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Cancel rates, wars n guards
https://www.maxko-forum.info/viewtopic.php?f=117&t=32500
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Author:  Overdosing [ 10 Jul 2014, 09:03 ]
Post subject:  Cancel rates, wars n guards

Can I ask, what the hell is this cancel rate? You just have random players who don't even know how to play archer stood at the side giving you dark pursuer cause that's all it takes to cancel.. Fair enough if I was getting 5+3'd, but getting 1 arrow cancel is just pathetic ;s

Wars, so you put loads of hard work in.. Either killing warders and keepers or you gain kills for your nation, after you win you're in the 'hell yeah let's get some NPs from the NPC's' kinda mood, you get to Elmorad Castle/Luferson castle, and try lure the npcs.. They don't move, so you try again.. And they don't move.. Can some1 tell me why it's like this?
Also, fix captain Fargo, receives no damage?

And guards.. Guards are just annoying as hell, they take AGES to kill ~ borin, take down the hp and def of them cause they just cause DESTRUCTION >cancels heals< muahahah

I hope that you take some feedback nd change some things up..
Nd I'm open to listen as well, thx for readin'

Author:  MeetYourMaker [ 10 Jul 2014, 10:16 ]
Post subject:  Re: Cancel rates, wars n guards

As u see bp is op on this server hit 1kdamage with shield and hmace gm's make her to get cansel cuz is op so its fair enough

Author:  Overdosing [ 10 Jul 2014, 11:03 ]
Post subject:  Re: Cancel rates, wars n guards

uhhhhh simple solution > change the uber "mace" to a real "mace" then that doesnt do 1k dmg, make it like chaos mace but more def and like 1k more mana :x

Author:  Overdosing [ 15 Jul 2014, 01:11 ]
Post subject:  Re: Cancel rates, wars n guards

anything gonna happen?

Author:  MeetYourMaker [ 15 Jul 2014, 01:22 ]
Post subject:  Re: Cancel rates, wars n guards

I agree with that dark pushare cansel heal from priest,but bp is op on the server thats why gm made cansel heal so succesful,i suggest bp get reduce on damage or reduce ZEUS skill or put some More INT on hero mace plox

Author:  GM_Dave [ 15 Jul 2014, 01:36 ]
Post subject:  Re: Cancel rates, wars n guards

All of the mentioned things are like that on purpose and will stay the way they are atm.

The side that loses the war is usually the weaker side. That's why those guards were added long ago, in order to help the weaker side to defend their castle. Same goes for the non lureable NPCs. It was impossible to prevent ppl killing the NPCs no matter how hard you defended. You could maybe def a few but in the end most of the NPCs were lured away and just killed somewhere. That killed the PK during invaison. The invaders just kept running away, luring the NPCs and killing them. Now if they wanna kill the NPCs they have to face the defender nation too.



As for heals, Int Priests are hella hard to kill anyway. This heal rate helps the PK abit, with unbeatable priests it was way too boring. On the other hand the heal cancel rate is nowhere near that bad as you keep saying it. I menaged to tank 6-7 archers until we killed them off (me + 1x sin) and keep playing priest daily, the rates are fine, more than enough to still tank decently. Not to mention that the duff rates are 100% so you can just subside / massive any1 with 100% chance.



Non of these things will be changed.


/Closed.

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