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Author Topic: Archer Update Edit  (Read 274 times)
Shadow Link
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« on: April 20, 2007, 07:58:52 AM »

04.19.07 - Archer Update Edit

Edit
Shock Arrow - deals damage based on 1% of the target's current hit points. 0 line cast delay and costs 4% of the caster's maximum mana points (effective against high HP monsters). Ability 10.

Additional
Star Arrow 1-5 - damage will be increased by approximately 30%.
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« Reply #1 on: April 20, 2007, 10:44:12 AM »

Yay for Star Arrow-Unfortunately still not much use in most ABing.

As for the other Archer updates that I have been faithfully waiting on for 2 + years?  While a lot of people are sending screaming tantrum tickets to Kru many people aren't looking at it rationally and providing explanations which will just make Kru not consider the real root of the problems with their ideas and what they considered an added bonus to the Pure path.

Life Arrow
I can not Imagine a group saying 'Hey- Let's grab a pure archer because they can red you if you get trapped'.  If a pure archer is skilled,they are able to lure, SF, and position themselves to red the skulled person anyway before they pile. More importantly: in hostile areas after being revived how many times do people reskull immediately causing the need for multiple red/Kom usage? It doesn't matter how fast the healer is in the group or if the skulled person has Dion (due to failure rate), this still occurs quite often.
Perhaps if they would have made the spell give some HP at the same time it gives 'Life' or some equivalent- it might actually be slightly effective.  (Now if they made something like Resurrect Arrow to restore a person from Sgrios to their pile- something like THAT would be beneficial and make a pure archer desirable in AB hunting especially when hunting in a group deep in places and places where people can not get back to.)

Ok- truthfully the premise of their new spell ideas are actually really quite good, but the percentages of damage and the time the spells last renders them almost useless.

Frost Arrow  
Something lasting 3 seconds at one line leaves approximately 1 second before having to recast to actually try and 'kill' any creature that can not be killed by SA (1 second to re-equip your dagger and 1 second for assail).
If they changed it to 15-30 seconds or more, it could at least give a rogue a chance to weaken a creature before having to recast again.
Shock Arrow
The  1% attack arrow will also not effectively weaken any creature that regens HP. (most Med hunting areas). 
If they moved it to around 20-30% of current HP and cost a larger % of the caster's maximum mana points it could be considered a decent attack spell.  Even if it costs significantly more MP- with the % of Creature Regen it would still make is kill slightly slower than a Gladiator/Druid, but at least at a comparable rate.

The upcoming 'use bow to SA' nerf they are doing is not only going to drastically affect Priest/Rogues by making them have to unequip the Diana they tried so hard to keep on, but is also going to cause the class not to be able to bash and SA at the same time for area's with both elemental and dark creatures. All this without the added protection of a shield and one of the weakest armors. With a max capacity of 200 arrows in inventory, the choice to kill by arrow really isn't even an option (with the hit rate and amount of arrows used per kill you could effectively kill 10-15 creatures before running out of arrows)
My suggestion- leave the SA alone and/or make 'regular arrow' not reliant on arrows in inventory. If a rogue wants added damage they can still have the option to use specialty arrows. If Archers were not meant to bash at all their final 'weapon' at AB99 would not be a dagger.

So yes, rogues will now be able to rake in the HP/MP even more- but what use is that in a game that is expanding for Med paths in Medenia? It is almost like Kru is afraid to make them a decent med class.
Sad really, because for me: I think rogue is the most enjoyable and challenging path (as far as the talent required to be a great rogue). I probably still will log onto my Summoners before my Archer and even consider if it is time to be moving on from Darkages.

Maybe my ideas aren't the greatest and I apologize  if you think this is a bad rant, it is really just a statement of defeat.  It is almost comical...almost.
« Last Edit: April 20, 2007, 05:50:56 PM by Marri » Logged

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« Reply #2 on: April 20, 2007, 10:12:37 PM »

I think I'll just post the rest here, Amusing

-----------------------

04.19.07 - Updates and Announcements

Archer Update (April 26th)

Life Arrow - revives a skulled Aisling at any distance within the Archer's visible range. 1 line cast delay, 3 minute cooldown, and costs 3000 mana. For pure Archers only. Ability 1.

Frost Arrow 1 - slows a monsters attack and movement speed by a factor of 2 for 3 seconds. 1 line cast delay and costs 600 mana. Ability 1.

