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Should Valk/Hero stats be balanced per class?
Yes 77%  77%  [ 10 ]
No 15%  15%  [ 2 ]
Other: Add in post and I will add option if legitimate. 8%  8%  [ 1 ]
Total votes : 13
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 Post subject: Valk / Hero adjustment (BIG PROBLEM IN SERVER) INCLD OTHERS
PostPosted: 20 Sep 2011, 02:58 
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HardcoreMassacre wrote:
Okey since we all play KO....

This turd stole my suggestion via vent and butchered it! _|_

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Let me start off by saying that I enjoy this server and appreciate what has been done to keep it strong. Now the problem...

Mages are not the problem I think, nor is 20 mages dropping novas... The main problem is the ARMORS for all classes... Since valk has equal AC all classes are* not balanced... skills & other items have been raped multiple times to try and balance what valk has knocked off balance.... if you look at all other armors in KO they are even... with the exception of TALIA & Armor of Destruction... (Is that even working?). This is making the server almost unplayable at times... it's not that mages or rogues or priest or warriors are OP... it's that the defense is OP of all classes...

I understand that changing valk would mean changing/undoing tons of what you have done... but it's really not that difficult to fix what has been broken. Drop 10-30+ attack off of every weapon, 50 on new shields, decrease 25% off of skill damages... make valk in 6 new sets for each class

Give the valks stat requirements like levels and class req with altered AC... (give the lower AC a small bonus to make up for the change in AC like 200 HP or something.)

Warrior
Priest Int
Mage Int
Rogue
Priest BP
Mage paper

I find it stupid that Battle Priest, int priest, full mp mage, warrior, mage full int, mage full str, & rogue last the same amount of time in vs or in pk... It takes away STRATEGY in the game... now strategy requires half the server to pk and 5 minutes to kill a noob party with 2-3 priest... things are out of wack on here anymore and they need a big makeover I think... Per a previous suggestion on here, a DEVELOPMENT server needs opened for DEVELOPERS and TESTERS to make changes and thoroughly test them...

Dont take this as offensive, its a major suggestion... I think would be a positive thing for this server...


OR

Just add resistance to it, add additional stats like DF/Myth, and lower the overall AC of hero/valks....

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Last edited by Sheldon on 20 Sep 2011, 03:18, edited 1 time in total.

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 Post subject: Re: Valk / Hero adjustment (BIG PROBLEM IN SERVER) INCLD OTH
PostPosted: 22 Sep 2011, 16:38 
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Mazoku wrote:
HardcoreMassacre wrote:
Okey since we all play KO....

This turd stole my suggestion via ve....


Darwish, you posted a reply in this and now it's gone.... has the response/work in progress been retorted?

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 Post subject: Re: Valk / Hero adjustment (BIG PROBLEM IN SERVER) INCLD OTH
PostPosted: 22 Sep 2011, 16:46 
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This is a problem that the staff are trying to work out. it is not as easy as just changing armors etc, because then all the moves much be modified to fit and it becomes quite complex, im sure/hope the team will come up with some alternative you need to consider such things as, for the current valk/hero change system, if you had individual armors for classes, you would need like 100+ possible combonations which would need to be coded so you can switch it for each class, and then for if you want hp/str/dex etc. its confusing just to consider it, let alone incorporate it:P but who knows..

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 Post subject: Re: Valk / Hero adjustment (BIG PROBLEM IN SERVER) INCLD OTH
PostPosted: 22 Sep 2011, 17:09 
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Arcturus wrote:
This is a problem that the staff are trying to work out. it is not as easy as just changing armors etc, because then all the moves much be modified to fit and it becomes quite complex, im sure/hope the team will come up with some alternative you need to consider such things as, for the current valk/hero change system, if you had individual armors for classes, you would need like 100+ possible combonations which would need to be coded so you can switch it for each class, and then for if you want hp/str/dex etc. its confusing just to consider it, let alone incorporate it:P but who knows..


Understandable :D But how many warriors want MP for armors? :D

Priest INT (High INT Requirement, highest AC)
HP
INT

Priest BP (High STR Requirement, reduced AC)
HP
STR

Warrior (High AC)
STR
HP
DEX

Rogue (Moderate AC)
DEX
HP
STR

Mage INT (Moderate AC, High INT requirement)
MP
HP
STR
INT

Mage MP (Low AC, High MP Requirement)
MP
HP
STR
INT

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 Post subject: Re: Valk / Hero adjustment (BIG PROBLEM IN SERVER) INCLD OTH
PostPosted: 22 Sep 2011, 20:41 
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you kinda contradict your own in the 1st post.
lower ap, skills, ac, etc (basicly, it stays the same cause lower ac, lower ap is a contradiction that won't make a different)

But I like the stats restrictions. I'd like them to keep them for each race, not by build.
int priest & bp priest...-> same stats
paper mage, int mage, str mage -> same stats.

This sure will bring the concept back of race types. But as said before, this is a huge remake.

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 Post subject: Re: Valk / Hero adjustment (BIG PROBLEM IN SERVER) INCLD OTH
PostPosted: 22 Sep 2011, 21:00 
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Nyllian wrote:
you kinda contradict your own in the 1st post.
lower ap, skills, ac, etc (basicly, it stays the same cause lower ac, lower ap is a contradiction that won't make a different)

But I like the stats restrictions. I'd like them to keep them for each race, not by build.
int priest & bp priest...-> same stats
paper mage, int mage, str mage -> same stats.

This sure will bring the concept back of race types. But as said before, this is a huge remake.


That's just my random thinking... look at the poll. This game is based on team work... it's lacking... it's lacking strategy. Why AIM for a mage with 255 MP when he has the same defense as the mage with 255 INT? People aim for WARRIORS more than rogues or mages... it's just stupid and pk is getting boring fast. I am not saying leave warrior ac as is and lower everything else, I am saying it needs balanced. (Just my 2 cents)

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 Post subject: Re: Valk / Hero adjustment (BIG PROBLEM IN SERVER) INCLD OTH
PostPosted: 12 Feb 2013, 07:00 
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/Moved and closed because old topic.
12 Feb 2013

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