david4244 Posted June 21, 2020 Share Posted June 21, 2020 (edited) Ok so it's gonna be long, sorry for that. Didn't really want to open a topic, since most of the people who is not sin (98% of the community) will insta refuse the idea of any sin buff (but didn't get any reply to my PMs so here we go) which connects to my 1st point: For some unknown reason assassins were always getting most of the hate at any KO. ("OMG he 2 hitted me, nerf it. Doesn't matter that the guy was fully duffed and the sin used his main skills on him --> ~10 sec cooldown on them --> can't kill an other guy fast, while warriors can pretty much spamm the same dmg w/o cooldown). They got hit by quite a few nerfs here aswell already (recently even the drain nerf on isi, but let's not focus on this1 atm) and it really isn't a fun class to play and from here on it will be getting worse, like waaaay worse with krowaz, lvl 83 (hello every warrior being a mage aswell, aka AOES at passion tree + gg attack skill, ap.boost, hp regen, etc) [I still have no fucking clue who the hell came up with the passion warrior aoe skills idea. It's the dumbest shit ever, it's oke atm where they have to choose between consistent attack skill or aoe, but as soon as 83 is open, that restriction is out of the picture too] Following that logic they could have added it to priests and rogues aswell........ Anyway.. As some1 who has been playing KO since the beginning (~2005ish on USKO, plenty of private servers as well as played the whole previous apex, and being one of the better sins [ego aside, 98% of the sins are utter crap]), as much of a surprise it is USKO had reasonable changes too times to times (mainly duration pot and jamadars) --------‐-----------------‐-----------------‐-----------------‐---------------- Can't highlight this part enough and inviting any1 who didn't play sin much to create 1, go to arena and test it's dmgs normally, then on some1 with skelly belt, dd helmet and dread shield for ex) Assassins are the only class that is FORCED (warriors and priests can use dual wield too , but they have a choice to go for 2-handed weapons which 99.9% does) to go for dual weapons (same weapon type) Meaning any anti def is applied twice to sins. (atleast until jamadars are released). And it's getting worse day by day as people getting more and more items / anti defs. And it's by far the easiest to gear against them. -Irons, skelly, sos, all of them got DD. -DD helmets. And let's stop here abit. Any1 wanna gear against Sins can get a DD helmet which reduces a SHITLOAD amount of dmg and he is good to go. Meanwhile if a sin wanna gear against mages, resists are nowhere near as effective as DD, as for vs warriors / BPs: You got a spear def boots against a warrior or sword against bp / warrior ? Cool story bro, too bad not only it's nowhere near as effective ( dual daggers --> more reduction), they can just switch from raptors to quest sword or Hell Breaker, Iron Impact, etc.... You get the point and completely render ur anti def useless. Why antidef armors aren't like this for example: -DD helmet -Spear+ Sword +Club+ Axe DEF Pauldron. (Yes giving all of them) -Resist Pads (Flame+Glacier+lightning) -And arrow def Boots. Not saying to change them but tbh it would be way more fair compared to the actual situation where against warriors you need 4 different parts (which they can negate if they want) while they put the helmet on and gg. --------‐-----------------‐-----------------‐-----------------‐---------------- Certain aspects making the situation even worse for sins. The basicly free scrolls (1500/300, which is fine, i agree it should be at sundries but still it makes sin's life harder), and the way the game is played nowadays---> big clans (clan bonuses) big parties (~60 nps in solo, ~35 in 8 men parties. The old 50 in solo, 12 in full party was way better) --> gangbang, 8-16-24 ppl running together making it nearly impossible for sins to play their style which is going in and getting 1-2 kills and trying to get out. The current KO is only Warrior and Mage oriented since they have aoe, jumps, to, etc, Hence why 70-80% of the population is made out of those classes, rest are priests since it's necessary to keep the parties alive and then a couple of sins / archers whom playing the class cuz they always played it not becaouse it worth to play those classes. (Archer parties can be strong, sin ones not really) Sadly even I whom played Sin his whole life (can play any class, but don't enjoy them nearly as much as i enjoy sin), if i wanna compete for NP symbols, i have to play mage or warrior otherwise i'm just simply not being effective. (Not saying you can't do it on sin, but let's be real mages and warriors outfarming them NP wise by a long shot) Guess sooner or later (hopefully) you will release jamadars (exp true silvers, later moonlight