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obviously existance of a speed Fastest(1) suggests it should be available for Fast(5) or quicker weapons with Booster + Speed Infusion 11, but the speed is currently capped at Faster(2).
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i LOVE YOU PLEASE FIX THIS@@
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Takebacker Wrote:i LOVE YOU PLEASE FIX THIS@@
your pissed off post inspired me to make this thread
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I'd like to go further and say it shouldnt even be capped at (1) but even lower. the cap was only implemented in beta to prevent hackers from going to insanely fast speeds but since you can now go legitly under faster (1) im positive you can call the existence of even exisisting a cap over the ligitly attainable minimum speeds a Bug/Flaw.
With hackers still roaming our game i think its unwise to completely remove it but nexon should at least remove it from the legitly attainable speed area and decrease it so it only affects hackers like it should/used to pre-4th job.
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KatanaKiwi Wrote:I'd like to go further and say it shouldnt even be capped at (1) but even lower. the cap was only implemented in beta to prevent hackers from going to insanely fast speeds but since you can now go legitly under faster (1) im positive you can call the existence of even exisisting a cap over the ligitly attainable minimum speeds a Bug/Flaw.
With hackers still roaming our game i think its unwise to completely remove it but nexon should at least remove it from the legitly attainable speed area and decrease it so it only affects hackers like it should/used to pre-4th job.
Hacker DKs could still just speed hack so they could reach fastest (-1) though. Fastest (1) is all we really need, and it'd unbalance ranged classes too much if NLs could go that low.
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so ur basicaly saying all nightlords, lunchbox users, vipers and whatnot are not gonna proffit much out of a bugfix since dk's can still hack to a lower limit? the speed indication on a weapon is there for a reason, not to be incignificant due to a speed limit affecting only hackers and high speed weapon users IMO :p
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I agree that the speed cap should be if not lower than the fastest attainable speed, at least equal to it. How big an issue are speed hackers anyway? :/ If you follow the principle of banning people who hack, then they don't affect the game.
io Dexless Hermits sure need the 3 speed tier boost, they're too weak. 3 to 2 is not as good as 8 to 4, 6 to 2, etc..
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Since when was dexless supposed to be stronger?
I think Faster (2) is an acceptable speed cap.
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Dusk Wrote:Since when was dexless supposed to be stronger?
I think Faster (2) is an acceptable speed cap.
Agreed - it prevents fast-attacking classes from completely being overpowered at bosses. Any higher and LB/RK Heros and Night Lords (esp Dexless ones, whose claws are faster than main-stream claws) would have even more of an advantage against slower attackers. It's fine as is, Faster (2) is more than enough to suit the needs of any player. Fastest (1) would be tolerable, but anything beyond is just too much.
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MasPan Wrote:Agreed - it prevents fast-attacking classes from completely being overpowered at bosses. Any higher and LB/RK Heros and Night Lords (esp Dexless ones, whose claws are faster than main-stream claws) would have even more of an advantage against slower attackers. It's fine as is, Faster (2) is more than enough to suit the needs of any player. Fastest (1) would be tolerable, but anything beyond is just too much.
I'd rather have a cap of 1 instead of this weird 2. Besides, why not make Speed Infusion even more tempting by lowering the cap by one more speed?
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MasPan Wrote:Agreed - it prevents fast-attacking classes from completely being overpowered at bosses. Any higher and LB/RK Heros and Night Lords (esp Dexless ones, whose claws are faster than main-stream claws) would have even more of an advantage against slower attackers. It's fine as is, Faster (2) is more than enough to suit the needs of any player. Fastest (1) would be tolerable, but anything beyond is just too much.
From what I've seen, I think the NL's, etc, were supposed to do lots of damage, because they were made that way supposedly. Sure, they're way overpowered to the point that no one takes certain classes anymore, but if that's the way Nexon designed them...
Also, 1h swords, daggers, and some faster equips can't hit above 2 with the cap. And if I remember right, KMS has no cap. (And probably part of the reason they made it so far fighting PB without all that attack gear that GMS has.  )
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2009-06-15, 11:12 AM
(This post was last modified: 2009-06-15, 12:30 PM by Five Second Pose.)
MasPan Wrote:Agreed - it prevents fast-attacking classes from completely being overpowered at bosses.
hi im a fast-attacking class named shadower and im a sed mule
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Why shouldn't the cap be (1)? It'd help the whole party, not just warriors.
The only issue I see the hurricane's speed not being improved, for fairness, but that's already the max speed, I guess.
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Alloy Wrote:Why shouldn't the cap be (1)? It'd help the whole party, not just warriors.
Still doesn't help dexless Hermits, they can hit (1) with normal Booster.
