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Old 12-10-2016, 12:24   #1
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RXIN READ 3.0 Suggestions and needed updates or removals.

If you guys want to see these changes please send a ticket into the helpdesk @ tq, spam the designer mailbox etc. Tell your friends/guild etc!

Anything listed in White Bold Text has been completed. I've spent 2+ hrs on this. I do not think anyone would disagree with anything I have to say here. So please take this into consideration.

Intro Basic Changes:

#1 Normal Gems 2 options.

A. Remove "packing" altogether and make normal gems stack up to 15 times "the number needed to upgrade the gem" This would be my preferred method & the best optimization. Allow it for refined and super gems as well stacks of 15.

Or

B.The bare minimum when going to pack normal gems have it scan your inventory for gems of the same type and then pack the ones you have in their own pack. with up to stacks of 3's for the normal gem bags... completed 22/6/2017

#2 Saddles

A.
Instead of having to turn in 1/5/10/20 at the mount officer just allow right clicking a stack of saddles, a prompt will come up and ask "which color would you like, you select Maroon/Black/White, then it takes you to the second page of the promt, "How many would you like?" and you type in the amount you want, up to 100 each time. For each 5 saddles it gives you a stack of 5 horses "UNPACKAGED"

#3 Mets & Metscrolls.

Remove the current metscroll, and make mets stack up to 10 times. Then make the new metscroll call it large metscroll or whatever a stack for either 50 or 100 mets. Either one would be awesome... Completed 22/6/2017


#4 Hotkeys

I've said it before, I'll say it again. It's 2016 almost 2017 and there's no option to have custom hotkeys beyond f1-f12. Looking at the New AI it seems you fail to address this concern as well as it was numbered 0-10.

Let people have custom hotkeys not only for actions like we currently do for cool/wave etc. But for what really matters actual skills!
Let people be able to set hotkeys for their 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.

Section 2, PVP improvement / mechanic updates

#4 B. Quick Cast Skills & hotkeys.

Some skills should be designed to quick cast. You obviously wouldn't want to quick cast fastblade in the direction you're facing, however, 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."

List of Skills needed updated for Quick Cast:

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.

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.

List of Skills Where Quick Cast is Working:

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"

Next, I'm going to discuss skills that should have a self-cast feature by double tapping. These are only skills for the class monk and water

List of Skills to allow double click casting:

Monk: Tranquility

Water Tao: Azura Shield, Magic Shield, StarofAccuracy, Stigma, Invisibility, Cure, Advanced Cure,

Lastly, I'm going to discuss old skills that should either be deleted when 3.0 is released, or preferably updated to fit the games current meta. I'm not asking for graphic updates etc just change a couple values in the code and be done with it.

Skill Updates:

Trojan: Spirit Healing, this skill is so outdated when's the last time you saw someone actually use it?

New Spirit Healing: Heal 50% HP, 50% Mana, +20% stamina, +5% xp skill. 10 second cool down no stam cost.

SS/FB:

- 130% to 135% DMG
- 8 to 11 Paces
-reduce Stamina Cost from 20 to 15 (also Decrease Breath Focus Regen for FB/SS to 15 otherwise ppl would spam for stamina) - Oddyzeus Idea

Cruel Shade: It's just as useless as spirit healing currently is only doing a max of 3000 damage to a target. "it takes 100 stamina and does damage equal to 20% remaining hp to a chosen enemy" to buff this skill I believe it should be changed to do 40% of the target's health for 15 stamina and have a cooldown of 10 seconds. No Cap.

Xp Skill Golem: It use to have the highest HP in the game now it doesn't. My suggestion is to make it have 2.5million HP at max level and perhaps increase its defense somewhat, give it like 20k attack "your attack is not added to golem attack".

Dragon Warrior: None, all skills useful and viable.

Archer/Assassin:

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.

Warrior: *For all classes change shield proficiency from +8% attack to +8% defense.

Increase damage of Viperfang/DragonTail from 115% to 135% damage. Range 6 to 11 paces.

Increase damage of Vortex 90% to 115% and stam from 30 to 20.

Charge stamina from 50 to 10.

Block from 50 stam to 0 stam with a 30 second cool down, durations still 60seconds at max.

2hander requirements from 176str to 176 agility<for meles and keeps the hp balance.

Pirate: Epic Still to come, so I'll trust you with this and they're not that bad to begin with.

Monk: None, all skills useful and viable.

Fire Tao:

Add in 20% max break refinery for backsword, there is currently no break for taoist backsword and this is a big balance issue.

Fire Met remove miss chance. - ~FL0RinDA~ Idea from Gryphon

Heaven Blade remove stamina cost & miss chance

Dodge: Needs to be buffed to have a chance to dodge all targeted damage such as mele 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 mele 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".