etc) again as it was available in the first Apex aswell as it's really a must for sins, otherwise they are just being bots. But tbh judging from the previous Apex, that's not enough (especially since the best krowaz weapon curse --> "Chaos" is again only available for warriors / priests for god know what reason, sins are getting shit on there aswell. Long story short, please enable Duration POT now with the 80 cap and Jamadars soon aswell. There is already very few sins unfortunatelly. Plus even with duration pot warriors / mages will still dominate cz and party pks, sins just can't compete there, but atleast that smaller number of rogue players could have some fun. Little pro / cons summary: Sin pros: -Ability to solo effectively ("effective" is quite brave here, since you can barely kill any1 alone in time before they are getting healed, tped, etc) -Versatile. (Support, attack, minor, cures) -Mobile, ambush with stealth. -High dmg output within short period of time. (Which is kinda gutted by the sheer amount of anti def available against them) Sin cons: -Horrible at events (Mages and Priests making the difference at every juraid, bdw) -Bad at crowded areas / pks. You just can't go into 2-3 parties and hope to kill some1 then get out alive, while mages can bomb them, warriors jump in and out etc. -Only solo target abilities. -Bad dmg vs monsters (even worse if drain is getting more nerfs) -Expensive to gear (2x shards compared to 1 raptor, or any other weapon) -Antidefs. (As mentioned above, how effective DD is, compared to anything else) -Non fail-safe abilities. (It's triggering as hell, going in, even CPing, then doing a MASSIVE 80 dmg blinding followed by a 100 dmg cp spike.) -CP is totally luck based. (If mages or warriors have a duffed target ahead of them they know for sure 2-3 hits and it's done. While sins going in and pray to the RNG GODs, to actually not fail spike / hit a critical on a decent ability.) -Krowaz weapons (no chaos weap for sins???) -Big cooldowns on main abilities. And could list more things but let's stop here. So the suggestion is: -Duration Pots -Jamadars in the near future. (Fail-safe spike-thrust etc in pvp. Like Every1 else have failsafe attacks (except some archer skills ), and spike etc have a pretty high chance of success aswell, so this1 wouldn't really change anything except getting rid of the annoying fails and loosing a fight or vs cuz your CP spike did 80 dmg, while the enemy was lucky and he did 2000. Doesn't matter that otherwise you played it perfectly, you lost cuz your skill refused to "work") PS.: I'm up for debate and other solutions, could even name a few more. But any1 with common sense can see that assassins are way too underpowered / played. (Name 1 single assassin party that dominated CZ even for a day. Can't right? While i can name hundreds of mage or warrior parties) ~Cheers, David. Edited June 22, 2020 by david4244 Quote Link to comment Share on other sites More sharing options...
Razordagawd Posted June 22, 2020 Share Posted June 22, 2020 Archers also need to get their nerfs reverted soon. The rogue class is by far the weakest atm. Quote Link to comment Share on other sites More sharing options...
camerons_mum Posted June 23, 2020 Share Posted June 23, 2020 It seems absurd to me that archers and sins are nerfed on this server while mages are left untouched in their current state (totally broken). It would make an observer think that it is a case of pandering to certain large mage clans. Archer nerf I can understand the reasoning and I think the latest fatigue speed is ok, not too slow. It should be quick enough that warriors cant catch them, but sins should be able to. Archers are nerfed because archer parties are cancerous and ruin pk, but the same is true for mages. Why not add fatigue to novas? Why not put a personal cooldown on being teleported so they can't play ping pong with tp? Are you scared of these babashoppers leaving if you nerf their easymode class? Mages are a much bigger problem than archers ever were on this server. For sins the drain nerf makes no sense at all. The reasoning is that sins can cheese isiloon in the bowl, ok, this is true. But why is this a problem when mages can kill any boss in eslant solo? Or make 3x as much NP as any other class? Or farm items so much faster than any other class they make other classes obsolete for farming? You allow mages to have all these things balanced in their favor, but you nerf rogues over the slightest issues. Why not just put it back in the abyss where it belongs? Why does everything have to be in the bowl anyway? When the entire game is focused so heavily on CZ bowl it turns pk into a 100v100 cess fest where mages make thousands of NP and everyone else just has a frustrating gaming experience. Quote Link to comment Share on other sites More sharing options...
