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UltraForce

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  1. A question for the developers: It’s clear there’s a desire to get creative with the idea of the Dwarf Mage (Terramancer). Are there any plans to evaluate other races from future chronicles? I’m thinking of the Ertheia, for instance—a race introduced after High Five. It would just be a matter of adjusting the skills to fit the chronicle, but the character is already designed and created for L2 (I imagine it would just require some adaptation). Honestly, I think that might have been a better move than creating a Dwarf Mage. Next up are the Kamael—well, there isn't much to say about them; many of us already know about them. Just a quick question: are we sticking with the original 5 races? There are always people who say L2 died with Interlude—back when archers could hit you for 8,000 damage, haha—but hey, to each their own. Cheers.
  2. UltraForce

    Panther skills error

    The panther's skills, Panther Dark Claw and Panther Fatal Claw—are not dealing damage as they normally should; the debuff isn't applying, and the animation is missing as well. At higher levels, the panther gains a "cancel" effect associated with these skills (specifically the third skill), which I assume isn't working either. It would be good if you could look into this.
  3. UltraForce

    Insane Crusher mega nerfed

    I think the most logical thing would be Seed of Revenge Lv. 1 Sows a Seed of Revenge in your mind that grows when you are attacked. When the power reaches level 3, you can use the Insane Crusher. Insane Crusher Lv. 1 Unleashes a strike with 4409 power to surrounding enemies. Cancels 1 to 2 buffs. Max CP -50%. Resistance to de-buffs attacks -30%. Effectiveness of receiving HP recovery -30%. Ignores Shield Defence. Critical and Over-hit are possible. Duration : 30 sec Reuse Time 10 seconds Insane Crusher Lv. 2 Unleashes a strike with 6409 power to surrounding enemies. Cancels 1 to 3 buffs. Max CP -70%. Resistance to de-buffs attacks -30%. Effectiveness of receiving HP recovery -30%. Ignores Shield Defence. Critical and Over-hit are possible. Duration : 45 sec Reuse Time 10 seconds Insane Crusher Lv. 3 Unleashes a strike with 8409 power to surrounding enemies. Cancels 1 to 5 buffs. Max CP -90%. Resistance to de-buffs attacks -30%. Effectiveness of receiving HP recovery -30%. Ignores Shield Defence. Critical and Over-hit are possible. Duration : 60 sec Reuse Time 10 seconds Okay, I think I've done your homework. I don't see it as unbalanced at all, since it would require an activation in between, and I wouldn't just throw them one after another. Let's hope better things are coming for the other characters. I see a lot of people complaining because some classes got everything from Hi5, even more than 100% of what they have, while others didn't even get 10%... People are asking for at least the identity of each character... we're not asking for more than that.
  4. UltraForce

    Insane Crusher mega nerfed

    I ask myself the same thing.
  5. opefully, everything we've discussed here will be analyzed and considered for the future... many people are leaving their classes and starting others because they've literally been made useless. A clear example is myself. I'm leaving the DA because its seed is useless, it does absolutely nothing functional... just one strong hit every minute... And the summoners are even worse; a massive kiting of that class is coming.
  6. I agree with what you're saying; summons in general are completely broken... since upon death they lose all their buffs, and summoning them again is an unnecessary expense, as they come out without any buffs, meaning they'll die again from an expansive spell (something that was fixed in Classic). At least they should retain the master's buffs when summoned... knowing full well that these are classes that depend on them. What you said about Insane Crusher, I totally agree; it's absolutely useless. I don't know if the Panther at higher levels will be able to cancel, but that's a separate issue... we'll see when it reaches that level since there's no information yet, but basically, the DA has somewhat less defense compared to the others. It used to be an offensive character or tank... now it can't even cancel, which is practically the core of the character. I sincerely hope you'll sit down again to discuss the summoner class. Don't think they're solo characters, because if you want to progress quickly, you need to be in a party. With the current approach, nobody, absolutely nobody, is going to want to take a summoner to PvP. Are we just going to leave them farming while the whole clan goes on a siege or epic raid? As we said above... we're not asking for anything new... just the basic characteristics of each character... because other classes have been made way too overpowered. There are classes that don't even have the basics of their Hi5 or Classic counterparts.
  7. After a thorough review, it appears that the improvements have been primarily focused on the game's melee party. Warriors, in general, have been significantly boosted both offensively and defensively, as have dagger users, healers, and buffers. I don't think there's much to complain about; I believe they are optimal. But summoners have been completely abandoned. They don't have party buffs, or the ability to summon again with a buff—absolutely nothing. They don't have any damage skills, just nothing... Summoner: They don't have Gift of the Seraphim's Blessing, Gift of the Queen's Blessing, Gift of the Shadow's Blessing, or any skill that makes them functional in a party or gives them the role they had in Classic, which I think is the best. Tank: They all have a functional seed for their party to heal. I understand that the Dark Avenger has an offensive function, but they all get increased attack, defense, healing, and speed. But the Dark Avenger only deals one strong hit and reduces the ability to take debuffs... Seriously? Literally something that makes no sense, given the original skill. I was expecting a nerf that gradually increases, lowering the CP to 40%, 70%, 80%, and 90%, and the cancel to 1-2, 2-3, 3-4, and 4-5, for example. I also expected the cooldown to be less than 60 seconds, or for it to be activated manually, like in Hi5. I'm not commenting on the Panther skill because it should normally have its own cancel, and there's no information about it. Mages: It's focused on damage, but pure damage. There's no way for the mage to jump out of the way, like the archer did in this version... and finally, the Arcane Shield itself, so they can survive a rush from a gladiator, destroyer, or dagger user. I understand we're in the first stage of several to come, but it would be good to keep this in mind for future updates. We also hope more people will join and share their perspectives. Regards
  8. UltraForce

    Question

    Update evaluation : For what it currently looks like in the game .. there are characters that literally haven't had any changes or others if .. I'm going to detail them to see if in the next updates they improve them somewhat. Spellhowler : Is the only mage who has a third skill like the empowering echo and mage attention, something the other mages don't even have by mistake. Summoner : An unserviceable class currently, has no function in party ... If the summon dies for some reason, it makes no sense to cast it again because it goes out without buff and would serve absolutely nothing to cast it again. add also that they cannot cast another... while this summon is alive so it is avoided that one is casted while the other is still alive. Elven elder : compared to the dark elf ... I think he is left far behind ... they added too many things to him that even the EE's own skills stopped being unique to him. Debuff in general : I think the base game like what comes from classic or the same officer have certain high chances of getting in, but here it is notorious that those chances have been reduced, But we all know that further the game progresses damage and no longer even throw debuff that no longer would even come in. With this I say, you get a lot of the stun ? uses MJ, I think the chances should be reviewed, since there are even pjs that depend on the same debuff in their function. Phopeth : it would be nice to get him some damage or something to heal, that would be a useful pj ... that wouldn't just throw buff and then leave him standing BD and SWS : I think the high MP consumption of dances could be reduced so in pvp have more functionality and not run out of MP after pulling dances, That have the possibility to be able to do a pvp with any other pj dance at the surrounding people for a while, then turn it into stone at a specific target.. Hope what's coming is better for everyone
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