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Phoenix

Juneee

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Everything posted by Juneee

  1. Literally what you said. So you have no idea what the exp numbers are and you say they are insane rewards for idle gameplay?? You know the mobs are actually hard for lvl <80 right? So its not exactly like cake walk brain dead gameplay like healing coolies/himes either... Yes it doesnt have "puzzle" stages like the other PQs, i'll give you that. But to put it simply as "you just kill mobs" is just overstating it. The mobs are very tanky for low levels. In fact, I could see it being a pot drainer as well. Which means if you dont have a cleric/priest in your pt youre going to lose mesos. At its original form, PPQ in our servers context is totally not worth doing at all FOR exp. and PPQ doesnt give any other rewards as well. So its not like you can get scroll rewards like LPQ/OPQ or tons and tons of potions to npc or capes/earrings to npc.. The only thing its good for is to get the +5 pirate hat. But in its original form and without tweaks is very stupidly hard to obtain. Even the Silver dep medal is an easier way to obtain a +5 all stats item. I honestly believe lowering the +5 pirate hat's amount of pq requirements and making it lvl 80 instead of 90 to wear is a really good and unique mid-game upgrade. It also makes it so that players dont feel the need to get a zhelm asap. I dont like seeing lvl 60s/70/80s wearing zhelms either.. They get the zhelm and then quit soon after and never contribute back to future runs because well, they already have a zhelm.. Theres nothing else to motivate them to grind further or to reach another goal because the zhelm is still by far the BIS item in the game. So with this change we can actually prevent that from happening. Same time we can make zhelms cost a lot more to obtain (than it currently is) say if you are under level 100 and insist on getting a zhelm but you are not someone who can/has contribute to zakum runs. That way, the zak runners can get paid way more as well (than the current new prices of 1~2m) which makes it worth their time to zak as well..
  2. 1) I dont think PPQ exp is even good to compared to grinding to begin with.. So PPQ doesnt really make the game easier for people to level and is definitely not "miles" better than grinding, there's nothing insanely rewarding about PPQ at all. In fact, PPQ exp gets taxed heavily if you have party members over 70 or 80 iirc.. 2) What it does give though is like I mentioned earlier below.. It provides an alternative to grinding. and PPQ hat most definitely needs some tweaking as well when it comes to the +5 hat requirements because that many runs is just stupid. You would already have a zhelm or are over lvl 100+ already by the time you reach the amount of PQs.. You dont like the idea of low level players getting zhelms way too easily nowadays right.. Here's a solution you could work with.. Make the lvl 90 +5 PPQ hat something "reasonably" obtainable then.. Let this hat be a mini-stepping stone goal for players. So that they can aim to get this first instead of straight going for a zhelm. Let them use this hat until they are 100 before thinking of getting zhelms.. In fact, change the req from lvl 90 to level 80 to make it more possible. Because at lvl 90 requirement, people would just grind out 10 more levels and get zhelm which is way more worth it that the +5 ppq hat.. 3) I agree with the 2 PQs co-existing thing, thats why i proposed making PPQ a 71-100 pq instead. So that OPQ isn't obsolete.. but when you look at it, OPQ is naturally obsolete anyway because the exp is really trash compared to grinding.
  3. That's good to hear! and oh KPQ isnt 3 to enter? I thought it was... If it is not, then why not reduce 1 more member req from it like what you would do with the LPQ/OPQ changes as well. OA dex 10% are not that valuable anymore these days, so i dont think it would open much room for abuses? But then again, if we are talking about older players who used to spam kpq to try and get oa dex 10s, they already have enough mules to help them enter as 4 in the past to begin with. So whether it is a 3 man or 4 man requirement to enter kpq is besides the point kinda thing.. So having it reduced 1 more person like i would assume soon would happen to LPQ/OPQ is a good thing as well, for the same reasons mentioned in the original post.
  4. Problem: Currently even with the older players often resorting to bringing mules to LPQ/OPQ there's still difficulty in getting PQs going because of the missing 6th.. Solution: A much needed change to help enhance the QOL of our low pop server. Would be very helpful towards newcomers because they struggle to keep PQ parties going with the requirements of 6 party members. Make it same like the changes to KPQ where you can enter with 3 members instead of the min of 4.. So for LPQ and OPQ the min party members becomes 5 instead of 6.. You can finish both PQs with 5 members as well, albeit it takes slightly longer than a 6 man party. But this is surely way better than having 5 people stuck for hours waiting for the mythical 6th person to show up and save the day. Sometimes said mythical person remains mythical and you are left with 5 sad persons.