Something needs to be done with fire-circle, bomb, fire-ring. At least fire-circle is good for hunting, remove channeling time on all of them. No one's going to sit still for 2 seconds channeling for mediocre damage and die before the skill even goes off.

Allow hossu to be double socketed. - *~BeLLaDonna~* Idea This helps with fire's damage. Add hossu accessory slot it's ugly and Taoist is the only class with only one.

Change Backsword Proficiency from +8% pattack damage to +16% mattack

I'll discuss the skill cure in my water analysis.

Water Tao: Let's start with Cure: before dsouls, refineries, 2nd rb, enchanting, and steeds... cure was at least somewhat viable. You would have around 4k-8k hp as a max. Thus cure would heal you for 5-10% hp for a top tier player. Now we see it heal for 1% and that's with someone that has 40k hp instead of the growing majority with 50-80k. Suggestion: increase cures healing output to 10% of your max HP. This way, if hp "for who knows what reason" has another huge jump, the skill remains viable.

Same reason for needing to improve ADV Cure, Nectar, Healing Rain. Leave the mana cost as for some reason mana pool as been the only constant factor through 1.0 - 3.0 days.

Cure 20%

Adv cure make it 40% at max

Healing Rain 10% at max

Nectar 20% at max

Azura Shield Remove Stamina Cost.

If you can think of something else do it! New players and old alike look at these skills and are like, "Whats the point?"

Divine Hare: It would be cool if you changed into a bunny, could be robotic. With the release of steeds this skill has fallen off no one uses it for travel anymore. Using it should make you invincible while transformed. If hit, 5 seconds are removed from transformation time. "So it's not broken for events like CTF"

Pervade: Remove channel & Stamina cost.

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 Elf: My suggestion is to maintain your characters stats while transformed in this state, however, gain bonus physical damage of 1k per level. At least it would have some use high attack low mobility.


Ninja: Poison Star: Reduces 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.

Night Devil: Increase magic defense to 30k+, final mattack -5k. Give it around 15k attack. Physical defense compareable to like it was back in 1.0 but not instant one hit, perhaps 15k defense, 75k hp?

Last edited by Returning; 06-25-2017 at 14:05. Reason: Added Balance Updates for trojan and shield warrior skills.
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Old 12-10-2016, 12:38   #2
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Old 12-10-2016, 12:52   #3
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Good work, dude, I completely agree with evereything is written here. +1
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Old 12-10-2016, 15:27   #4
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PART 2
Other Updates & Fixes

PK mode change:

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.

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 monopolizations of a server.

Guild Enemies Change:

If you enemy a guild, all the other guild members get a message "Guild XXX has just declared war on you!" Your guild is now listed under the others as enemies automatically. Peace can only be called by the guild leader sending a peace request which is shown to the guild leader and deputy leaders of the opposing guild. A message and vote is then shown to the enemy guild leader and deputy leaders "XXX would like to be at peace with you do you accept?" If the guild leader or at least two deputy leaders choose peace then it is so. The peace treaty/ceasefire lasts for a minimum of a week meaning those two guilds cannot declare war/enemies for that long they can still pk normally but without the benefits of being at war. A Deputy Leader can also declare war with the vote of another Deputy Leader.

Declaring Battle

This is a bit different than just being enemies. You can start a battle on other guilds that you are at war with for the price of 5 million silvers. You may be in a battle with up to 3 guilds at once and declare battle up to 3 times a week yourself. Only level 7 or above guilds may declare battle while level 5 or above may be declared on. When a battle is declared unlimited PvP is activated using the guild pvp button. You will obtain no PK points by killing the guild('s) you are in a battle with using the guild pvp option.

The only safe zones are in areas not on the main map this means Market/Promo/Jail/Pk arena/Furniture shop. Other than those areas unlimited pk is open. A member who has been auto hunting for longer than 30 seconds is immune from the guild battle until they come back and turn it off. This prevents those who have to afk from not being able to do so and also farming of points. When killed in a battle the revive here function is disabled. For every kill during the battle, you obtain 100 arena points. The guild battle ends when 250 points have been obtained or, the next maintenance. The winning guild receives the the Victors halo for a day while the losing guild receives The Vanquished.

+ Stones & Perfection Stones and Other Items - EternalDragonX's Idea

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 stack since you only obtain roughly 100-200max a night.

Market Place

Step 1. Remove market completely, Change this to a quest map with all the quest NPCs and also the promotion sale events that happen should go in a section leave TC an unneeded NPC free zone.

Step 2. 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".

Step 3. Cross server market: Anything sold in 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.

Step 4: Out of realm cross server purchases. If tq makes this available it should carry a 15% tax on items as it is harder for the items to transfer etc.

Step 5: Only servers with transfer available to them are allowed to purchase items out of their server for obvious reasons.

