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Old 10-25-2018, 15:31   #1
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Co 3.0 Balance Thread 3: What still need improved upon.

Third Post on this, the 2nd can be found below, and the one before that can be found on the top of that thread. Here we go with the new updates being taken into account.

2nd oldest post can be found here: http://bbs.co.99.com/showthread.php?t=767300

Class Skills/Runes/Etc

This section will be for characters skills, runes etc. So here we go!

Trojan
Tro has definitely seen a bit of love in this past year and is once again competitive!

Tro Skills

Dragon Whirl - This skill needs updated damage. The CD is way too high for a 115% dmg skill and if you remove the cd that'd just be too much. Let's increase the damage from 115% to 150% this way it will actually be worth using just like twilight dance.

Cruel Shade - Skills still useless no update in the 3.0 unfortunately. Only does 3k max damage (so like a reflect that drains 100 of your stamina). I believe it should be changed to do 40% of the target's health for 15 stamina and have a cooldown of 10 seconds. Non Lethal, can only take you down to 1hp at the lowest.

Tro Runes

Comprehension - Change this to where if you activate a skill mortal strike still has a chance to activate. Just like how it is if you were to wear a sword/dagger both skills have a chance to proc. Give Mortal Strike Priority activation.

Rampage - Change "SP is lower than 10" to lower than 20. This is so if you use a mix of skills you're not left hanging what happens if you have 15 stamina? Though this isn't as big of a deal as people make it out to be you just need to sit once in a fight and get hit while sitting to activate it. Still, it would be nice to not have to do something like that.

Dragon Warrior
Great class still strong and versatile has the most survivability between it and its brothers (tro/ww)

Dwar Skills-

Skills awesome.

Dwar Runes-

CounterPunch - Change it to regardless of pk mode if someone hits you it activates. Just because you're in peace doesn't mean the skill shouldn't go off.

Wind Walker
Class is now, well meh it's still competitive but definitely not a top pick anymore.

Wind Walker Skills

Rage Of War - This is really my only complaint for the stomper version. It's' not because it's weak but because of the damn wind eye. If going against a fist war I'm forced to swipe when I may want to fb instead. The reason is because any smart war will just allow themselves to be hit once turn on backfire then jump into the eye and swipe my ass right after. I Just think there should be a way to disable this like a toggle feature, right click the skill so its glowing/not glowing something like that.

Revenge Tail - Let Chaser use this too not just stomper, if you're going to make it a rune skill it should at least be on both ranged and melee.


Wind Walker Runes

Revenge Gale - Again, needs to be able to use it as Chaser or give the chaser some bonus with this Rune.

Wind Walker Etc

Bug for WW range that needs fixed - When in Chaser mode all weapons are bugged other than fan. For Example you can see the spear bug here: https://www.youtube.com/watch?v=6RZqbFRE13M This is also for things like viper fang and vortex not just melee/speedgun.

Allow Chaser Wind Walker to hit airborne targets.

Archer/Assassin
Class is good for people with high ping, no real complaint just waiting on epic bow now.

Archer/Assassin Skills

Star Arrow: Give it 6 charges, you regain one charge every 4 seconds. 0 stam cost, no bp reduction. The rest I'll believe in the epic update for bow.

Archer/Assassin Runes-

Awesome how they are.

Warrior
The cousin to WW/Tro/Dwar. Still needs some love though they're a lot stronger than they used to be. Mostly minor changes are still needed.

Warrior Skills

Increase damage and range on DragonTail to keep up with ViperFang.

Charge stamina from 50 to 10.

Block from 50 stam to 15 stam with a 30 second cool down, durations still 60seconds at max.

War Runes

Awesome how they are.

War Other*

*For all classes change shield proficiency from +8% attack to +8% defense at level 20.

Pirate

Honestly, Epic pretty much made the class viable again. Some people prefer epic pirate over WW so there's not much to say except it's a strong class.