  5. +1 Agree with changing it to pure water and unagi. Disagree with hornster/mana bull.
  6. yep which was my point at the end, what does having that slightly miniscule increase in MP even does.. because there's no washing here so its absolutely pointless to even think about making changes to it.. but then again its kurv we are talking about i guess. the whole suggestions forum is basically his diary...
  7. do people actually bother to change to int gears to lvl up here?? dont you only get like some miniscule amount of mp per 10 int? lets say if youre really that autistic, but what does more mp even do for you if you're not a mage?
  8. 1) LOL what bullshit is this kekw. Such entitled behaviour lmfao. Go host your own server then and you can have the very absolute best pings with no compromises. Everyone else is going through the same thing. fucking suck it up and grind at another channel. Or better still, just party with the other person in your preferred channel????? KEKW. you are the first person i've ever came across crying bout not having more than 1 channel in their own region. So by your logic every other players from different region can demand for more channels too then? 2) FYI, sins too suffer from what you are crying about which is the very low min damage resulting in needing more hits to kill. It can go from like as little as 2 hits to as many as 4 hits even. So its a very bad example to use.. Just saying. Yes, archers are underwhelming compared to hermits in 1v1 damage wise, but their mobbing is excellent. They are a totally different playstyle compared to sins. Also why even pick archers in the first place? It's a fact that they are weaker than hermits. Unless you didn't know that beforehand, welp you can do what everyone else eventually does which is reroll to a sin. But dont complain about the excessive costs of gearing up then.. Or end up like the many others who abandoned their sins because its just too expensive to become fully geared. 3) I agree with this, it's kinda bullshit and bonkers. They all got to like 90+ in about two weeks. But then again, these are very old players we are talking about. They have every single good gears ready with funding to scroll/buy their stuffs. They are going to zoom past you regardless. It's more of them having the experience and knowing what are the most optimal ways to level up a character after playing for so long. Also yes,with that they also have all the mules (and friends) to help make it even easier for them. But you know how they got to that point? Because they didn't bitch about how hard it is yadayada when they started out new just like you. They worked for it I guess, so you cant really complain about them fully taking advantage of the work they have put in with their mules/chars and such..
  9. I absolutely agree with this. I wish we could somehow reverse that decision. Can you imagine as a new player with how scarce and insanely priced GFA scrolls are atm, you need to wait to lvl 80 before u can buy/make/use a decent att gloves? Talk about needlessly making a daunting game/journey even much more daunting and unpalatable for a newcomer.. lol that shit is so stupid.. and GFA are insanely priced because all of us are busy buying them to scroll our lvl 80~100 gloves to 6/7 slots perfection, and the market knows that we would pay the money for it. Because what other choices there are, really. Also the high lvls can afford them or can spend some time farming the millions required, not even that hard of a task because the money earned at higher lvls is just so much better. and all those gloves that are like 6~8 wa 80+ class gloves that just goes to waste and rot in people's inventories because nobody ever wants them.. Previously, these 5/6/7wa wg are the things that we could transfer and keep in circulation in the market (and for cheap/affordable prices for a noob) because new players will need them and it will be constantly sought after.. In a way it circles around to help even more new players as well with that. But all we have now are just wasted imperfect class specific att gloves doing nothing, helping absolutely nobody and yet at the same time continue driving up GFA prices whenever somebody decides to scroll some gloves. Nothing is going to trickle down to help out the economy for the new players which in turn makes it such a sad state of a server for any new person joining.