Step 6: The top Union in Realm gets a reduction of 5% tax when doing cross server purchases. I'd like to cap allies in the realm to only one ally per union in realm thus giving the ally of the top union a 3% reduction as well. This point doesn't need to be aheared to but the top Union in the Realm gets a 5% reduction this gives them something more than "just being top union" which currently does nothing.

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 and union members who do not meet the previous requirements.

For Cross Server: Union members, and Allied union members are not impacted

Guild War:

Flame lit 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.

Offline TG: this needs to be disabled for the guild war map, just as teleporting is disabled in jail/certain maps. As it promotes no competition and just last second mass archer charge and instant win. Whoever has the most archers in offline tg = the winners 99.99% of times.

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: Remove last guild war winners from the pole and heal it completely the day of gw before it begins, lock the gw gates, lock everyone out of GW area 5 minutes prior to the start of gw and remove anyone currently on the map. Think of how the Underworld quest works removing people from the map, send them to tc before GW starts. That way it starts like CTF fresh, and competitive.

ALT GEAR CHANGE

Add a gear storage for your equipment, put any gear you wish to be using in there, kind of like the wardrobe feature. From there allow a player to customize what items they want on their main and alt set. This is superior to the alt gear option as it if you want to use a weapon for both main and alt set, but have two different secondary weapons you won't be forced to take off the alt weapon, and put the other on you can switch between them on the fly.

Example: Club is your main weapon and you have a sword and blade you want to use for your alt weapon you pick your club on both your main and alt set for your set and then choose on one sword, the other blade for your second weapon.

Summons

Upgrade the Hp and Defense of Summons, and possibly attack. 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 avalible for players returning pack which is somewhere in the realm of 2-6 months. They should be removed from the chi and nobility rankings. When they return they 250 chi to reunlock each of their gates. They can also donate 3million silvers to get back on the nobility board like 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:

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 together. If a third wishes to join, or ally they are demoted to prince/princess and the next highest nobility who is not in a guild with more than 1 king or queen is granted king/queen status.

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

GLITCH THAT HAS BEEN HERE OVER A YEAR

When using air kick in the arena if a spectator is watching you will run into them as if the were in the match and not just watching. I have previously reported it and it's still not been fixed, please seriously get this fixed. Over a year and nothing has been done about it.

Remove Archer/Assassin charge staying on them after they switch maps.

Last edited by Returning; 06-28-2017 at 06:04. Reason: Updated Market Place Info, and +Stones/Perfection/other items stacking
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Old 12-10-2016, 16:16   #5
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Quote:
Originally Posted by Returning View Post
Fire: I honestly don't know where to begin here, I'm guessing fires are going to stay this meta of glass cannon or point king class forever now so I'll leave it how it is.
Allow to double socket the hossu.

STG effect is capped at 50 percent anyway, no? So for STGs fires it will not change much in defense, and since they don't have much magic attack, adding SPG will not add too much damage.

But for magic attack builds, it will allow extra defense while not sacrificing attack

Quote:
The one thing you can do and no one would disagree with is to remove the stamina cost of Heaven Blade and leave it at 100 mana cost. It already has a chance to miss there's no need to make it this costly a skill to use. This would give them a small buff.
What about removing the chance to miss instead, cuz pure water shield also has stamina and mana cost

Quote:
Something needs to be done with fire circle, bomb, fire ring. At least fire circle is good for hunting, you should remove the channeling time on all of them honestly. This would honestly make them useful. This would also give fires a much needed slight buff. I do not think anyone would have any objections to doing this. No one's going to sit still for 2 seconds channeling for mediocre damage and die before the skill even goes off.
I never hunt with fire circle.. Fire of hell is a lot more useful, especially if you have cyclone ahaha >.<
But, yes, speeding up the activation of all those skills, even fire of hell would help

Quote:
I was going to mention bats, but unless I'm completely out of my mind it seems tq has removed fire taoist bats secretly on the xp skill.
I still have my bat.

Quote:
Divine Hare: would be cool if you changed into a bunny
Agreed! ^_^

Quote:
Night Devil: It use to be the tao slayer now its more of a collectors' item. Increase magic defense to 30k+, final mattack -5k. Give it around 15k attack. Physical defense compareable to like it was back in 1.0 but not instant one hit, perhaps 15k defense, 75k hp?
As Water Elf, it is still useful (I guess) to level skills
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Old 12-10-2016, 16:20   #6
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Everything you said is helpful but TQ is still focusing on making events that will benefit and earn them money. They're just too greedy for money rather than listen to their players. That's where you'll know that a game is dying because they'd rush everything for money.
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Old 12-10-2016, 20:00   #7
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Quote:
Originally Posted by *~BeLLaDonna~* View Post
Allow to double socket the hossu.

STG effect is capped at 50 percent anyway, no? So for STGs fires it will not change much in defense, and since they don't have much magic attack, adding SPG will not add too much damage.