Frost Arrow 2 - slows a monsters attack and movement speed by a factor of 2 for 4 seconds. 1 line cast delay and costs 700 mana. Ability 15.

Frost Arrow 3 - slows a monsters attack and movement speed by a factor of 3 for 3 seconds. 1 line cast delay and costs 800 mana. Ability 35.

Frost Arrow 4 - slows a monsters attack and movement speed by a factor of 3 for 4 seconds. 1 line cast delay and costs 900 mana. Ability 60.

Frost Arrow 5 - slows a monsters attack and movement speed by a factor of 4 for 4 seconds. 1 line cast delay and costs 1000 mana. Ability 90.

Shock Arrow - deals damage based on 1% of the target's current hit points. 1 line cast delay and costs 4% of the caster's maximum mana points (effective against high HP monsters). Ability 10.

Blinding Bolt - has been updated with shorter line cast and longer duration.

At the release of the Archer Update, Archer spells will require a Bow item to be equipped when casting.

Itemshop Announcements

Kruna Coupons - Starting on April 23rd, players will have the option to purchase 3300 kruna for $29.85. Players can still purchase the standard 1000 kruna for $9.95.

Trading Items - this is a reminder to players that only Event Items(currently Bunny Polyp and Bunny Muffs) will become tradeable after they are no longer sold at the itemshop. All other itemshop items are NOT and will NOT be tradeable.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~

04.20.07 - On Frost Arrow

Frost Arrow affects more than just attack and movement speed, it specifically affects the monsters "actions" per second which would slow everything, attack, movement, regen, dispell rate, targeting, etc.


Coming soon: New items for the itemshop, Pure Medenia Path Update (includes Archers), Medenia Spirit Worshipers
« Last Edit: April 20, 2007, 10:14:11 PM by Shadow Link » Logged

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« Reply #3 on: April 21, 2007, 01:18:51 AM »

Frost arrow is rather lame since with a 1 line cast you'll need to sit there and SPAM it to maintain the effect since it only last 2-4 seconds. Making you useless to fight.

Life Arrow, lame...useful only in Nobis riots and Chaos...rarely will it get used unless someones running low on reds. I hunt with a lot of pures...and gods is this a rather useless addition

Shock? Grats, you have a place in Mines/canals now...


Bottom line: ARCHERS STILL SUCK IN MEDENIA AS HUNTERS! FC? so you can AS something every 25 secs. You still bash like a lil girl. CH you're useless. Andor you're useless....archers need elem ammo or elem arrow spells...

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« Reply #4 on: April 21, 2007, 01:43:56 PM »

Frost arrow will become quite useful against a spamming mob of monsters Tongue
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« Reply #5 on: April 21, 2007, 02:49:00 PM »

I submitted this to KRU. My guildies say that it makes pure rogues WAY too strong, but that's what I was getting at. Comment on it?

Since everyone knows that pure archers suck, I have a couple of ideas that could make them much greater.

Idea 1: Advanced Hide. Works the same way as Hide, but it lasts 20 seconds, costs 1000 mp, BUT does not unhide you when you attack.

Idea 2: Dual Wield. Let Rogues equip 2 daggers at once, so for example if a dagger did 100d150 to small/large, and if they had two the same, make the dmg 200d300, keeping the same attack rate (1 atk/second).

Idea 3: Enable "critical hits" for rogues. Example, if a grand master rogue were to do 500 dmg with one assail against a Pirate with the element and such already calculated, the rogue gets a 1 in 10 chance of doing triple damage, but limit it to attack only (no skills, as it would make skills like Assassin's Strike far too lethal.)

There's a few suggestions for pure rogues/archers. I'm sure that they would make them MUCH better than they were, and give them a fair match in the Arena and make them hilarious during hunts.

- xSorenx
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« Reply #6 on: April 21, 2007, 04:15:07 PM »

Frost arrow will become quite useful against a spamming mob of monsters Tongue
yes I agree, IF it lasted longer.  All an archer will be able to do is spam it with no time for attack.


There's a few suggestions for pure rogues/archers. I'm sure that they would make them MUCH better than they were, and give them a fair match in the Arena and make them hilarious during hunts.
- xSorenx

They don't sound bad at all.  All I really want is Archers to be needed and deliver comparable damage as the pther classes. There is nothing in this update at all that will make a group want to bring an archer on an AB hunt over another Gladiator or Summoner.