  10. I agree with your sentiments. Giving these OP "temporary" items creates a drug-like addiction. Especially so when its done in the frequency that has been happening. GM buffs straight into xmas event... Plus i think it also breeds bad mentality, like players can get demanding or will feel like entitled to such events/buffs/whatever in the future, like something that is expected from the server already... The withdrawals are very real whenever said events are over, it hits especially hard towards the newer players who dont have any or much gear.. They will feel the effects of this more than some older player who already have full att gloves/capes/overalls, etc.. Because all of a sudden reality hits them like a brick wall when the items are no longer there and they realize how painfully slow killing things are at their level.. Hell, I've already encountered some new players who didn't know that the PQ could be re-done and they could get the hat again. After 3 days and their hats were gone they didn't feel like playing anymore because all of a sudden they become so weak (or rather they become what they originally are). Then comes the realization that the road to good gears is a very very long road ahead especially in this low population economy where things are hard to get. So they instantly get demotivated to play/invest time into the server any further.. Can a new player like even find a 5wa wg these days as a starter kit to help them going??! Poor guys, i feel for them.. BUT. It is a little too late to do anything about it now.. I would rather they not make it into the game in the very first place. But since its already here and many of the established players have well and truly taken full advantage of it. Getting to 8x in a week/getting zhelm/training at mobs beyond their levels/etc etc.. Lets not fuck the new players even more and make changes retrospectively to nerf these things, it only hurts the new players and casuals who dont play as frequently. Whereas the people that took full advantage of it wont really care if it gets nerfed now because they have already advanced past the hell stages of early maple.. Btw, releasing an event alongside a new job release is the stupidest thing ever..
  11. keywords
  12. good joke. 1) only 1 person out of the 6 in the pt will get the Boss exp and therefore somewhere around 100k exp per PQ. everyone else will probably get around 90k exp per run. If you are lower level (51-56) you are fucked even more because you dont even get most of the mobs leech exp that your pt's higher level members have killed. 2) most pq runs take about 25 mins avg when you take everything into account (including time spent in bonus, time spent doing mini-JQ to get out of OPQ, time taken to feed wonky, etc).. it is very very rare (basically near impossible even with the pro-est of parties) that you get to do 3 pqs per hour @ less than 20 mins per run every single run... that means you will only be doing 2 runs per hour, so 200k+- exp for 1 person and 180k+- exp for the other 5 members. (you can even be really anal about it and assume you are in the first 10 mins of your 3rd run in the hour mark, the first 10 mins of OPQ are the earlier stages that dont even give that much exp, so your exp realistically is something like 200~240k exp/hour for 1 person and 180~220k exp/hour for the other 5 members... Now go compare it with STDs solo where you can get about 280~300k exp/hour, and even more for coolie/fog parties with HS.. OPQ exp is a trash for the effort it requires, and the rewards are a joke as well. Do you see anyone muling OPQ for scrolls? Why even bother muling a longer and more tedious PQ..
  13. i have a few questions: 1) when inserting skill damage %, do we need to insert the single line skill damage % or the total skill damage %? - for example thief's lucky7 deals 150% skill damage x2. so the single line is 150% and the total is 300% 2) how do you factor in shadow partner which deals 50% of the damage of your lucky7 which is also affected by whether said lucky7 line crits or doesn't crit in the first place? from a sample i given your program of a lvl 94 hermit, it returns me 5 basic mobs to kill which are dark stump, pig, stump, red snail and shroom. (lol) it doesnt give me mobs of higher than lvl 30? i can also see your program doesnt take into account a lot of other skills as well, so it is more suited to be used for basically 1st jobbers only? also got a virus threat from AV.
  14. +1 i dont see a reason not to have PPQ. It's got a good goal for people to look forward to which is the +5 hat after completing like 500 runs and the level req to wear is 90 and untradeable, so its not even OP or anything. (nexon later changed it to 350, makes sense cause 500 is just absurd for a PQ that is difficult, doesn't provide good exp and the rewards are lackluster) Which I think Phoenix should follow(or reduced even more actually) if PPQ is implemented because we already have a low pop and not everyone would want to do PPQ because zhelm is way way better and you could buy one much earlier as well. So making it 500 runs of ppq would not be sensible, even nexon realised it on a normal pop server. This can help people who burn out from grinding, letting people take their mind off things to do something else instead of grinding. This also helps people who cannot afford to buy a zhelm yet as well since its like 80mil for <110 level. But i think changing it to be 71-100 is good so that it doesnt make OPQ obsolete. Makes PQ progression on Phoenix streamlined as well: HPQ 10-21 KPQ 21-30 LPQ 35-50 OPQ 51-70 and then PPQ 71-100
  15. by that logic the whole cash shop should be donator nx only.. in GMS back in the day, only the privileged who spent real $ could open FM shops... only the privileged who spend money can look fancy. also, you should be stripped of every single nx you wear that is bought using vote nx.
  16. All i can say is, 4th job is coming whether people like it or not 🙂 I have spoken.
  17. The fact that you brought up dark arunds among all of GK's drops and that you dont know hermits like kradia and donny used to religiously farm GK for the mambas and eclipses pre-leafre, tells me everything i need to know. Also something else tells me you dont know how fast 20 sets of stars run out with SP on and avenger costing 6 stars per cast.
