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Re: Beta Patch 109a feedback & questions

Posted: Wed Jul 19, 2017 4:41 am
by mewraja
GMSignPainter wrote:What that means is that they still give 100% effect, I need to make them work the same way as their regular rare counterparts (I actually forgot to do it)


What's invalid curse rare counterpart then?
Or will it be unaffected by the change?

As proposed by few people, change it to immune to all curse effects, but not curse damage.
Otherwise, wizard can be too strong offensively and defensively vs every other class, with no direct counter measure i.e. immune magic damage, immune curse damage, strong physical defense with dragon scale/protect missile, very high mobility, speed pot and languid pot.

Re: Beta Patch 109a feedback & questions

Posted: Wed Jul 19, 2017 2:26 pm
by proeel
if one feature is questionable, you should just remove/disable it until you have better solution
instead of keeping it in game, you wouldnt want players to think certain people are benefiting from it or your doing favs for certain people

in this case, yes, invalid curse should be disable/remove until you have better solution.
in the meantime, maybe you can increase the duration of curse-free of languid potion, it helps a bit, maybe not entirely but isnt this how the game is built? candles and potion just breaking the balance

like how sfd prevents slow, pro prevents blind. <--- there is a reason behind it. Invalid curse just ignores that
Higher defense spell lacking curse prevention <--- this is BALANCE

Re: Beta Patch 109a feedback & questions

Posted: Wed Jul 19, 2017 5:12 pm
by Limbo
i thought the plan was to remove candles/potions because of the imbalance they bring to the game (Y)

Re: Beta Patch 109a feedback & questions

Posted: Wed Jul 19, 2017 6:09 pm
by proeel
adding new updates are great but keep it classic is also important
this is an old game, most people who played this game somehow first played like 10+ years ago
there is a reason why people came back and wanted to relive their childhood/old memory again.

some of the recent updates really breaks the balances a lot.
some adjustment is seriously needed.

Re: Beta Patch 109a feedback & questions

Posted: Wed Jul 19, 2017 9:23 pm
by bminickw
proeel wrote:adding new updates are great but keep it classic is also important
this is an old game, most people who played this game somehow first played like 10+ years ago
there is a reason why people came back and wanted to relive their childhood/old memory again.

some of the recent updates really breaks the balances a lot.
some adjustment is seriously needed.


Elaborate on the adjustments? Because I think the classes are more balanced now, than they ever have.

Re: Beta Patch 109a feedback & questions

Posted: Thu Jul 20, 2017 2:55 am
by mofomaycry
nerf warrior's ex :greet: :greet:

Re: Beta Patch 109a feedback & questions

Posted: Thu Jul 20, 2017 11:05 am
by mofomaycry
also, please consider to add a limit to revival elixir and Easter egg each char can carry at bag/quick item slot :greet: :greet:

Re: Beta Patch 109a feedback & questions

Posted: Thu Jul 20, 2017 7:04 pm
by rhy7747
mofomaycry wrote:also, please consider to add a limit to revival elixir and Easter egg each char can carry at bag/quick item slot :greet: :greet:

+1
proeel wrote:if one feature is questionable, you should just remove/disable it until you have better solution
instead of keeping it in game, you wouldnt want players to think certain people are benefiting from it or your doing favs for certain people

+1

Re: Beta Patch 109a feedback & questions

Posted: Tue Aug 08, 2017 3:12 am
by Marryland
Hi admin, when will this apply to real server?

Re: Beta Patch 109a feedback & questions

Posted: Tue Aug 08, 2017 5:19 am
by mofomaycry
Marryland wrote:Hi admin, when will this apply to real server?


30th Feb 2018