Pirate Skills

Xp Skill + Epic Skills - REMOVE THE INSTANT REFRESH ON SKILLS it is super broken. I'll quote a friend "It is like an episode of Dragonball Z with only one pirate doing this".

Pirate Runes

Tide Trap - Make this to where you dash again, as it is now it ruins the skill for pvp the Tempest+Mele combo is gone by using this. So please remove the pseudo FB skill and return it to a dash. Also make it to where the area you dash through the Whole dash and landing area creates the "tide trap".

Monk
It's still a really good class, even more now with the no mercy + triple. Not too much to say here.

Monk Skills

Infernal Echo - The activation time on the skill needs to be lower around .5-1sec max.

Monk Runes

Awesome how they are.

Ninja
Still a really strong class highest single target damage in the game. Not really much needs to be done.

Ninja Skills

Counter Kill - If you're hit and it goes off a button pops up with a timer 3-second timer on the skill where if you push it you teleport to them if not you stay where you are.

Poison Star: Reduces the amount of potions heal/mana regen by half. CP pots go from 10k per potion it goes to 5k. Life pot 7 to 3.5k Mana potions the same. Also the target has the effectiveness of the healer rune & MP master runes by half and perfection skills activation cut by half (including x2, blood spawn etc. PSN star is not negated by Toxin Eraser.

Ninja Runes

Assassin - Let skills also deal this damage, not just melee. It gives a sort of risk when playing against ninjas keeps you on your toes not to sit around them, or at least be careful when doing so.

Fire Taoist
Really useful and quite strong in most situations.

Fire Skills

Flame Lotus - Decrease CD to 15 seconds, add all magic attacks to the list that gives points.

Heaven Blade remove stamina cost & miss chance

Dodge: Needs to be buffed to have a chance to dodge all targeted damage such as melee attack and targeted skills like how it use to be able to dodge archers arrows before the "Final DMG " was added into the game it is now completely useless minus fighting against monks/pirates/ any melee with agility dependent hit. It could also be scrapped and changed into a stigma for magic damage. This would be 100% awesome as there's no stig for mattack and to go this build you have to sacrifice defense "xp shield & reflect".

Fire Met - Remove Miss chance, add bonus effect of a small aoe around the target that gets hit by it (like how a meteor leaves a crater).

Fire Ring/ Bomb they're pretty pointless at the moment give them some use or big burst damage (hell you could make bomb do extra damage against structures like poles/gate etc) fire ring have it attach a dot damage burning that impacts other enemies around the target. Something like that I think could be doable and cool. Also, remove the channel time.

Fire Runes

Fire Curse - Add Tornado to the list, as this is one of the skills that activate
Breaking Touch. Also, Heavens blade/Fire met would be a nice addition for this. These skills won't get the max damage because they can't hit more than one opponent, but it should give the extra base damage added each hit. Fire Circle you could also add and have its damage similar to that of Fire Of Hell.

Taoist Other*

Add in 20% max break refinery for backsword, there is currently no break for Taoist backsword and this is a balance issue. Add some BT to the bracelet souls as well.

Allow hossu to be double socketed, and blessed.

For all classes, Change Backsword Proficiency from +8% Pattack damage to +16% Mattack This includes epic BS.

Let taoist wear weapon accessories in second hand over the hossu.

Water Taoist
This class received a lot of changes that put its old skills back into play. Really appreciate the work done here. Just a few more changes and it'll be near perfect!

Water Skills

Invisibility - Give it a 30 second cooldown and have it purge all non-xp skill buffs from a player (stig, magic shield, azura shield, etc). Also disable things such as tyrant aura, ww aura etc and possibly runes for 10 seconds after cast on the player. Rebuffing during this period will just have that buff purged automatically. Can of course be removed by a monk.

Pervade: Remove stamina cost and make people inside slow movement speed.

Summon BatBoss: Make it take 1 damage, however, make it take 25 hits to kill at max but make it like reflect where one attack such as mortal wounds counts as one attack not multiple. Leave how the function works, if the bat dies the player dies.

