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 Post subject: Some Changes on priest
PostPosted: 25 Nov 2014, 00:49 
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I heard damages are goin to be "fixed" in new patch.
I m not sure whats goin to be fixed or not , but wanted also to share my opinion on it.


Under the current situation we got in CZ , one priest is enough for 4-5 ppl to tank.(even beeing duffed).And we surely know what 2 priests can do , but there are a lot who PK with 3 priests.(which is kinda makin some parties rly op especially their priests)

My suggestion would be

-Remove the B shield from game ,or reduce its defence.
-Weaker maces (less hp/weapon defence)

16k hp is rly too much in the point of maces it could be discused how to fix, but for sure less HP 12-13 k would be enough.

If these will be decided i see the risk tho that parties will go with 4 priests maybe, but they will loose more AP that way also.
Also 2 priest parties can tank less maybe , but will make pk more flexible with mages , lure w/e there is.
And they can kill priests in 3 PRIEST parties also. (which might be key to winning)



I was also thinkin on removin kahless , or make it weaker , but other classes will have more dissadvantage.


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 Post subject: Re: Some Changes on priest
PostPosted: 25 Nov 2014, 01:03 
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may be adding more INT requirement for the staff,and reducing defense on shields as well,that's what I could think of right now

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 Post subject: Re: Some Changes on priest
PostPosted: 25 Nov 2014, 13:23 
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Apocalypsy wrote:
may be adding more INT requirement for the staff,and reducing defense on shields as well,that's what I could think of right now


Heh? it's about priests :D

------------------------------------------------------------------------------------------

As much as i'm not a fan of those lame parties with alot of priests,
it isn't as easy as it sounds.. Every change has it's consequences
which lead to further changes, etc etc.

1st, there are a decent amount of changing going on already with mages,
passion warriors, archers, etc would like to see Flegy and the devs
finishing it and see it's result first.

------------------------------------------------------------------------------------------

-Making a priest having 12-13k hp? That's not rly an option here since
even w/o shield & mace an int priest got like 13700 hp. It also
wouldn't rly make sense for an int priest to have almost similar HP
as sins / archers while warriors still having like 15-16k with chaos.
(Even better usko priests got like 10k+ SCed hp)


-Anti defenses has been reduced already on the maces (as well as on
the shields from 50 to 40 against warriors and even more against sins), further reduces
would make the maces kinda worthes and every1 who traded other
hero / chaos items for them would flame hard. Further anti def reduce
on the shields would might make int priests abit weaker but to keep
a relative balance between the shields, would've to reduce other shields
too making bps, mages dieing even faster.


-Let's say the hps has been reduced --> mages will rape the shit out
of priests even faster than now (Even right now any gg duffer can rape
int priests to the ground with 2-3 mages in no time) then what?
Reduce mage dmgs? Fine, then they will be even more fucked up against
attackers or in a possibly vs and it continues.


-Reducing kahless is the same story. Reduce kahless, fine int priests ll die
abit faster. But BPs, mages , sins and warriors whom don't wearing shields
most of the times will be affected even more and the balance can easily
be fucked up in pk and in vs aswell.


Furthermore, 3-4 priest parties might can be annoying for you, but it can
still be countered:

1.: Having 1x mage in the party with decent attackers will get them
in the end. With 2-3 gg mages the priests won't rly stand a chance.

2.: Even w/o mages a gg 6 attackers 2 priests party can still take on
them and get them if it's a 8v8. (If it's not a 8v8, but a 16v8 then
it's an other story, but it would be the same shit with reduced priests
too for the side with 8 ppl since they wouldn't be able to tank them at all)


Etc.

----------------------------------------------------------------------------------------------

However a full party, regardless what it is, (2 priests 6 warriors, whatever)
is even more annoying for guys whom always play with less people, than
a 3-4 priests party is for a full party with less priests and while a 8 ppl party
with less priests is useful against more priest parties, a 4-5 ppl one
against a 8 ppl one not rly. (If both got approx the same pk abilities).
Reduced priests, they will might come with 2x parties, even worse situation for most
of the ppl.


Also atm like this it actually worth to make mixed parties too not just tho god
damn annoying full int priest // warrior parties that used to be the trend and ruled everything.
Since Mage can tank warriors relatively well with cs, but sins / archers are dangerous
to them then. Int priests can tank attackers pretty well but archers doing a decent amount of
dmg on them due to lack of arrow def, not to mention the mages whom are int priest's
worst enemies, etc.



Long story short, unless editing everything (which would basicly mean a new server),
accessories, armors, skills, stats, etc etc, [Flegy wouldn't rly be up for it]
Can't just simply edit int priests since it's effecting everything else too.