  18. Too many things you say are just straight up not true with what is actually reality. You are talking about a similarly funded 141 Hermit and Sniper? I can guarantee you no way a 200m, funded Sniper vs a 200m funded Hermit will deal the same DPS (or at least the Hermit as you say dealing higher DPS than the Sniper). I mean the stars to train on alone cost 160m for 20 sets of steelys at 8mil a pop. If you're going to be mixing tobis up in there and saying hermits still do better dps than the sniper. I dont know what to tell you. Exp rates of Snipers and Hermits really are not comparable, it is not even debatable. Ellie just plays much more, and with slime HS-ing her for basically every single time she trains of course she levels up fast. Also you are talking about ellie who is already a funded hermit to begin with. She was doing like almost 3.5k+ per crit line at fog at early lvl 70s with steelies.. It's just pure numbers, you cant argue with it. Snipers to go Gobies at 85+. Hermits absolutely do not get max avenger at 88 (lmao). They need max SP and max avenger at the very least, you can say screw it for meso up but no sane unfunded hermit will forego meso up before avenger. That itself brings the hermit to level 97. You are talking about single target hitting hermit getting to level 97 (or 90 if the madlad skips meso up) vs mobbing snipers from 80 onwards with max eruption and lvl 1 strafe. And you have to take into account all that time, the hermit is not even farming for his stars yet. we are assuming he already has at least a couple steelys and the rest are tobis. The very fact that archers get to abuse broken gobies at a much earlier level than hermits is already proof enough.
  19. Because you are thinking of the destination. What about the journey to get to that destination? Sure if you have 20 sets of ilbis and one day you decide you want cash, its payday for you. You can be next familymart. But how did you even get to the point of 20 sets of ilbis in the very first place if not through farming them or farming the mesos (30m each btw) to buy them off others? It takes a HUGE amount of TIME to do that. You also forget how scarce those things are, even if you had the mesos to buy them, you dont have anyone to buy it off from. So you have to spend time farming them at vikings. Sure you get some couple of levels here and there in the process of doing so. Meanwhile if you're an archer, all that time spent is converted into exceedingly decent to fast exp rates, at pirates and gobies later on because your AoE skills is not a joke. As early as 80+ or whenever rain/eruption is maxed.
  20. I mean maplestory is inherently an unbalanced game. It will be difficult trying to balance out each class to make them as strong as the other. You can even argue that making every class balanced was not even their intention in the first place (pre-4th job). Thats why WKs exist, thats why I/L mages exist. There will always be classes that are weaker than the other. and thats why its also called dk-priest-hermit story. These are the meta classes, unarguably the best 3 classes in the game. But things get 'rectified' later on, in 4th job rangers get their much needed buff. Snipers not so much. But then you are introduced with broken mage ultis. This balancing act will never stop. Thats why games these days gets re-balanced frequently, over couple of seasons. No longer there will be a game that has a single meta throughout its lifespan. The game's meta changes over its course for a modern game. But unfortunately, the specific Maple Story that we are on is a 15 year old game. and to be even more specific, this server is/was supposed to be old school just like how it used to be in that time period. At this point we are talking about a fully customized version of a specific version of maple story, if we were to do that. Then the server cannot/should not promote as such: anyway my point of hermits being insanely expensive is that, it is just that. Not every hermit can afford to be uncontested rank 1 dps over the other classes. Other classes can and do out damage hermits as well.. I mean good god, just look at Jack and say he's lacking in dps....? No doubt hermit is the more popular class (mobility is king in this game, who doesn't like to play the most mobile class in game, damage aside.) But demand and supply does its job. The more popular class is infinitely more expensive to fund than the others. Which goes back to what i said above, this makes not every hermit able to be the uncontested rank1 dps. We can all agree that snipers are fine the way they are, right? If we were to customize old school maple and start balancing classes, I agree that releasing/making ranger's bow att speed one step up faster than xbow's would do the job . I am against buffing the crit skill whether its (% chance to proc or higher dmg%), because with that you effectively buff not just 1v1 dps, but also mobbing ability as well which they already excel at. Which will simply be too good for 2nd job and early to mid 3rd job. I mean arrow rain/eruption is already so so good at fog and pirates. and Snipers (Rangers as well? maybe a little later than Snipers) already get to go to gobies (meta spot for best exp rates) at early 8x levels. Unlike hermits who only go there at 95++, provided they are not busy farming for their ilbis or mesos that is.. Which brings me to one very important thing, the fact that Snipers can unlock gobies training so early on, will excel their levels and in turn just opens up access to lvl 90 and 100 gears even quicker as well. So along with levels and better gears, their growth is accelerated much faster compared to your Hermits. That's how Jack, Uriel and Tien were able to climb rankings so fast. If you were there when they were active, you know how much faster they were in levels compared to the hermit peers at those levels. They just need a decently scrolled xbow and they can then just focus on goby training all the way.. Hermits gets distracted by the very need to farm for stars, or to farm mesos to buy stars. Sure they can go tobis-only and start goby training, but then again they will need maxed SP + MU + avenger to even do decently at gobis. Iirc, gobies arent even that good exp for hermits pre-100. So realistically speaking your hermits will only get to gobies at 100+, meanwhile to get to 100 takes them an eternity because they are single target. But Rangers/Snipers blaze through 80-100 because of Pirates and Gobies.