Water Runes

Sacrifice -Remove the bonus damage to Vortex, It's basically an upgraded bow & knife which are disallowed.

Transformations

These all saw a great deal of improvement done. They're not too terrible not amazing but at least they have more survivability now. My main issue with them is the accuracy is too low. Increase the accuracy to 75-100% hit rate and it'll be good. As it is now they can only hit someone with 129 boots about 20% of the time.
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Last edited by Returning; 10-27-2018 at 20:29.
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Old 10-25-2018, 15:35   #2
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UI Update & Hotkeys/VIP/Etc.

Very important things, especially the mechanics, UI & Hotkeys.

UI Change & Hotkeys

There was supposed to be a UI change when the game updated to 3.0. This did not happen and NEEDS to be done. The best thing about this was the new hotkey bar and the word wrap on messages. You can see the picture of how it was supposed to look here: http://co.99.com/guide/event/2016/conquer3.0/ There's another picture on the site somewhere that shows it updated even a tiny bit more with rune skills though I'm not sure where I saw that. Regardless this needs to be updated asap the old one is super dated 10+ yrs.

*Team Icon For Stamina

Show the stamina Icon in team so those dragon warriors and those with dw in their rebirth path will know when they need to use dragon roar and on who.


*Hotkeys
Let people have custom hotkeys not only for actions like we currently do for cool/wave etc, but for what really matters actual skills!

EX: if you're wanting to have fastblade as one hotkey and scentsword as another allow people to do something like alt + q = switch to fastblade, alt + w = switch to scent sword etc.

This was done for Rune Skills, let's expand it for All Skills

VIP ADDITIONS

The vip perks have been diminished over the years I think there should be some small improvements.


*Met Packing
Add a Vip 4+ button for met packing. It will pack the max amount of mets you have in your inventory instantly. So say you have 33 mets in your inventory, you will click it once and you will then have 3 met scrolls and 3 mets in your inventory. No confirmation etc.

*Gem Packing
This is the same as met packing VIP 4+. It scans your inventory for 5 gems of the same type and will pack them instantly.

*Saddle To Horse

This VIP 3 feature will allow you to click this button and will exchange 5 saddles for 5 white horses instantly. (saves a lot of time talking to the guy over and over again). If you have less than 5 saddles you will need to talk to the stable npc as usual.

The ETC

This is all the other random stuff, mostly to do with game mechanics.

*Quick Casting

Some skills should be designed to quick cast. Skills like Herc/WWK etc would be awesome for quick casting. For those that do not know what I mean by quick casting, it means this: Instead of clicking on a skill to put it as your currently active skill. You click skills or push the coinciding hotkey to quick cast these skills. Like if I wanted to herc someone I push the herc hotkey and it instantly goes off, no clicking on screen it just goes off in that instant. "Think of how XP Skills work, it's exactly like that just one push and the skill activates."

Examples Of Current Quick Casting Skills
There are skills where quick cast already works, however, the majority besides the XP skills move the skills to the active skill bar. It shouldn't do that and that should be fixed in this patch.

Trojan: Spirit Healing

Dragon Warrior: Dragon Roar

Archer/Assassin: Fly, PathOfShadow, Kinetic Spark, Spirit Focus,

Warrior: Backfire, Block, Magic Defender, Dstance

Pirate: None

Monk: None

Fire Tao: Meditate

Water Tao: Meditate

Universal Skill List: XP Skills, Summon Guard, Summon Monsters "fire evil etc"

Some Skills That Need Quick Casting (there are more than listed here such as WW skills)

Trojan Skills: Herc.

Dragon Warrior: Dragon Swing, Dragon Flow.

Archer/Assassin: Intensify.

Warrior: None

Pirate: None

Monk:Earth, Fire, Wood, Metal, Water, Tyrant, Fend Auras, Serenity, Compassion, WhirlwindKick.

Fire: Fire Circle.

Water: Divine Hare, Prevade, Nectar, Healing Rain.