Anyway, i have it in plan to somehow tweak the kahless abit since the 15 anti def
is kinda too much imo, and maybe will reduce atleast the regular def of bloody shield back
to ~450 or so alongside with some hp bonus decrease maybe on the shield atleast, (won't touch shield's anti defenses)
but since i'm not a developper, nor having those kinda accesses,
i gotta disturb flegy for every little things, can't just change things on my
own and test them so it takes shitload of time and effort to pull things off like this.

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 Post subject: Re: Some Changes on priest
PostPosted: 25 Nov 2014, 21:02 
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Well i thing the same is good idea to reduce to 0 hp bonus Chaos mace and decrease to 0 dd on bloody mace and to 6 the rest abilitys defence ..about khaless is better to let Them like They are nao ...
those party 3 INT priest are like inmortal and i dont see anything wrong if INT priest have 13kh instead of 16k hp They are like god ..instead if They have less hp Will b more easy to attack and get down 1 INT .. 16k hp 2.4 deffence plus all deffence abilitys comon ?? ah do u Wanna talk about the cast ? seems like theres not more cast on priest wth to make some cast on INT priest u have to attak 5 or 6 players with ??? fantasy ko ..

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 Post subject: Re: Some Changes on priest
PostPosted: 25 Nov 2014, 21:47 
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"All defensive abilities" They used to have more in the past actually.


It's easy to say things like this w/o thinking:

"Reducing chaos mace and bloody to 0" Sure ppl wouldn't whine as hell, when all of a sudden basicly their chaos mace gone while other chaoses stays the same.

For some reason you also keep forgetting Hero maces and Tier maces also, they should have reduced to 0 aswell then, which would make ppl even more mad since hero is the most expensive item.



Anyway, once rest of the changes finally done, i will be on it to try and force the developpers for some changes but it's no where near that easy to tweak them fairly as you wanna make it sounds...

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 Post subject: Re: Some Changes on priest
PostPosted: 26 Nov 2014, 09:03 
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+1 to David
what an amazing in-depth reply :!:

I personally like it when a 8vs8 takes a while and when the int Priests dont go down easier than the warriors. So to me it seems quite okay now.
I agree that the 3-4 Priests Partys can be annoying - but I dont really worry about. They might be tanky but they are getting less kills ;)


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 Post subject: Re: Some Changes on priest
PostPosted: 01 Dec 2014, 10:39 
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I think it's not only about priest, all classes have high defensive compare to current ap.
Increase AP or reduce def or w/e that makes people easier to die . The death log show more die = cz more active.
Sometimes, i log in cz and see no one die, i think no one in cz, but actually they r fighting but no one die at all :P


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 Post subject: Re: Some Changes on priest
PostPosted: 01 Dec 2014, 11:33 
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Not rly, even the full geared ppl w/o shields receiving like 2k dmgs from warriors / bps after a torment, let alone less geared ones, APs are fine overall. Won't mention the priests again, cuz i wrote almost everything about them in the previous comment above.

As for the "no kill" sometimes at cz, it has not much to do with the current AP of the server, it's cuz people often retarded and afraid to die. If they die once, they don't move out of town until they feels like they gathered more ppl than the other side has. Also idk the last time i saw parties w/o party curer.... Even if it's like a 3 ppl party PKs nowadays it consist of 1x duffer and 1x buffer too which is meh, parties like that won't kill eachother, even if priests would be reduced like crazy. In the end it's not just about the stats and balance, untill ppl won't have a decent mentality things can't be perfect..

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 Post subject: Re: Some Changes on priest
PostPosted: 01 Dec 2014, 16:26 
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I think when u consider about def/ap, it should base on a random party, with averange skill players ^^


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 Post subject: Re: Some Changes on priest
PostPosted: 01 Dec 2014, 21:55 
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KS3R wrote:
I think it's not only about priest, all classes have high defensive compare to current ap.
Increase AP or reduce def or w/e that makes people easier to die . The death log show more die = cz more active.
Sometimes, i log in cz and see no one die, i think no one in cz, but actually they r fighting but no one die at all :P


Have seen that also , its bcos of the 3 priest parties mainly ,we had lot of fights vs 3 priests (sometimes we were also 3 priests) didnt rly get many kills neither died.


Rest of classes seem to be nice imo(if we talk abuot defence).
But u wont be seeing kills , since most are tanked by 3 priests , and Ye that kills pk.

"the other thing what I wanted to say how ppl pk dave said it already "
Just affraid to die.


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