8.Pikeman: Tornado from 62% to 75% damage (on level 10) -------------------------------------> Same(ok) 9.Pikeman: Ground Pike delay on each skill level the same (as current level 10 delay is) ---> Same(ok) Read more i like! Share this post Link to post Share on other sites
aroma_AGAIN 0 Report post Posted August 23, 2011 CS cant be 165% . Only CS with 165% already kill 1 HIT KO w/o vanish Maybe can be 120% max . But 165% is OP . Share this post Link to post Share on other sites
MinJee 1 Report post Posted August 23, 2011 Lag + CS -> die without run (knight full 120+20 with 1 hand + shield can't survive with 1 CS of lower lvl pike), wonder how prs, ata, as, ft could handle that CS ? doesn't matter how Vague, Defense Mastery help cause when you die with 1 CS and don't know how you die, have no chance to wake up to hit back Lag + CS + CL/JC before people hit you back. I think GM already tested with CS from 165% to 100% to stop 1 hit kill people. So, doesn't matter how you propose, i don't think GM will put it back. The reason Wartale implement this new patch (zone BC, pike, mech) to stop LAG + 1 hit and run. Share this post Link to post Share on other sites
Zinn~ 0 Report post Posted August 23, 2011 On 8/23/2011 at 5:04 AM, MinJee said: Lag + CS -> die without run (knight full 120+20 with 1 hand + shield can't survive with 1 CS of lower lvl pike), wonder how prs, ata, as, ft could handle that CS ? doesn't matter how Vague, Defense Mastery help cause when you die with 1 CS and don't know how you die, have no chance to wake up to hit back Lag + CS + CL/JC before people hit you back. I think GM already tested with CS from 165% to 100% to stop 1 hit kill people. So, doesn't matter how you propose, i don't think GM will put it back. The reason Wartale implement this new patch (zone BC, pike, mech) to stop LAG + 1 hit and run. Read more look who is talking about lagger! look who is talking about BSB! close minjee topic post! Share this post Link to post Share on other sites
kingvn 0 Report post Posted August 23, 2011 On 8/23/2011 at 2:31 AM, aroma_AGAIN said: CS cant be 165% . Only CS with 165% already kill 1 HIT KO w/o vanish Maybe can be 120% max . But 165% is OP . Read more Ive read all of this guy's posts which relate to pikeman's prob, i realized that he just cant stand that a 12x pike can 1hko him - a 13x mech =)) Well, no offense here. Most of those who ever play a pike would be used to pike's 1HKO, it makes the pike become an assassin like the way there were made to do and how they look like ( wearing a mask ), pikes have never been well known for hunting or tanking - otherwise mechs are redundant, however now pikes even cant be the killer in BC, wth pikes r supposed to do here ? Based to Darwin's theory : pikes simply should be digested or if not - keep them as a boutique. Pike 1: lvl 115 with 115 scythe BOM, FA mixed, 110 set mixed, rings amulet suck =)) K9 : lvl 116 with FA + 13, shield 110 + 11, 110 set mixed, rings amulet also suck, 110 sword + 13 Pike 2: lvl 110 with 106 scythe, 106 armor, 104 set all mixed Round 1 Pike 1 vs k9 : damn k9 always lost =)) Pike 2 vs k9 : damn k9 couldnt kill this sh!t, so surprised and ofcoz that pike could do anything harmful to the k9. Thats wat happened before the newest patch released Round 2 After the patch released Pike1 vs k9 : wth, pike's skills now too slow, CS is ridiculous, CL so awesome but wat, pike down as k9 is damn fast. " huahuahua, pwned, owned, blah blah " k9 said Pike 2 vs k9 : " huahuahuahuahua" k9 said Well, I dont mean anything, just show u wth is going on, judge it urselves. No doubt that theres someone who says : yeah, thats wat we want t to be, that the way GM is trying to do, pikes now no more assassins, haha huahua hihi hehe. Feel free to edit. Share this post Link to post Share on other sites
topher 0 Report post Posted August 23, 2011 On 8/23/2011 at 1:51 AM, Rey said: Quote We could try this: Charging Strike lvl 10 Dmg Boost: 50% --> 55% Charged Strike Dmg Boost: 100% --> 140% Atk Spd Boost: 60% --> 70% Attack Rating*: -60% * - Does not chain Attack Rating Mastery Vanish lvl 10 Preemptive Strike Dmg Boost: 30% --> 50% Visibility: 90% --> 95% Movement speed: -10 With this configuration you may kill in one hit, but you hardly will hit someone with all the 3 hits. Also, vanish visibily is increased, however pikemen movement were reduced (you can't just run normally and not be noticed, futhermore this create an advantage for rangers, and they need it), its focused to catch 'em by surprise. Read more lol? -10 speed? is no longer enough of a tier 5? @ I agree. but in reducing the Atk Rat not Pikeman not have it and want to take away what! Read more Man, so you want CS as it was, OP. I suggest this 'cause Stealth(T5 skill) will be a big waste of RSP, cant you see it ? Futhermore, with this configuration, the combo CS + vanish will kill everyone, that's why I reduced Atk Rate, 'cause you shouldn't kill everyone in anytime you want. Believe me, will be better than it is now. Share this post Link to post Share on other sites