Ninja: Bloody Scythe, Counter Kill

Universal Skills: Riding, Spook, Warcry, Bless.

*Double Tap Casting
I'm going to now discuss skills that should have a self-cast feature by double tapping

Monk: Tranquility

Water Tao: Azura Shield, Magic Shield, StarofAccuracy, Stigma, Invisibility, Cure, Advanced Cure, Lotus to cast right under you.

Fire: Lotus to cast right under you.

*Perfection and XP shield

Allow us to buff through these. You changed it years ago to allow that to happen so archers could fly through magic shield. Do the same for the perfection shield and XP shield.
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Old 10-25-2018, 15:48   #3
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Other Updates & Fixes

Other random updates but still quite important.

PK mode mechanics

When you select either PK or Team mode you flash blue.

Revenge and Guild you stay white named as it's presumed not a surprise attack.

New Pk Mode

Capture Team Mode - This should be the new default pk mode and allows you to capture enemies/ non-allies but you won't do damage to your teammates/guild members/allies who are flashing. This has honestly been needed for quite some time.

Remove Union PK mode In Realm / Set VS CS to default

With the current default mode you can hit anyone on your server including allies, there needs to be a new mode for allied members or even just VS cs is fine as default.

Guild Reduction

Guild numbers will be reduced to a maximum of 150. This prevents the hoarding of players and can create more competition which I see as a very good thing, not bad as it cuts down on monopolization of a server.

+ Stones & Perfection Stones and Other Items
Remove the timers from all stones obtained, and make them stackable. This does no one any good and has no purpose other than to be annoying the stones are bound thus can only be used on your gear, perfection stones while being able to be used on all gear you still need to be the owner of that gear to use them. Therefore, having an expiration timer is silly and pointless. Also make all items, except for potions stackable minus perhaps normal Mets, gems if you so choose. IE: Love Letters, orchids, roses, tulips etc. This includes saddles as I argued there is no "balance" reason to not have them go to 10,000 stacks since you only obtain roughly 100-200max a night.

Auction House & Realm Tax

1: Add the auction house, there doesn't even need to be an NPC for this you can literally add a tab for marketing now. For your server, you can buy for either the gold or cp price people list "LET people add both prices if they desire to sell things for either, they should be able to list a cp price and a gold price".

2: Cross server market: Anything sold in the cross-server market can only be bought for the CP price on items. So if someone lists a gold and a cp price then if you're buying from another server you can only buy from the price of the CP item. If they don't have a cp price listed then the item is not available for cross-server purchase. All items sold in cross-server market carry a 10% realm tax. That means any item bought within your connected realm charges you 10% buying fee to be able to buy it. So for example, you find a +12 p7 epic ninja katana for 25k cps on another server, you click buy it says "there is a 10% cp tax on this item for the delivery from another server which comes to 2500 cp is that ok?" You click yes and boom you pay 27500 cps for the item.
Only items at 10cp or higher can be sold cross server, this keeps things like met prices more server economy based.

3: Out of realm cross server purchases. If TQ decides to make this available it should carry a 15% tax on items as it is harder for the items to transfer etc.

4: Only servers with transfer available to them are allowed to purchase items out of their server for obvious reasons.

5: The Guild War winners on each server gets a reduction of 5% tax when doing cross server purchases.

War Cry for Steed
Right now it knocks off allies and can hurt more than it helps in events. For Guild War & CTF map & Normal Map: Warcry impacts anyone who is not in your guild, or an ally guild or on your team. It should still impact friends who do not meet the previous requirements.

For Cross Server: Server members are not impacted

Guild War

Flamelit quest starts 30 minutes before GW begins.

Change Gw time to 1 hour only, it's pointless to have it any longer as no one actually fights for that long and this way people will show up and fight. Allow final flame to be lit at any point during this time.

