Juno_NH

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Posts posted by Juno_NH


  1. Why do you call these observations 'crying'? I'm not complaining or saying someone is to blame, I'm telling you how it is and your only defence is to try and reduce the argument to insult the way I informed you. What drives this hostility? You've already suggested that team work is key, but your solution is to chase people individually and not group together targeting a single person? How is that going to work when you just said one on one a mage should win?

     

    I suspect there is little in this game that you could teach me, so asking me to "learn" things is pretty condescending friend.


  2. DK was always meant to be end game item, it's main use was to enable hunting the big monsters that you simply couldn't do with other armor because it was too weak or broke too quickly. DK is entirely designed for PvM/E.

     

    140 for ek would allow for "career pler" but would stop the lame shit that drives players away like scorp hero. Any higher and you risk making characters who can get eks reasonably reliably in free play but can't give them.

     

    Garden as civ is good, but not SW since it has higher level monsters like ettin and mg, and ofcourse dungeon must not be civ because too many small paths that could be blocked with civs trapping players. A higher level limit of 140-160 would also be nice for civ so you can get some strength before people start to hunt you.

     

    I also agree with scripted scav quest for bound armor. A great way to reward hard, but unlucky, workers.

     

    as for warrior "cry babies", I think most mage players don't even realise the advantage they have, in the same way a rich person doesn't understand why the poor aren't rich, or will try to blame the poor for their own problems. Warriors aren't always as good as they should be, warrior takes much more skill to master than mage and that's counter intuitive since whacking stuff sounds simpler than casting spells, but playing a mage is in fact much more forgiving to low skill players. It's literally a sword vs cannon situation, in most cases you'd pick the cannon because even tho its design is complicated, its quite easy to use and makes you powerful, but only skilled person would be more effective with the sword because it's not limited by ammunition, or cumbersome, and can be more versatile if used correctly.

     

    It's kind of backwards because people think "sure i'll be a warrior, high armor rating and decent focus damage so I won't die easily and i'll kill stuff", but infact - in helbreath - that is what the mage is. It's strange that every other game uses armor rating to mean "this protects from everything XX% or XX points" (unless some kind of special armor) but some things have armor ignore/penetration, in hb such a thing doesn't exist, but everyone starts the game with DR and PA but no MR or MA. If you feel that 100 mr in a skill is unfair then feel free to delete that skill and add the same amount of mr and ma to dk is it has dr and pa. Default damage and DPS is quite close between mage and warrior when there are naked without items face to face, so its not a question of raping.

     

    The guiding principal is that warriors are effective close up, mages are effective at distance. Both can do a bit of the other but not very well, and while one can be easily interrupted, the other has a decent chance to miss.

     

    Beyond that, mages are area of effect (splash damage), warriors are single target, and while warriors can have physical effects like armor and shield breaking (good at weakening near by enemy), mages have magic effects like MIM and freeze (good at keeping enemy at a distance).


  3. sure, amp is 112 int but majority resist physical dmg is 40 str.

     

    here is better solution, make amp 160int, and change mim as suggested.

     

    we all know if MA was as easy to come as PA is (you get in ch when max) no one would play mage, but its totally fair.

     

    reset all warrior DK to have MA stat instead of PA stat (same value) and see how fair it is.


  4. wrong serg.

     

    mages can kill entire spawn easily and quickly, warrior cant.

     

    mages can wyvern, warriors cant.

     

    mages can HC with same difficulty as warrior, some just don't know how to.

     

    when was last time you saw successful abbadon warrior hunt?

     

    mage struggle with ettin and tw because they naturally have high MA, they were designed this way to be warrior hunt creature because mages can kill the important things.

     

    I just had great idea for new potion. Grenade pot. Makes mass fire strike 1 shot targeted on you. I don't know how that's connected to this post but it's a great idea.


  5. in nem 2 the values were something like sword did 1 end dmg, hammer did 2, axe did 10, when concerning shields.

     

    perhaps 10 was too high at the time, many hp axes were available and shields couldn't be +3 easily.