david4244 Posted June 23, 2020 Author Share Posted June 23, 2020 (edited) Agreed with the archer part, they can be pretty cancer in a full party and they are good enough atm with the swift speed fatigue. (Annoying if you are alone or duoing, but a bigger party archer is deadly and can kinda keep the distance like this). As for the mages ye most of the things favors them, tho i still rather have "OP" mages compared to full warrior parties. You can always surprise mages or catch a few even if you are duoing / Soloing, but gl doing that against 2-3 priests and 5-6 warriors you can only compete against that with bigger parties, they are way too tanky, descent , etc just simply can't kill a few fast enough. (Which causes smaller parties / clans leaving cz --> decreasing activity at cz) As for sins they are just bad atm. Not tanky enough(which is fine) but while archers can attack from far, sins have to get inside the gangbang, due to lack of dmgs can hardly kill ppl there (Even if your spike doesn't fail, if it does and doing 100 dmg, well you gave them some nice tickle), then gl getting out with all the stuns, slow whatever. A sin having hard time killing a fully duffed (parasit + malice) priest with personal shield (0 DD) with CP and all skills opened. -Anyway once again: making the Spike-Thrust-Pierce- Blindig - Beast hiding skills fail safe would be appreciated (It ruins the gaming experience alot , and it wouldn't really make sins any stronger cuz it doesn't fail that often but when it does, oh men you can be sure it is happening when you are on a fully duffed mage and despite doing everything fine, timing etc, your big skills failed , doing shit dmg (~100) giving him enough time to get TPed away. -Duration pot should be added asap. -And jamadars can wait abit longer, but they are really needed aswell. Edited June 23, 2020 by david4244 Quote Link to comment Share on other sites More sharing options...
Bestplayereu Posted June 23, 2020 Share Posted June 23, 2020 Couldnt agree more. David for president! Quote Link to comment Share on other sites More sharing options...
Jona Posted June 23, 2020 Share Posted June 23, 2020 +1 Quote Link to comment Share on other sites More sharing options...
roock10 Posted June 23, 2020 Share Posted June 23, 2020 why no manager gives a positive answer regarding these issues Quote Link to comment Share on other sites More sharing options...
Aurum Posted June 23, 2020 Share Posted June 23, 2020 (edited) 7 hours ago, roock10 said: why no manager gives a positive answer regarding these issues Because is ********. As always, sins want to spike-thurst a bp, archer or mage to be happy. I would better ask admins to play 80 sin + cp, try to kill someone mid-geared or high-geared. Pretty sure that they will be able to kill most players with that 1500-2500 cp spike .. (except to warriors with DD+sb/ib - do they exist? - ). 10 hours ago, david4244 said: A sin having hard time killing a fully duffed (parasit + malice) priest with personal shield (0 DD) with CP and all skills opened. I DO doubt it. On 6/20/2020 at 9:32 PM, david4244 said: -Duration Pots That can be fine i think, it's all about making the experience "smoother" for sins On 6/20/2020 at 9:32 PM, david4244 said: -Ability to solo effectively ("effective" is quite brave here, since you can barely kill any1 alone in time before they are getting healed, tped, etc) Just think about it... you really expect to kill easily someone that is being protected by their party being u alone? Btw, you can also try to solo with war or mages... THEY CAN'T, that's why they are in partys. On 6/20/2020 at 9:32 PM, david4244 said: -High dmg output within short period of time. (Which is kinda gutted by the sheer amount of anti def available against them) They still do a quite decent amount of damage, only int mages carry dd most of the time. On 6/20/2020 at 9:32 PM, david4244 said: (Fail-safe spike-thrust etc in pvp. Like Every1 else have failsafe attacks a war, mage or bp can't deal a MASSIVE amount of damage in a short time (1-2 seconds)..by surprise... Sins are supposed to be a versatile hit-and-run class (stealth,lf, cp, blind, cd at skills), most of them use macro (that make them tanky enough) and they are able to solo (OFC, DON'T EXPECT TO KILL EASILY SOMEONE THAT HAVE 2-5 CLANIES NEXT TO HIM). Finally, mage parties is debatable (novas hit too much) but wars parties have always been better than sins partys (even for booro-balog farm/exp party).. they are tanky and can deal a fair enough amount of damage (600-800) is not about sins "weakness" is all about warriors "pros" Edited June 23, 2020 by Aurum Quote Link to comment Share on other sites More sharing options...