Guild War Pole & Gates: There needs to be an increase of HP and defense, slightly to the gates, massively to the pole. We need to see about a 5x increase on health and a buff to defense as well on the pole itself. This promotes having guild war how it was originally intended to be if people are breaking it the guild fund is used to repair the gates, and thus you can put more effort into your defense of the gates rather than just hp swapping with 2 allied guilds over and over again.

Making it more competitive: Instead of who has the pole last wins, it needs to be who holds the pole the longest. Therefore, if two allied guilds are swapping to repair the gates they are hurting their overall time held aswell.

Summons

Upgrade the Hp, Defense, and accuracy of Summons. You could possibly upgrade the attack too. As it is now they are totally outdated and they do literally no damage and die in one hit. Talking about the summons Skeleton, Bloody Bat, Fire Evil, Guard.

Chi & Nobility Ranking

When players are listed as inactive, and available for players returning pack which is somewhere in the realm of 1-3 months. They should be removed from the chi and nobility rankings. When they return they use 250 chi to reunlock each of their gates. They can also donate 3million silvers to get back on the nobility board like with server transfer.

This promotes competition between current players and thus, more competitive. This also encourages players to strive to become high nobility players and donate towards it. If you remove current high nobility that are inactive and players see that its not an insane amount to get ranked they will strive towards it, others will do the same and thus more people will be donating and trying to stay competitive and as strong as they can!

Nobility Change

First let me say I like and hate this purposed change at the same time. If there is ever a change to nobility though it needs to follow something close to this formula. This is the most fair way to bring competition back into the game without completely screwing over those who have donated so much. It would still cause a lot of chaos but not that terrible.

One Less duke

One more King spot will be added bringing them to 4.

Only 2 can be either in the same guild or in allied guilds together. If a third wishes to join, or ally, the one with the lowest nobility is dropped to a prince/princess and the next highest nobility who is not in that alliance is promoted to king or queen.

This is to prevent server monopolization and add competition back into the game.

Steed sacrifice for color change

This is simple say you have a red +12 steed and a +6 blazehoof you want your +12 to be that color so you can sacrifice your +6 to get that color scheme on the +12 it does not gain any lineage from doing so though only the color. This can be done regardless of the + on either mount or perfection so you can do it with two +12s a +7 and +1 etc.
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Last edited by Returning; 11-12-2018 at 15:35.
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Old 10-25-2018, 15:55   #4
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How to fix the current game boring farm meta

Reasons Why The Game Is Just Boring Right Now:

1.The game is boring because all servers are peace etc nothing happens. Everyone has made deals upon deals to where no one fights anymore. You've made small improvements with the realm bosses, but those 'fights' last like 1 minute, and CSCTF is once a week. Other than that and the other events there's really no point in playing.

Benefit for you (TQ)

1.This cuts down on farming even more. The upsides to this for you (TQ) is less random cps going around thus more people are going to be spending on your cps rather than other sources (and trust me there are a lot other/better priced cps going around) Players are selling right now for about 1.6$ per 215. Economically it makes no sense to use your system. Thus the less servers and unique big events = less cps going around to be sold = raise in prices of cps selling and less quantity = more people buying cps at your prices.

Fixes:

1. Merge all servers after this SGW until there are only 2 realms 1 EU, and 1 US. HOWEVER, on each server let there be 1-3 extra channels(this is a server within a server) that people can choose from to farm that way the maps aren't over populated but have 1 channel for events including GW/CTF/Elite/Skill etc you get the idea.

2. Remove the Ally function, and restrict guilds to 150 members each. Boom you just made the game competitive again.

3. Change GW winner to time pole held the longest rather than who has the pole last. (makes it less rng winner)

4. After servers are merged top 3 guilds at gw with time held get rewards, also upgrade GW rewards (at least double). Example: 6k 1st, 3k 2nd, 1k 3rd place.

4. For SGW (after servers are merged) Top guild with most held time = 3 tokens and CP, 2nd guild 2 tokens, and CP, 3rd guild 1 token and cps.