I can understand if they want to take Archers away from 'bashing' since technically archers should be the ones that are good at long range attack....but at least give them some sort of decent attack for all creatures. Dark and Elemental. 
Don't just give them a pat on the head, force them to use a bow with only 200 arrows, throw them a ridiculously low new attack (1% damage even after 100 hits wont kill squat and will only tickle Med creatures that regen HP), and expect us to be happy  Undecided

The standing 'joke' about pure archer has always been- "well at least they are good for redding"
Kru has now not only proved that to be true but also that they feel that way too.

And don't get me wrong, I am not saying all this only becuse I have an archer, I have 1 of every class (except monk..Hubs  Embarrassed made me delete her).  I have been watching the Rogue class become more and more extinct over the years and all I want is comparable skills for rogues in a game that is expanding in the Med class area.
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« Reply #7 on: April 21, 2007, 05:30:31 PM »

Even a Simple Dark element version of Star Arrow would be enough to make them stop sucking

Dual wield has been proposed COUNTLESS times for rogues, Kru refuses to do it.
Critcal Hits would be over-powered if it were for only 1 class.

Half the issue from now on will be that they need to have a bow equipped to USE their archer skills, making them useless bashers. Even if they had melee weaponry, they'd need to up the dmg on them...a lot
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« Reply #8 on: April 22, 2007, 11:06:36 PM »

Critcal Hits would be over-powered if it were for only 1 class.
Again, that was my point. But maybe cast a spell for crit chance?
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« Reply #9 on: April 23, 2007, 08:56:00 AM »

Even a Simple Dark element version of Star Arrow would be enough to make them stop sucking

Exactly
If they are going to take away our shield and dagger to make us equip a bow to be even more vulnerable to attacks,  they really need to either make a 'spell' or 'arrow attack' for Dark AND Elemental creatures so we can kill from a distance or don't make us equip the bow so that we can bash the creatures that we can't SA.
In non-ABing groups this update will not make us effective 'killers' and in AB groups, it still doesn't make us wanted or needed.  All the other paths got an update, we got a nerf >.<
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« Reply #10 on: April 23, 2007, 05:45:58 PM »

You have NO issue NOT sucking in Chaos or Nobis...so SHH Tongue

the whole issue is that archers are dead weight in AB areas. PND > SA in both Canals AND Mines
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« Reply #11 on: April 23, 2007, 06:04:55 PM »

I've been meaning to ask this for a while now.. How do you hunt Chaos? Some people said stuff about maiden if you're a rogue.. I'm kinda confused.
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« Reply #12 on: April 23, 2007, 10:00:17 PM »

SA as an archer...maiden is a little annoying if you dont have a SoB/SoA...you can poison trap solo there as a rogue but hide works as well as it does in nobis...if they see you, you gotta log out to get hide to kick in
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« Reply #13 on: April 24, 2007, 12:07:59 PM »

You have NO issue NOT sucking in Chaos or Nobis...so SHH Tongue
Touche' - yes- you are correct- once an archer gets their MP to a decent level that is.  Too many half maxed archers with no MP walking around.  I vent because I worked hard to get Marri where she is and this stupid nerf just affects me a little more because I love hunting in the new SW.  With a mix of Dark and Elemental creatures I wont be able to bash and SA at the same time  Undecided    I am just thankful there aren't too many places that have a mix of Elemental and Dark Creatures together.
I also feel bad because Britt has a Progue and has successfully kept on her Diana and she is AB11 already.

SA as an archer...maiden is a little annoying if you dont have a SoB/SoA...you can poison trap solo there as a rogue but hide works as well as it does in nobis...if they see you, you gotta log out to get hide to kick in

Yah the 'Pure' advantage in Chaos is SF: It gets them lined up for perfect SA kill.  Quick exp and easy...but them.... bunnies...they look so cute, till they show their vicious teeth ;p
I really should go to Chaos more often, its just the pain in the butt to get there- I HATE Prahm

'The poison and log way' takes too long for my taste- 20-30 mins to get them down to 1 hit
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« Reply #14 on: April 24, 2007, 01:57:49 PM »

Amusing yeah there was a pure archer telling me about the poison then log trick. he outright just gave a cath he hunted away to this pure glad . he said the next one he got would go to me free of charge Amusing. i find that a little hard to believe but i mean hey, if i do get one i wont be complaining. that idea makes me wanna work on my rogue more often.
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