  21. Hermits are stronger on single target dps than archers is fair. They actually do about the same AVERAGE damage in HITS.. But hermits do higher dps because of ATT SPEED/mobility more than anything. I have full calculations to back it up which i will delve into further later. But firstly, the tradeoff being hermits are infinitely more expensive to fund than archers. 1) from claw scrolls being more expensive (x3 the price of a bow/xbow scroll) 2) to the claws itself and the scarcity of it compared to how many hermits there are in the population. 3) and the stars (20~24 sets of ilbis, at current market price of 30m/ea, it comes up to 600m just for 20 sets and 720m for 24 sets. It is safe to say that with 600m you can fund an archer to godly status and have some mesos left for your grandchildren's children.) 4) and general equips like above average thief gloves and shoes. and now that lvl 100 overalls exist for both M/F as well. - using something from the past which is now redundant due to 1) mu lung hat 2) maple hat 3) accessibility of Zakum these days. Just as an example, 5 and 6 stats identity (Lvl 60 thief hats). What was its value previously? 20mil or something there about for the 6 stats and a couple million for the 5 stats? Average was just 4. So its significant price they pay just for +1/2 stats more. In comparison, archers have a much easier time to scroll. People who find their equips NPC them if the are average, and if they are +1 stat above they sell for a couple hundred K's more than NPC price at best. The fact they dont have to spend another 600m on top of what they would need to spend on a hermit's set of equips should let it speak for itself. Okay next, archers are so excellent at mobbing in 2nd job and 3rd job. In comparison Hermits dont ever mob well enough. But we are delving into the special attributes of each class with this topic and its a slippery slope. The very mechanics of both classes are already intended to be different. So trying to argue 1 skill that benefits the other job has over the other is moot. To a Hermit, a ranger/sniper's rain/eruption is so so good along with the fire/ice arrows that help with grouping up mobs. and puppet just makes hunting gatekeepers EZ mode compared to if a hermit were to hunt GKs. Not to mention the summons that help in additional dps and stun. While to an archer, flash jump and alchemist seems op. Haste and Meso Up are a party skill, last i check archers (and everyone else) benefit from them too so its a little irrelevant to count them as an advantage hermits have over archers. I mean sure if all you do is SOLO. Which is where i can see why days brings it up in his post. But in a normal party setting at fog or gobies or vikings, archers would most certainly get those benefits too if they are available. So its really nitpicking at things to count them as advantages hermits have over archers in the grand scale of things especially so when we are trying to discuss about damage per se. and finally we come to pure numbers. Because all the above is subjective, you can cherry pick on something and argue it to death if you so believe it to be true. But numbers are always objective. So here we go, Assuming all classes uses average stats level 90 weapon and passed 5*60%, work gloves passed 5*60%, all uses warrior pots +5 wa, and Hermit uses ilbi. Additional stats from equipments such as helmet/overall/top/bottom/shoe/cape are ignored for all classes. All classes are assumed to be level 120. Ranger - str 95, dex 522, int 4, luk 4. Weapon attack 115. Attack range= 1211~2150 Sniper - str 90, dex 527, int 4, luk 4. Weapon attack 118. Attack range= 1315~2344 Hermit - str 4, dex 130, int 4, luk 487. Weapon attack 94. L7 Attack range= 1144~2288 Ranger/Sniper strafe = 560% average attacking % broken down = 12.96% chance dealing 400% (minimum damage). 34.56% chance of dealing 500%. 34.56% chance of dealing 600%. 15.36% chance of dealing 700%. 2.56% chance of dealing 800% Hermit L7+SP= 600% average attacking % broken down = 25% chance dealing 450% (minimum damage), 50% chance dealing 600% (average damage), 25% chance dealing 750% (maximum damage). Ranger/Sniper AVERAGE Strafe damage from AVERAGE damage Range. using 560% (x5.6) Ranger Attack range= 1211~2150..... 6781~12040 = 9410 average total damage per strafe Sniper Attack range= 1315~2344..... 