(Before everything, wanna clarify something first. Just cuz my main char is sin atm, it doesn't have to do anything with my comment, i'm not supporting that class any better than the others, those who knows me know that i'm actually pking more on other classes, mainly priest and mage, only having the main as rogue since that's my first and foreva love at KO, usually just spending my time with that at arena since sin vs takes the most skills and is the most enjoyable one by far imo. )
Don't really get your last sentence in the 1st post about int priests since pretty much every clan have them / if not they are using other int priests for pk, guess that was either supposed to be mage there or idk.
As for the topic:You are overexaggerating things too much. Won't reflect on all of that, (my post will be long enough w/o that aswell), rather trying to focus on mages, but:
Quote:
all their skills, hit higher than 1k. every single of them
With all the respect, please.... Even in the suxy mage set with ~1530 def, no shield, etc, With Hero Dagger, they have only 3x skills( LS, Spike, Bloody) that hit slightly above 1000 (~1100-->1350) + thrust around 800 that can be used relative fast (~10 secs cooldown), + 72-75-83 (can be used only 1x for quite a some time 40--> 80 seconds) ~1000. Rest of the skills are like 370 --> 500 max. Just like this: [They are pure skill dmgs, no R included]
http://postimg.cc/image/rrslubvx3/2a7769a0/, and that's with Hero dagger against the least possible def a mage can have. Int set is already +450 def, yet alone with shields.
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80% of the ppl in cz are sins
- Nowhere near that.
Warrior numbers are on par with sins (actually more warriors) atm and there are a decent / pretty high amount of int + battle priests, archers too alongside with a couple of mages yet alone the fact that most of sins are crap and only playing sin or archer so they can run away and kill atrosses / riotes and farm NPs from monu and npcs etc with Drains. Beside the mages it's approx the usual cz activity as most of the server has since Sin is a solo class, aint depending on others as much, can become invisible, so there was always a decent amount of them. They were around even when sin was jackshit (spiked like 400 on every1 with all those 25-40 DD shields) at pk for years , got rejected by parties since they were useless and only could farm crystals basicly cuz not even 6-7 sins could gang ppl fast enough who had a decent shield. [We had pretty much the best sins in our clan (yok ego xD) yet everytime there was a clan party non of us logged a sin since it was rather a burden than a help] It just seems much since 1-2x 5-6 sin parties appeared too times to times and it feels different from the usual, 2-3 int priests 5 warrior parties everywhere, or big ass mage parties.
About mages, rates etc:The thing is from what i've seen here / other servers with similar version: 12xx, or only a lil above, the stun / slow rates (the actual ones, that can slow warriors etc too), resists, are totally fucked up, stuns not rly related with int, MP bonus on armors / accessories doesn't work in PK, only on mobs, all these cannot rly be modified smoothly as it can with newer versions, etc. So there is not much things to do about it sadly, usually reminding Flegy to check those kinda things over and over again maybe he can find a way to handle them better but appearently it's hard with these versions and many admin struggled with it.
And here come another bug that cannot be fixed (it's the nightmare of rogues) i mentioned at plenty of topics already but here we go again:
ANY ice skill prevent Light Feet // any speed boost skill usage , can cancel them too if they are already on. (except for speed pot, hence why it's only rogue's nightmare but trust me it is really frustrating, rogues basicly cannot pk with Party curers cuz of it, example below) How it turns out at pk:
- You have light feet on, getting ice (you aren't slowed down, simply having the ice spell's icon on ya which u always get after each spell with 100%) cure yourself ---> no more LF on, if it didn't reload yet you can walk for a while.
[Made an entirely BDW party with 3 pt curer 1 warrior 2 sins 2 archers useless thanks to this with my mage while we won ---> 60 ice nova / 45 ice nova times to times, their party curers keep curing and there they had 4x rogue walking around w/o LF for 20 mins ].
-Rogue is slowed down or LF was cancelled and aint have it on atm ---> Any ice spell prevent him with 100% to use it again, so he have to cure him again and use LF, but if you time your ice / legcuts fine he is fucked until he die.
Won't go more into it, guess you are more than capable to understand how sux it is for them.
Approx that's it for the slowing, stunning part. The rates itself cannot rly be touched, + there is that cancelling / slowing bug aswell helping mages alot to slow rogues. The 72 dmgs are immense (basicly 2 mages on some1 is nearly insta death, but 3 is for sure), light mages having a really good heal cancel rate too. We used to have a 6 mages 2 priests parties not long ago and any1 who came within our range was shitstomped basicly. People just not playing mages (95% of them, you are an exception with a few others) cuz they can't simply rule in a retard way by dropping nova and town the fu** away, they can't even use a staff combo most of the times -.-..
About possibly changes:-It's the most dangerous class to touch since they can unbalance things hella fast due to the high range spells, AOE, high non reduceable short range dmgs and other of their abilites. They can easily dominate CSWs and making it unplayable for others (they kinda does that already), but with higher novas it can come back to CZ and Wars too. I wouldn't mind even like 1700 ish novas if people would go around with 1 parties max together, but everytime they see a chance of abusing something they gang up with 2-3 of them and with dmgs like that it would be a mess.
-1 handed staffs (it's a kinda silly thing imo but well it's been here for years not much to do with that for me) that barely any KO have. It gives a really big advantage to mages to be able to still hit like 800ish with shield on + you can just delete shield keep the 1 handed staff in and you will be hitting the same as u do with chaos staff, which is again another big boost for them since they can continously attack (don't have to stop attacking everytime they change to shield) and just turn off or on the shield depends on if they wanna spamm 1200ish or 800ish.
-I can't change jackshit myself, got no authority for that. However i'm always up for balance things (basicly that's what i always did here, changed things on every class already, e.g we touched mages too: only fire mage had a decent 72 skill few months ago, now both Ice and Light is gg + ice, light novas and single ranged spells were increased aswell 2-3 months ago making them on pair with fire), so we can come up with ideas here and i will try to suggest them to Flegy.
So please suggest the exact changes you were thinking about, with numbers if it's about dmgs, or stats etc (keeping the the mentioned bugs in mind), we can discuss it, then see what to do.