Posts by Ramer

    Not long ago, as a physical dps player, I wrote about his nerf because I saw that it destroys the balance (R / S R / W) and many people then complained about it, including magicians. What is now a mirror image, the magicians are silent and the rest are trying to change something.

    It's just that since all magicians think balance is good on a magician, it's time to boost the rest of the connections, especially the leather ones. When you play a scout, you see something wrong with that - and rightly so, because it is a return to the old balance that could compete with very good mages. The magicians in their op connections do not want to change anything, although it destroys the balance of the whole game.

    But what purpose does it serve that you want to push leather into being too strong ?

    It would be the same as it is right now just vice versa

    I want to draw attention to the problem. Anyone wishing to change a mage is immediately attacked by the mage players. This is the only group that sees no problem. So maybe something will change for the better by discussing the increase in harm in physical activities.

    It's just that since all magicians think balance is good on a magician, it's time to boost the rest of the connections, especially the leather ones. When you play a scout, you see something wrong with that - and rightly so, because it is a return to the old balance that could compete with very good mages. The magicians in their op connections do not want to change anything, although it destroys the balance of the whole game.

    With the current balance, it is worth considering returning to the old balance changes of a rogue or scout:

    S / WD ID Skill 494038 raise to 100%

    S / D ID skill 494327 raise to 24%

    S / R ID skill 499535 raise up to 10 targets and skill id 492621 increase vampire arrow damage by 500% from each applied.

    S / Ch ID Skill 1490439 increased to 100% additionally remove skill casting time from reflected shot and ID skill 1490445.

    S / WL why is it not possible to play as a physical DPS that beats something like a dark elf from the dark? After all, a sorcerer can have a bow / crossbows in wl / s.

    It is also worth removing the ability to stop casting silla ID 494970 after taking damage - just like mages do.

    R / W ID Skill 491527 Increase Damage To 118%

    R / S extend the operation of the ID changer

    499501 to 1 minute.

    R / M Id skill 491187 add fire damage.

    R / P Id Skill 491540 additionally add 30% water damage.

    R / WD id Skill 499547 add earth damage 20%

    R / D ID skill 499568 add earth damage 50%

    R / WL add to skills 1490290, 1490291 damage for 6 targets. Skill ID 498808 raise dark damage to 160%.

    R / CH skill ID 499816 raise damage from dismantling to 180%


    I am asking Grox and Byte to comment on the balance

    As for magic classes, leather equipment has no approach to magicians.

    M / K has a heavily exaggerated aoe, with a decent single target. He proposes to reduce each aoe by 15%.

    S / M skill ID 1491049 Flame Arrows - add physical weapon damage instead of fire damage

    ranged.

    I would like to see M / S as a physical DPS and not as a magic op - I am in favor of rebuilding this connection.

    M / WD increase reduction 2 spells - currently too strong.

    M / R I would lower the value of the ID 490217 skill to 11%.


    I am asking Grox and Byte to comment on the balance whether it will be continued or we are just abandoning the rest of the connections in favor of the mage.

    Today we were with the guild in the instance. I was a physical S/M t13 set + t15 crossbow, for 2 S/M t12 magic sets + t13 crossbow.

    Having better gear, my skills were weaker by 10% -25% ...

    Where is a fair balance of classes, as the only magic/physical combination is strongly in favor for the magic classes?