5. Upgrade and Return rewards for top guilds in CTF.

6. Reopen Team qualifier.

New times (US) someone from EU can chime in on their times:

Change event times. Seriously, why are they so late CTF for east coast is midnight to 1am that's ridiculous it's even worse for the vast majority of EGY players. Let's make this better for the majority of the player base.

Everyday Clan War: 19:05 (map opens to go in) 19:10 (Can No Longer Enter) -19:20 (Clan War Ends)

Monday Class PK: 19:30

Tuesday: Weekly PK 19:30 (moved from saturday)

Wednesday Skill PK: 19:30

Thursday: Extreme PK: 19:30 (moved from Sunday)

Friday: CS CTF 18:00-19:00, Elite PK 19:30

Saturday: GW 16:30 - 17:30, CTF 18:00-19:00, Team PK 19:30

Sunday: Cross Server Pk Events (such as team, elite etc when held) 15:00, Future Spot For War Of Crown 18:00 - 19:00

New Servers For Noobs

New servers alone do nothing, they die off and split the player base and then just become farm servers for another king to transfer to when it opens up for transfer. They then farm those servers, sell the cps for USD. To fix do the following

Step 1: Open 1 US and 1 EU noob server

Step 2: All Gears on these servers are not tradeable (this includes trade partners) but can be composed until the player transfers servers then they can be traded etc. Otherwise, this would just continue the cycle I was talking about (farm servers).

Step 3: After 6 Months players are given a free server transfer to any of their choosing, they don't have to use it at 6 months but are given the option at this point. After 2 years the players must choose a server to transfer to this can be ANY server of their choice Eu/US. If the player does not choose a server to transfer to they are banned from all events, Gw/CTF/Elitepk/Skillpk/Teampk/ChasmMap etc and can only do Dailies & pve/marketing on that server.
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Old 10-25-2018, 15:57   #5
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Reserved, but edited out old stuff and combined posts updated some new balance issues such as *cough* Pirate XP Refresh */cough*. Thanks for your support!
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Old 10-26-2018, 05:53   #6
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Old 10-28-2018, 19:01   #7
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I think the pirate XP skill is balanced and should stay just how it is. People complain and say that you can't kill a pirate while they're on XP skill because they can spam that immortality skill, but you can still melee them for the kill which is super easy to do if you're good at the game. and if you can't dodge their epic skill then you deserve to die. an XP skill that is broken however is shield for water tao. That needs to be removed so that I can kill them faster. Also windwalkers should not be allowed to equip spears. The outcome of that combination would be too deadly for this game to handle I do not condone it one bit. TQ making it so that the damage is reduced while on a chaser was intended because they knew how broken it would be if it was full damage.
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Old 10-28-2018, 19:21   #8
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I think the pirate XP skill is balanced and should stay just how it is. People complain and say that you can't kill a pirate while they're on XP skill because they can spam that immortality skill, but you can still melee them for the kill which is super easy to do if you're good at the game. and if you can't dodge their epic skill then you deserve to die. an XP skill that is broken however is shield for water tao. That needs to be removed so that I can kill them faster. Also windwalkers should not be allowed to equip spears. The outcome of that combination would be too deadly for this game to handle I do not condone it one bit. TQ making it so that the damage is reduced while on a chaser was intended because they knew how broken it would be if it was full damage.
Lol, saying pirate xp skill is balanced is laughable at best. Most epic pirate players I know, know its broken. There's literally no way to melee them on the majority of classes the exception being dwar speed kick + melee, and vortex into melee because you can't zap them when they have the shield on therefore you're just chasing them down it's pretty impossible.

Why should WW not be able to equip a spear when an archer/assassin and every other class can? Makes no sense. Also too deadly in what sense? Like what? It's not that OP lol it's a fun unique way to play but broken is not even close to what it would be.