Kemosahbee Posted June 23, 2020 Share Posted June 23, 2020 I agree with @david4244 Quote Link to comment Share on other sites More sharing options...
david4244 Posted June 23, 2020 Author Share Posted June 23, 2020 (edited) @Aurum The priest part is valid, you can maybe kill one alone with para + malice if he has slow reflexes to cure as well as you are lucky with cp and it actually works. (Which is often not the case) And whenever i was mentioning you should be killing some1 fast that was with duffs, atleast a torment, not w/o duffs. Which is a valid expectation for an "assassin" And ye, happy you mentioned the " 1500-2500 CP spike part and killing most of people easily". 1.: That's not happening w/o duffs, unless you are on a paper mage. 2.: Whenever discussing Sin dmgs, people always act as if you constantly have access to CP / blinding, spike etc. We don't have spammable skills, 80-72-75 skills have like a 60 seconds cooldown which is ALOT, even spike has 10-15 secs. And when your cp blinding fails doing 100 dmg or your cp simply doesn't activate on your big skills (spike, thrust, 72-75) and they are doing normal dmgs, then you are only tickling people with 300 ish dmg for the next 10-15 sec until spike comes back, and gotta wait a minute again for some "real" dmg with cp. That's why Duration pot is kinda necessary to lengthen your usefulness, so you can do 2 spike rotation with cp on, not only 1 which often either fail or doing normal and not cp dmg. (CP has like 30% chance to double your dmg, and 70% to do regular dmg and make no difference at all. Which really hurts when RNG is not on your side and your best skill does nothing for you at important times) Edited June 23, 2020 by david4244 Quote Link to comment Share on other sites More sharing options...
Razordagawd Posted June 24, 2020 Share Posted June 24, 2020 8 hours ago, Aurum said: Because is ********. As always, sins want to spike-thurst a bp, archer or mage to be happy. I would better ask admins to play 80 sin + cp, try to kill someone mid-geared or high-geared. Pretty sure that they will be able to kill most players with that 1500-2500 cp spike .. (except to warriors with DD+sb/ib - do they exist? - ). I DO doubt it. That can be fine i think, it's all about making the experience "smoother" for sins Just think about it... you really expect to kill easily someone that is being protected by their party being u alone? Btw, you can also try to solo with war or mages... THEY CAN'T, that's why they are in partys. They still do a quite decent amount of damage, only int mages carry dd most of the time. a war, mage or bp can't deal a MASSIVE amount of damage in a short time (1-2 seconds)..by surprise... Sins are supposed to be a versatile hit-and-run class (stealth,lf, cp, blind, cd at skills), most of them use macro (that make them tanky enough) and they are able to solo (OFC, DON'T EXPECT TO KILL EASILY SOMEONE THAT HAVE 2-5 CLANIES NEXT TO HIM). Finally, mage parties is debatable (novas hit too much) but wars parties have always been better than sins partys (even for booro-balog farm/exp party).. they are tanky and can deal a fair enough amount of damage (600-800) is not about sins "weakness" is all about warriors "pros" hmu when you actually hit endgame / level 80 and start pking in cz! Quote Link to comment Share on other sites More sharing options...