SI should be a +2 speed tier for all classes, not just the "lucky" ones who use normal or slower weapons (Marksman, Dragon Knight, and... oh wait that's it, everyone else has Fast end-game weapons)
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Stereo Wrote:SI should be a +2 speed tier for all classes, not just the "lucky" ones who use normal or slower weapons (Marksman, Dragon Knight, and... oh wait that's it, everyone else has Fast end-game weapons)
BW Palas and Axe Heroes?
The question's whether it's intended or not. The damage cap, that is.
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Stereo Wrote:Still doesn't help dexless Hermits, they can hit (1) with normal Booster.
SI should be a +2 speed tier for all classes, not just the "lucky" ones who use normal or slower weapons (Marksman, Dragon Knight, and... oh wait that's it, everyone else has Fast end-game weapons)
Take a look at which classes would benefit the most from a raise in the speed cap. 1h sword Heroes, NLs, Corsairs, Shadowers, Buccaneers. Oh, that looks like a list of classes that need improving in the attack speed area. It's fine as it is.
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You might dislike it but its still not supposed to be there making it a glitch.. Its nexons decision wether to remove it or not but this topic is just here to report about the existence
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Dusk Wrote:Take a look at which classes would benefit the most from a raise in the speed cap. 1h sword Heroes, NLs, Corsairs, Shadowers, Buccaneers. Oh, that looks like a list of classes that need improving in the attack speed area. It's fine as it is.
Well technically, Shads and Bucs DO need help in the attack speed area. Their two main bossing moves, Assassinate and Demo, are the two slowest bossing attacks of all the non-mages. The sad part for them, they already reach the speed cap with no SI (Shads) or with Level 1 SI (Bucs).
My opinion is to reduce the speed cap to the lowest obtainable legit value. Even if the speed cap is reduced, doesn't that still mean the most ATM is still 100? Because of this, NLs still won't get a boost, but it will help those that are no where near 100 ATM, such as Bucs and Shads.
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iFrancisco Wrote:Well technically, Shads and Bucs DO need help in the attack speed area. Their two main bossing moves, Assassinate and Demo, are the two slowest bossing attacks of all the non-mages. The sad part for them, they already reach the speed cap with no SI (Shads) or with Level 1 SI (Bucs).
My opinion is to reduce the speed cap to the lowest obtainable legit value. Even if the speed cap is reduced, doesn't that still mean the most ATM is still 100? Because of this, NLs still won't get a boost, but it will help those that are no where near 100 ATM, such as Bucs and Shads.
I think a better idea would just be to make what Shadowers and Buccaneers are best at, which is small area mobbing, more useful, rather than trying to make every class do the same thing. It's always about either single target damage or ultimates. That's why there's always a huge amount of complaints about how strong ranged classes are or how strong mages are. Well, the fact of the matter is, ranged classes aren't that strong. We get massively outdamaged on mobs of 2-6. CWK PQ should have been a pretty big wakeup call. Melee classes rock CWK PQ.
Small area mobbers do best against small groups of high HP monsters. We need more high HP monsters and more bosses that attack in packs. Add enough of them, and people will forget about stupid pomegranate like "guys let's pin Rellik to one side and attack him with NLs only and Bishops dispelling, and watch the stun fest begin" and start playing melee classes more because they're good at bossing.
Shadowers and Buccaneers don't do quite as much damage as Heroes and DrKs but I think the almost godmode both classes have is damn near enough to make up for thaht.
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2009-06-15, 07:07 PM
(This post was last modified: 2009-06-15, 07:10 PM by Stereo.)
Dusk Wrote:Melee classes rock CWK PQ.
Yeah, in the case of Rellik especially, just stand on him and take touch damage... it's not pot efficient but it gets the job done a lot quicker. Margana is in domain of the ranged classes due to being isolated + short ranged (you can stay out of range of her attacks and use no pots), so is Hsalf (barely - it helps to have someone using Rush), and as long as someone's pinning Nirg, I can avoid his attacks and still hit constantly (on my NL).
Paladins kinda suffer from the small mob problem right now, their strongest attack is
- 6 targets
- elemental
- extremely short ranged (as far as I know it's the shortest ranged attack used in 4th job, except maybe BoT)
- stuns
With 2-3hko it's very much useless to be able to hit 6 targets, or even stun for that matter, with maybe... 6+ hits to KO it gains a noticeable advantage over other attacks. Boomerang Step and some of the Buccaneer skills have this same problem - they are good skills but there's just not a good basis for using them when other classes 1-2hko and don't need to stun.
Bosses also turn all of these "features" into disadvantages, with their single target, frequently neutral, and unstunnable status. For the most part they also do short ranged high powered attacks and some bosses (Anego, Bigfoot, Black Crow, Headless Horseman) are completely unable to hit ranged classes.
While I'd like to see a rebalancing of the 4th job classes, it's not something I'm expecting, and led to me starting a variety of characters, so I can take advantage of the patches Nexon does give to us. I've soloed Pianus on my WK, and Bigfoot on my Hermit, and neither of them can do both.
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