But for magic attack builds, it will allow extra defense while not sacrificing attack



What about removing the chance to miss instead, cuz pure water shield also has stamina and mana cost
Added Hossu in the post, as for the Heavens Blade either one would be ok, just need to do something to make it better either way would be fine.


Quote:
Originally Posted by Etienne1 View Post
Everything you said is helpful but TQ is still focusing on making events that will benefit and earn them money. They're just too greedy for money rather than listen to their players. That's where you'll know that a game is dying because they'd rush everything for money.
I really hope this isn't the case, they want 3.0 to revitalize the game and make it fresh / improved they should at least do half of this list minimal. When your players take the time to give you good advice at that, that will truly improve the game you should listen and take their advice. Especially on the part about the glitches etc.

Last edited by Returning; 12-10-2016 at 20:03.
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Old 12-11-2016, 07:34   #8
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Hotkeys and skills update are hopeless, too much for them.
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Old 12-11-2016, 11:33   #9
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Quote:
Originally Posted by BerzerkAkaGod View Post
Hotkeys and skills update are hopeless, too much for them.
It shouldn't be, I mean if they want a refined product they can actually call an update this would be a good start. It would make game play so much better / smoother.
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Old 12-11-2016, 12:57   #10
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Quote:
Originally Posted by Returning View Post
Fire: I honestly don't know where to begin here, I'm guessing fires are going to stay this meta of glass cannon or point king class forever now so I'll leave it how it is. The one thing you can do and no one would disagree with is to remove the stamina cost of Heaven Blade and leave it at 100 mana cost. It already has a chance to miss there's no need to make it this costly a skill to use. This would give them a small buff.
Something needs to be done with fire circle, bomb, fire ring. At least fire circle is good for hunting, you should remove the channeling time on all of them honestly. This would honestly make them useful. This would also give fires a much needed slight buff. I do not think anyone would have any objections to doing this. No one's going to sit still for 2 seconds channeling for mediocre damage and die before the skill even goes off.

*Edit good suggestion, allow hossu to be double socketed. No reason not to do so would also slightly help with fire's damage.
ive suggested before to turn bomb or fire ring into a fb/ss type skill that does high magic damage.Itd be cool to see fires tryin to fb plus it could be a way to make fires more viable with a nice +m dmg to the skill.
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Old 12-11-2016, 18:14   #11
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Quote:
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Summons

Upgrade the Hp and defense of Summons, and possibly attack. 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.


[
Combine the Summons with the Perfection System, for example, Bloody Bat skill: when you being attacked have and additional chance to cast Blood Spawn
and when the bat is attacking have an additional chance to cast Draining Touch
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Old 12-11-2016, 18:18   #12
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Night Devil: It use to be the tao slayer now its more of a collectors' item. Increase magic defense to 30k+, final mattack -5k. Give it around 15k attack. Physical defense compareable to like it was back in 1.0 but not instant one hit, perhaps 15k defense, 75k hp?
The movespeed increases with the level, and have ranged attack.
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Old 12-12-2016, 09:09   #13
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Originally Posted by gabriel30100 View Post
The movespeed increases with the level, and have ranged attack.
I'm not sure if you're suggesting that. If not, I don't believe move speed currently increases with level 99% sure this doesn't happen. However, it already has a built-in range attack again it was built to fight against taoist!

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Combine the Summons with the Perfection System, for example, Bloody Bat skill: when you being attacked have and additional chance to cast Blood Spawn
and when the bat is attacking have an additional chance to cast Draining Touch
Honestly, I left it pretty open, they can do what they want I just gave basic examples. The main thing is their stats need to be increased so they don't just die in 1 hit.

Last edited by Returning; 12-12-2016 at 09:11.
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Old 12-12-2016, 09:15   #14
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Originally Posted by the.mofo View Post
ive suggested before to turn bomb or fire ring into a fb/ss type skill that does high magic damage.Itd be cool to see fires tryin to fb plus it could be a way to make fires more viable with a nice +m dmg to the skill.
This could be cool, I had a similar suggestion for fire taoist epic skill before it came out. If you hit someone and then another person within 8 seconds the first person drags the second with him with a chain as they are linked and the max distance is the distance of FOH for the remainder of the time like if you hit someone once then hit the other person 5 seconds later they would be dragged by the first person for 3 etc.

Again, just removing the cooldowns would make these skills better fire circle would be nice for team arena points with no CD and the increased damage on bomb etc would help them a bit.
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Old 12-12-2016, 09:27   #15
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I'm not sure if you're suggesting that. If not, I don't believe move speed currently increases with level 99% sure this doesn't happen. However, it already has a built-in range attack again it was built to fight against taoist!
in the past it did, it was mostly used for that in tg or at guildgate.. when nightdevil expired the char kept hitting pole/gate faster than normal, but then it got patched so now it is indeed just a collectors item with no use
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