Aurum Posted June 24, 2020 Share Posted June 24, 2020 (edited) 1 hour ago, Razordagawd said: hmu when you actually hit endgame / level 80 and start pking in cz! I started pking a long time ago in cz.. but ofc i don't have too much free time (i'm just replying to this topic because is not real).. i think you're the guy "casuals don't matter" .I consider myself a casual because i can only play from 1 to 3 hours sometimes (as someone who has resposabilities), though got 2 chars 80 (4 days after 80 expansion ) got prem and i'm geared enough to not be an easy kill.... nvm talking about it is off-topic. 9 hours ago, david4244 said: And ye, happy you mentioned the " 1500-2500 CP spike part and killing most of people easily". 1.: That's not happening w/o duffs, unless you are on a paper mage. this is not true, got almost 1k ac... close to 5k hp + DD +5 (11 anti dagger) + 1 def pathos anti rogue (3%) (NO Skelly) and well-geared (not super geared -+8 weapons-) sins like Haemon, BiteTheHellfire or AroX (when was in karus) hit me 2k (1950-2100) with cp spike (i suppose). mid-geared sins like TeVeZ, ICharlatann or ZanatosM hit me from 1600-1800.... ( I gotta know who hits harder in order to avoid them or save my archers from them) Btw, with torment sins hit me 2.7 - 3.2k (honestly, i don't know if it was a cp spike or just a spike). An Admin can check if needed 9 hours ago, david4244 said: Whenever discussing Sin dmgs, people always act as if you constantly have access to CP / blinding, spike etc. We don't have spammable skills, 80-72-75 skills have like a 60 seconds cooldown which is ALOT, even spike has 10-15 secs. And when your cp blinding fails doing 100 dmg or your cp simply doesn't activate on your big skills (spike, thrust, 72-75) and they are doing normal dmgs, then you are only tickling people with 300 ish dmg for the next 10-15 sec until spike comes back, and gotta wait a minute again for some "real" dmg with cp. As i said before, sins are suppose to be a hit-and-run class... you beat the shit out of someone (in 1-2 seconds)... then.. RUN till you get your skills again... cp is just about luck.. that's true.. but if all skills benefit from cp + fail-safe it would be completely broken. Edited June 24, 2020 by Aurum Quote Link to comment Share on other sites More sharing options...
david4244 Posted June 24, 2020 Author Share Posted June 24, 2020 (edited) No1 said every skills should benifit from cp, didn't mention changing cp rates at all. But making skills failsafe (so your best, long cooldown skills aren't randomly doing 80 dmgs) would be a good quality of life change while not making sins any stronger at all. As for the dmgs you mentioned that's still overexxagerating but whatever. And even then that's still only 11 anti def, having 20+ which is easy to obtain skelly + dd helmet (don't even mention ppl with dread shields as a sin it's better to just avoid them), or give it abit more time and way more ppl will have 30+ that's when things gonna get even uglier for sins, as mentioned above, anti defs are hurting sins way more due to dual daggers than any other class suffer from them. Ps.: Just try it once on warrior to hit a personal shield priest a few times with let's say raptor +7, then do the same with totamic spear or murky +7 + Impact +7. You have similar AP, but you will do WAAAY less dmg with murky + impact. Then you will get the feeling of sins before jamadars being released. Edited June 24, 2020 by david4244 Quote Link to comment Share on other sites More sharing options...
Aurum Posted June 24, 2020 Share Posted June 24, 2020 (edited) 1 hour ago, david4244 said: Ps.: Just try it once on warrior to hit a personal shield priest a few times with let's say raptor +7, then do the same with totamic spear or murky +7 + Impact +7. You have similar AP, but you will do WAAAY less dmg with murky + impact. Then you will get the feeling of sins before jamadars being released. I know how it works.. i liked playing int bps but dual smite is **** against anti club (as u said is x 2).. but sins STILL DO a QUITE DECENT amount of damage.. that's my point. 1 hour ago, david4244 said: that's still overexxagerating but whatever Nope, is a fact that can be replicated by anyone. 1 hour ago, david4244 said: And even then that's still only 11 anti def Most -most- players only carry 10 anti def (sb).... and not defensive pathos (3% extra) 1 hour ago, david4244 said: (don't even mention ppl with dread shields as a sin it's better to just avoid them) not only as a sin.. even a war will have problems with that. In few words, i still think that sins deal a quite decent amount of damage, not being able to spike-thurst (though can kill rlly fast) a mid geared mage or archer is fair (actually, they are no match for sins in a one-on-one). War is another story, but that class have a lot of disadvantages too. Anyway, i hope that sins can get a better experience while pking without getting a more painful burst damage (not now, period, would make archers or mages hardly viable) Edited June 24, 2020 by Aurum Quote Link to comment Share on other sites More sharing options...