Xp shield on waters is broken? Since when? It's been in the game since 1.0 I've never heard one person complain about it, ever. For water the only thing that is truely broken is their sacrifice + vortex combo. Can solo a whole team with it and area just like how pirates xp skill is right now, though I might even say vortex+sacrifice is slightly more broken than that.
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Old 10-28-2018, 19:41   #9
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Quote:
Originally Posted by Viceroy View Post
I think the pirate XP skill is balanced and should stay just how it is. People complain and say that you can't kill a pirate while they're on XP skill because they can spam that immortality skill, but you can still melee them for the kill which is super easy to do if you're good at the game. and if you can't dodge their epic skill then you deserve to die. an XP skill that is broken however is shield for water tao. That needs to be removed so that I can kill them faster. Also windwalkers should not be allowed to equip spears. The outcome of that combination would be too deadly for this game to handle I do not condone it one bit. TQ making it so that the damage is reduced while on a chaser was intended because they knew how broken it would be if it was full damage.
I think pirate xp is broken. For some reason gale bomb, dragon roar, and slayer rune go on cooldown when on xp skill. Not sure if that's intended or if it's a bug.
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Old 10-28-2018, 22:03   #10
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Originally Posted by AzNtHuGsTa View Post
I think pirate xp is broken. For some reason gale bomb, dragon roar, and slayer rune go on cooldown when on xp skill. Not sure if that's intended or if it's a bug.
This is why it's broken, it's worse for pirates with epics. They legit spam their aoe charge skill over and over + their invulnerability where the only way you can kill them is with a melee (which is impossible to do for the majority of classes because you can't hit them with skills to slow them down)
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Old 10-29-2018, 16:02   #11
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Originally Posted by AzNtHuGsTa View Post
I think pirate xp is broken. For some reason gale bomb, dragon roar, and slayer rune go on cooldown when on xp skill. Not sure if that's intended or if it's a bug.
Hello sir. I've noticed this issue while on the pirate XP skill. I believe it is indeed broken. Every skill should be instantly refreshed when using them during XP skill. If they do go on cooldown then I'm sure it is a bug. I think we should all report it to TQ to get fixed right away. This is unacceptable. Issues like these are preventing the pirate XP skill from being a well rounded balanced skill in my honest opinion
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Old 10-29-2018, 17:26   #12
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Originally Posted by Viceroy View Post
Hello sir. I've noticed this issue while on the pirate XP skill. I believe it is indeed broken. Every skill should be instantly refreshed when using them during XP skill. If they do go on cooldown then I'm sure it is a bug. I think we should all report it to TQ to get fixed right away. This is unacceptable. Issues like these are preventing the pirate XP skill from being a well rounded balanced skill in my honest opinion
This is why I was curious as to why you were saying it was balanced beforehand. Unfortunately, it is intended as people have reported it already and gms have said it's part of the game. So this is one of those things that needs to get nerfed.
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Old 10-29-2018, 20:36   #13
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This is why I was curious as to why you were saying it was balanced beforehand. Unfortunately, it is intended as people have reported it already and gms have said it's part of the game. So this is one of those things that needs to get nerfed.
I mean the skill is broken as in it is not working correctly. Both epic skills are fine where there is no cooldown. But other skills still go on cooldown and that needs to be fixed. Every skill should have 0 cooldown while you are on pirate XP skill, and this needs to be reported to TQ right now this is unacceptable. Imo, the pirate XP skill needs a nerf. Maybe an increase in movement speed with more attack speed while meleeing. That would make it more of an all around skill to me,
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Old 10-29-2018, 21:05   #14
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I mean the skill is broken as in it is not working correctly. Both epic skills are fine where there is no cooldown. But other skills still go on cooldown and that needs to be fixed. Every skill should have 0 cooldown while you are on pirate XP skill, and this needs to be reported to TQ right now this is unacceptable. Imo, the pirate XP skill needs a nerf. Maybe an increase in movement speed with more attack speed while meleeing. That would make it more of an all around skill to me,
So confirmed troll. Got it.
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Old 10-29-2018, 21:31   #15
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Whoops I meant the pirate XP skill needs a buff not a nerf
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