7364-13126 = 10245 average total damage per strafe Maximum damage (assuming all shots at 100% mastery and 800% (x8.0) with full crit for archers) Ranger (max range 2150 x 8.0) = 17200 max total damage per strafe Sniper (max range 2344 x 8.0) = 18752 max total damage per strafe Minimum (assuming all shot at pathetic 60% mastery and 400% (x4.0) without crit for archers) Ranger (min range 1211 x 4.0) = 4844 min total damage per strafe Sniper (min range 1315 x 4.0) = 5260 min total damage per strafe Hermit Average L7+SP damage from Average damage Range. using 600% (x6.0) Hermit L7 attack range= 1144~2288.... 6864-13728 = 10296 average total damage per L7+SP Maximum damage (750% for hermit) Hermit (max range 2288 x 7.5) = 17160 max total damager per L7+SP (lower than even Ranger's damage but it's okay since Archers only have 2.56% of activating full crit.) Minimum damage (450% for hermit) Hermit (min range 1144 x 4.5) = 5148 min total damage per L7+SP with no crits. As you can see and like I said earlier, the average damage between archers and hermits are similar, with the exception of Rangers being slightly weaker, but they are able to make up for it with a Blue Metus which is a (5) speed lvl 90 bow, but im not sure if its available in Phoenix. If it isn't, it SHOULD be available because that is a better and more appropriate game changer than to carelessly tinker and customize around class skills and their values. L7+SP speed with booster = 600ms. Strafe with booster = 720ms on (6) speed and 660ms on (5) speed. Where hermits get the better dps is in their faster attacking speed. But let's face it, dps is only ever relevant when we're talking about a single target/boss standing still not moving around. With all things considered, a hermit or an archer would likely take the same amount of hits to kill off a mob. Because of flash jump that gives hermit their mobility, they surely excel in all things 1v1. Which i think is fair because when you look at the whole picture, they are only ever good 1v1, avenger as a mobbing skill is only ever decent when the hermit out-levels the mobs they train at. But that is not to say the archer lacks in comparison because: 1) they have an easier time gearing up due to abundance/availability of gears and its much cheaper to scroll their endgame gears. 2) they have hawks that help increase their 1v1 dps that is not even taken into account above. Along with damage, it stuns as well more importantly. 3) the calculations above takes into account average gears(weapons) for both archers and hermits. But in reality, Archers would have better scrolled weapons than the hermits (with similar funding). Furthermore, in the calculations the hermit is using ilbi, that means if they dont have funds for ilbis that damage put up there will be even lower as well. and a full set of ilbis being 600m. It will take a very very long time for a hermit to "come online" compared to an archer. Heck, even a full set of 20 steelys will set you back a cool 160m at current prices (8mil/ea). and to think they were 11~13mil/ea previously. 4) Really, the cost of being a hermit is so great that you could just as easily make an archer with good gears that can outdamage hermits where all things damage is concerned. A buff to archers which allows them close the gap with hermits on 1v1 situations AND further outshine hermits when mobbing will simply be just too much of a buff (one that is not needed imho). Let Hermits continue to do what they do best which is excel 1v1 with the mobility they have, and archers to do what they do best which is being decent 1v1 AND mobbing AND mobbing control. Mind you archers also have slightly longer attack ranges than hermits do. All these little things add up in certain situations that is often easily overlooked as being "nothing significant". (e.g. archers have easier time snipe-training while standing on safe spots which means they are safe from the risk of death, while with the price of mobility for hermits, carelessly FJ-ing into mobs results in death, a risk they have because they cannot mob from safe spots, think vikings map, jr newts, etc. and puppet to help them tank/distract while they snipe from afar, think gatekeepers.) Hence that is why i try to paint the bigger picture with all things considered. and with all things considered i dont think archers need a buff with regards to damage or their crit chance.
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