Razordagawd Posted June 24, 2020 Share Posted June 24, 2020 8 hours ago, Aurum said: I started pking a long time ago in cz.. but ofc i don't have too much free time (i'm just replying to this topic because is not real).. i think you're the guy "casuals don't matter" .I consider myself a casual because i can only play from 1 to 3 hours sometimes (as someone who has resposabilities), though got 2 chars 80 (4 days after 80 expansion ) got prem and i'm geared enough to not be an easy kill.... nvm talking about it is off-topic. I never said casuals don't matter, but there must be a limit to how much you cater to them while neglecting top players. What you said is just inaccurate. Sins can't 2 shot people other than underleveled noobs, afk farmers or paper mages who were left behind by their party. Both sins and archers are the weakest classes in game (sin more than archer) which is not to say they're completely useless - they are just worse. Quote Link to comment Share on other sites More sharing options...
Butcher Posted July 3, 2020 Share Posted July 3, 2020 (edited) +1 to this post playing sinn this server is complete and utter bull shit the mh cool down is way 2 much u cant tank fxk all sin has been nurfed way 2 much Nd I don't understand why mages are hardcore on here they pretty much 1 shot most rogues with novas even with ms on and as for warrior with the 80 skill and sins with mh cool down there's no chance Edited July 4, 2020 by Butcher Quote Link to comment Share on other sites More sharing options...
savagek Posted July 3, 2020 Share Posted July 3, 2020 I agree about the skill failings - it happens wayyy too often. Everyone else has fail safe skills, I see no problem with making sins fail safe Quote Link to comment Share on other sites More sharing options...
david4244 Posted July 3, 2020 Author Share Posted July 3, 2020 (edited) 33 minutes ago, savagek said: I agree about the skill failings - it happens wayyy too often. Everyone else has fail safe skills, I see no problem with making sins fail safe At this point i would be fine with this only ye. Too bad Aesteris said they don't intend to change anything ? Wrote another message to them about this1 only cuz for real literally every1 else has failsafe skills (most of them having spammable ones too --> priest, warrior, mage [72 staff]) -The logic regarding the failing skills is kinda twisted: Sins are the only one with pretty long cooldown important skills (spike, thrust, 72 and 75 have even longer) so having non-failsafe skills hurt us the most by far. Sure let's give them failing skills, and them only, give every1 else sailsafe skills, doesn't matter it wouldn't hurt them nearly as much if they would be having failing skills as they can spamm their best skills right after that, while sins can't. And when it fails for sins and does 80 dmg that completely fucks you up for no reason and for a really long time (Even worse if it happens while CP is on) Making them failsafe wouldn't rly "buff" sins at all since we wouldn't make any more dmg, but would be much more enjoyable to pk as you could atleast kill a fully duffed target in the middle of enemies and not failing a spike then dieing . Edited July 3, 2020 by david4244 Quote Link to comment Share on other sites More sharing options...
Administrators Aesteris Posted July 5, 2020 Administrators Share Posted July 5, 2020 On 7/4/2020 at 4:20 AM, david4244 said: At this point i would be fine with this only ye. Too bad Aesteris said they don't intend to change anything ? Wrote another message to them about this1 only cuz for real literally every1 else has failsafe skills (most of them having spammable ones too --> priest, warrior, mage [72 staff]) -The logic regarding the failing skills is kinda twisted: Sins are the only one with pretty long cooldown important skills (spike, thrust, 72 and 75 have even longer) so having non-failsafe skills hurt us the most by far. Sure let's give them failing skills, and them only, give every1 else sailsafe skills, doesn't matter it wouldn't hurt them nearly as much if they would be having failing skills as they can spamm their best skills right after that, while sins can't. And when it fails for sins and does 80 dmg that completely fucks you up for no reason and for a really long time (Even worse if it happens while CP is on) Making them failsafe wouldn't rly "buff" sins at all since we wouldn't make any more dmg, but would be much more enjoyable to pk as you could atleast kill a fully duffed target in the middle of enemies and not failing a spike then dieing . All skills can fail unless otherwise indicated by the skill that they're fail-safe. All other classes indeed get fail-safe skills, and usually at a high mana cost. Assassin mana costs aren't that high, probably for this reason. Would you mind making them fail-safe at the cost of increased mana use, say something along the lines of warriors' skills? Quote Link to comment Share on other sites More sharing options...
