Open poll for lvl 59/69
70
72
80
This is a discussion on ClimaxKO (Under Development) within the Private Servers forums, part of the Knight Online (ko4life.com) category; Open poll for lvl 59/69...
Page: 5
So I guess this server won't be for you then, everything you described makes it more than obvious you are 80 cap player. On a 70 cap server you can't balance out mages and priests to be solo classes, simply can't cause they get to OP in party if they are made for solo rape. Messing to much in to custom items defeats the purpose of an old 70 cap. You reffered to stun and ice rates in your posts. Mages simply can't be made stronger for the reason you mentioned yourself. Stun and ice rates are incredible high. With magic shield and full resistance gear they been stunning me and slowing me 3 / 5. I really enjoy 70 cap servers myself for one reason only, it's fast paced PK, so you destroy all the noobs that are used to play 80 cap with huge mana pools and hp pools. It's different pk style, you need fast reflexes and predictability. All the old usko players from the starting days of xigenon and diez will know what I am exactly reffering too :P
Just go for 70 like it was and up it man if u change jewlery to +0 we would die fast then before so its not cool
Like I said, the whole jewel upgrade thing is still in discussion. I'm not sure yet if we're going to do it or not.
I know what your referering too, I was Reflex0r on Diez... It can be balanced, I've done it too on a few servers i helped with.
I've been around a long time lol...
Not hating at all, i mean honestly though, Saying there too strong in a party, could the same not be said of Archer's considering if you had 8 of them, they could all rotate styx, stack and do 500% dmg spam, cancellations, stuns, etc?...
Full part of assasins all spiking the same target then lightfeeting away?
The balance is tricky with mages to make them non support, but ultimatly there damage etc needs to be on par with the other classes, and not Crazy...
See the archer can do ok damage at range, but he has the stun and light arrow to help him get into melee where he is more vulnurable, but able to do a lot of damage.
Giving mages there Staff Skills, and having it balanced ( taking into account slow and stun rates ) is not entirely impossible, it also puts the mage in the position of being in melee, remember Rogues can minor, cure, lightfeet etc..
The big thing is the ability to have that Armor Skill, which allows the mage just a little bit more survivability, making you question if they have it active or not.. I'm not saying i want mage's OP.. But there's possibilities there to make them a bit more survivable, without making them instantly support only.
In your eye's sheldon, im curious.. What makes mages in a party so OP? Personally to me, it's there ability to chain nova's and then follow up with there ranged spells on any survivors.
Last edited by costo; 04-27-2014 at 11:45 PM.
I'm buffing mages a little bit. In example, lvl 42 fire staff will hit around 425ish which is perfect for 42 staff. Lightning/ice will hit around 350ish. lvl 70 fire nova will hit around 850-900ish (thats with top gear) and lvl 60 around 750ish. Lightning/Ice will hit around 680-725ish
Previously there were absolutely no mages (there was a reason for that, they were too weak.) If damages are too much they are easily adjustable. Besides, those damages are with top gear (dualflame rings, scorching 8 etc).
Edit : Not to mention fire mages are not supposed to nova 650-700. They are supposed to hit around ~800-850 with lvl 70 nova. I modified damages a lil bit more and they hit around that exactly.
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