     

    however now hitting with axe is harder since good hp one is rare, so imagine you must hit 30 times to break wood (the lowest shield), but you wont hit with every swing, so 40-50 swings to break wood with the old endurance modifier, meaning a mage using PA wood could be para'd 2 or 3 times and lose his wood shield 1 on 1. That sounds roughly fair, seeing as a high PA wood can reduce damage so drastically that eking 1 on 1 is not possible when attacking with physical damage.

     

    a +3 tower is easy to make, and has over 1.2k endurance. by current values you will never destroy that shield before user has opportunity to escape, which is why very few people are using axes. (600 hits required currently, at 50dex and dk set+ tower dr, actual swings required will be over 9000)


  6. do I see ninja pull after take dmg in that pvp? I only count 5 seconds since last dmg before disappear.

     

    I was impressed with the support maging, you were often first to spikefield para'd player, and zerked the warriors, in return the warriors para after blizz. Good team work, tho ofcourse most of the fights you have mass numbers in the screen.


  7. limiting chat to a single map, or in some cases a few related maps, is more manageable for people observing or taking part in the conversation.

     

    Imagine someone calls for backup in middle land and give co-ords, at the same time someone in town is trying to arrange hunt party and calls people to gather at CH. In the confusion some people will turn up at CH looking for the ek.

     

    There is some rationality to having red chat reach all maps because it is a global chat, but if 1 person spams in elvine garden, for example, then every map would get spammed. Perhaps we could introduce a message time limit feature, but that's even more coding and a hindrance to people in a fight who need to dispense information quickly or repeat themselves for effect or if they make a mistake.


  8. since we on the subject of minimap, any chance to include summons/tamed as different colour dot on minimap?

     

    this is useful for 2 reasons:

     

    1) you tame a DOMP and want to lure someone to it but forgot where it is, or its following you because to lure far away is not possible.

    2) you can see where your tames and keep count


  9. sex pot

     

    skin colour pot

     

    agile rapier hp84+3

     

    mr21 chain M

     

    hp49 wood

     

    ms20hp21 wand

     

    contract for 20 invi pots a day can be arranged for an item or on-going gold purchase.


  10. just want to add final point why this argument doesn't make sense:-

     

    Lets make PvM class which you must waste points in useless attribute (charisma), making much weaker PvP character, and get upset when it has an advantage in PvM.

     

    3 mages can bring down hc at same rate 2 tamers can.


  11.  

    no taming is way better than manu. How many tammers do you see compared to manuers? ( there's a reason for that)

    It's easier and its more productive. It needs a change IMO

    i dont agred

    1: there is no manu becouse dk set is to powerfull and made manu is pointles(only bbh is somethink worth)

    2:its about pits over 60% to skill tame you need train of specyfy pit , first 60% is easy thath why you see many temers on ogre etc. but over 60 is nightmare its only one pit on each 10%.(only one tamer can skill on this pit and he need

    competition witch other user )

    3:most peeps who made manu (i dont count on ore) use to made progres macro or bots in taming you need made evrythink manualy(for example try made fisching witchout macro )

     

    if you want know i train this skill evry day for many hour every day for 3 weeks

     

     

    Totally agree

     

    Without DK you would see many more manu. also to make manu you need mining also, now lets see how many 100% miners there are, a lot more than 100% tamers i'm sure. If you give my str suggestions on shields a go, maybe you'll see some manu shields become useful too.

     

    Also taming is "the new" here, even tho been around for a while. When players come here they haven't had experience of taming before so they want to try it, it's one of the main attractions to the server which is why they are more common to see, taming can be done in public but mining and manu tend not to be seen.

     

    I'm nearly 70% and this took a month, will probably be another 1 or 2 months till 100%, I got 50% alchemy in 2 days and can use OP invi pots any time lol.

     

    Defeat tamer so easy how can players (even old players) be so slow. Just mass summon on the tamer so he can't tame anymore. 1 person can do this no problem, do I have to solve every problem for you? now I know how white feels. or give him fists he can't tame if he's taking damage...

     

    No where near more productive than 3-4 mage wyvern. I don't think you understand how taming actually works in game, but if you make one you might see. If you have access to see what % so many people have taming, how about look how many got only 2-3% before quit it because too hard.