david4244 Posted July 5, 2020 Author Share Posted July 5, 2020 (edited) 6 hours ago, Aesteris said: All skills can fail unless otherwise indicated by the skill that they're fail-safe. All other classes indeed get fail-safe skills, and usually at a high mana cost. Assassin mana costs aren't that high, probably for this reason. Would you mind making them fail-safe at the cost of increased mana use, say something along the lines of warriors' skills? Don't wanna sounds rude but that's pretty silly of an argument cuz sure they have higher mana costs, but they are actually spammable too and that's the main reason for high manacost, so they can't use their best skill for eternity while spamming only HP pot. (Lvl 45 warrior skill have pretty high mana cost too and it's not failsafe) So to answer your question, ye i'm fine if you add higher mana costs but making spike failsafe AS WELL AS having the same cooldown as hellblade or helis so we can spamm it too. But it's obviously ridiculous so just drop it. Now back to the main point as it has been explained already above, the failing skills for assassins doesn't make any sense nowadays, ppl (non rogues) aren't expecting you to fail skills and do 0 dmg, so they wouldn't complain if sins would have failsafe skills aswell, but on the other hand please play sin for a few days, go on a duffed target with cp on, fail a spike or blinding, do 100 dmg and you will see how gamebreaking, annoying, unplayable it is for no reason sometimes. So please for the love of god, consider making sin skills failsafe w/o changing anything else. (Atleast try it, you can always revert it back if it happens to turn out bad, but it won't..) Edited July 5, 2020 by david4244 Quote Link to comment Share on other sites More sharing options...
Razordagawd Posted July 5, 2020 Share Posted July 5, 2020 (edited) Sins have to juggle 2 RNG formulas: CP not critting, and skills not failing. Even if CP crits, the skill might fail. Even if the skill doesn't fail, CP might not crit (yay for 800 damage spike on warriors). David is right, every single spammable skill in the game has some serious MP costs (on par with their unlock level). Sins I suppose got low mana costs because their best skills are on a 10-60 seconds cooldown and you must use every single one of them to finish a damage rotation, as opposed to other classes that just equip their latest unlocked skill. Not to mention how minor healing is integral to their gameplay, and more mana consumption in damaging abilities means less healing. All things considered, KO as a base game is decently balanced but it's clear that rogues (and in this server, archers) have got the short end of the stick. They're good at what they do yes, but in the current metagame they're kind of a liability. Hopefully archers will get ice and light unnerfed, styx back to reasonable cooldown levels (something not on the 3 digits of seconds at least) and the speed penalty. As for the topic at hand, even if they can't be made failsafe, it would be nice if the % chance of failure was at least lowered. I suppose it must be like 10% rn. Also, what's up with these skills failing so much on higher level mobs like isi, greeds and such? Edited July 5, 2020 by Razordagawd Quote Link to comment Share on other sites More sharing options...
david4244 Posted July 5, 2020 Author Share Posted July 5, 2020 Agreed. The RNG factor (cp and possibly skill fails) is really annoying. In a vs between equally skilled sins, due to the mentioned RNG factor it is possbile to lose the 1st vs with almost full hp (your cp spike doing 100 dmg, his doing 2500, etc) while actually winning the next one with full hp yourself which is kinda meh. And yep in PVE on higher lvl mobs (utlima, isi, greed, etc) it's like 80% failing, guess it's because of the lvl diff (these monsters are considered lvl 200+ or whatever) kind of annoying aswell. So ye, making sin skills failsafe would be a great move by you guys w/o making any1 mad. Quote Link to comment Share on other sites More sharing options...
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