This is a discussion on LegitKO [Closed Beta] within the Private Servers forums, part of the Knight Online (ko4life.com) category; Originally Posted by lowmy
İT is very hard ...
Spamming away to get that post for market section eh?...
Yeah this guy deserves a banhammer. Flood the report button !!!
You obviously haven't been part of a truly good archer party then.. calling targets is easier said then done.
To avoid jumping to false conclusions I will just repeat that 'it is my opinion'. Your experience may be different, Kallop pretty much summed it up.
I enjoy challenges no matter what class I play (Which usually leads to raging when you try kill a whole nation with 3 people but ye well..) and thus I rather have a server where I can fight both melees and mages equally. I've been in countless servers where the majority of the players are just bad which leads to the assumption that organized mage teams are overpowered. I don't think that at 70 cap this will be the case if mages do like 600-700 dmg with nova and die relatively easy. Melees have always been and will always be the stronger, no matter what people might say. Mages need the power of the whole party to be able to deliver the massive damage with novas. If you take care of one or two mages when they're dropping novas, you'll survive without any problems.
I think 70 cap with +8's/+1's MAX sounds perfect, leaving no room for extreme OP besides the weapons/armor you're using but that shouldn't be too hard from the sounds of it with a half decent clan and some farmtime.
Ventrilo or any kind of communicating is basicially the only thing to sucees in big battles. No matter of a party type.
Donors are only OP in servers where you can buy gear from PUS. If the gear is farm-able in game, the gap between donors and non-donors will be a lot smaller. And well, about MaxKO / FlameKO.. I don't think it's that smart to add a set, that gives you 200-250 more ac than any other armor in-game, to give donors a little advantage.
Our top armor will give 5 ac more than shell on each piece and 5 light/fire/ice res on each piece. Everything in PUS is literally farmable besides the Monster Summon scrolls (people may hate that we're adding this but I really do not see the problem... people will have so many ways to get jewels its insane).
Bosses are on a 1 hour respawn time in bowl, not to mention boss war is everyday. We're probably adding weapons in PUS too at (+8). I don't really see the issue with that either being we will not be having crazy OP items. EVERYTHING is droppable, and bi-frost/juraid/ft items don't even make that big of a difference from regular items anyway.
However, whats ur guys opinion on Dread Shield/DoL, some people have a debate that they're OP on 70 caps which I can agree somewhat. I can nerf the AC that Dread Shield gives and maybe lower the dagger def on DOL by 5 or something.
Keep in mind, the (+8) stuff wouldn't be in PUS until a few days tho :P
On balancing archer issue... it's somewhat 2 edged sword. If you reduce the range damage skills, people will complain cause they won't be able to solo as archers. If you leave it by db default settings, people will abuse that and make archer parties. Without doubt you can take out the slow and light skills that is ofc if all other skills of other classes are by default settings aswell. Reason being, many ppl form archer parties just to spam styx ice light dp dp, styx ice light dp dp. that's the combo archer parties are making that are inable to play solo archers. Shit is anoying as fuk. OSKO for example massively reduced even shadow hunter. With IB+7 and mastered 65 archer I was hitting warriors 350- 550 damage. When we made party consisting of a mage, duffer and 6 archers anything with the range and duffed dropped dead. Simply leading on vent, keeping distance and hitting closes targets did the trick. Not to say how paper mage parties got rolled if we caught them on open ground, it was basicaly NP farm, PK is not even the proper word for it.
My suggestion about archers is simply, remove the ice light skills (obivously), put 20 seconds cool down on styx, leave the dark pursuer and arrow shower multi shot combo normal for now but with a notice that it might be nerfed if needed. that way nobody can throw it in your face later. On beta you probably won't be able to see the true power of archers since there will most likely be no archer party to really see that going on in PK dynamics. As it goes VS wise, skill archer always was unbeatable in a non slide vs, skills must have been masively reduced in order not to be. It infact is a broken class once you trully comprehend its full dynamics and power and learn how to play it properly.
This is the exact reason why I've been wanting to remove ice/light shot.But as Twoey was saying, we could limit how many people are in a party of the same class (or at least punish) but that would hurt mage parties pretty badly.
Let's say an archer hits an average of 400 with dark pursuer. One archer wouldn't be a problem to anybody considering hp pot heals 720 and minor heals that dmg easy. Also warriors and priests and mages and have a shield to decrease that dmg a bit. Now add another archer and you're screwed. With an archer party you would be even more dangerous considering archers can stay out of trouble with light feet. Archers can go from a balanced solo class to a destructive overpowered archer party way too easily. The problem is, what gear is the basic archer gear that you should be looking at? I'm currently playing in Reign Of Kronos and my archers damage goes up by ~200 when I use dex set instead of iron set. I can max like 900-1k dmg with dark pursuer. In a 70 cap server using dex set would most likely be fatal since your hp and ac are lower. This means that with iron set your damage would be too low, but you can't use dex set either since it drops your defensive ability. Obviously you'd have both sets so that you could switch but it'd still be risky. Question is, should dark pursuer be balanced to work with iron set or with the dex set?