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Do something about GA


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#161 Gresh

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Posted 21 January 2014 - 04:34 PM

But still, why would you let the hook work in pk map, if the problem only was that the game arena was too big if you could also smaller the map. For real, scout is a weak job against soldiers. Simply because soldier have a lot of attack power/hp/def /mdef and sometimes dr also. Scout was made for running, thats just how Rose online works. Imagine this, 10 people in mid, which have for example 6 soldiers, 2 clerics and 2 raiders. You're running with 2 scouts because 10v2 isn't that fair. Then all 6 soldiers use the hook on you 2 scouts, you get sucked there and clerics or knights give you mspeed down, 100% dead. It is actually the same as just giving a clan the ability to kill everyone in 1 map with a few aoe's. Another example, Exo is in mid, Impel spawns in upper, some exo soldiers hook some impel members, aoe, and they are dead. That would really ruin all tactics on irose. Or another example, you're playing a mage, you also have your cleric in tg, you're pvping with your mage and suddenly your cleric gets hooked by a random dex fencer which is enemy, great, you're still pvping while your cleric gets killed and you can't do anything about it. Another thing, how easy to save somebody then, 1 fencer vs 2 fencers, if you stun 1 fencer , the other will rum away and simply hook you and the other fencer is automatically saved, and you can do that all the times.

Those are my reasons why I am against the 'hook'.

~Zesk

Edited by FlashFire, 21 January 2014 - 04:36 PM.


#162 JamesBond007

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Posted 21 January 2014 - 04:55 PM

View PostFlashFire, on 21 January 2014 - 04:34 PM, said:

But still, why would you let the hook work in pk map, if the problem only was that the game arena was too big if you could also smaller the map. For real, scout is a weak job against soldiers. Simply because soldier have a lot of attack power/hp/def /mdef and sometimes dr also. Scout was made for running, thats just how Rose online works. Imagine this, 10 people in mid, which have for example 6 soldiers, 2 clerics and 2 raiders. You're running with 2 scouts because 10v2 isn't that fair. Then all 6 soldiers use the hook on you 2 scouts, you get sucked there and clerics or knights give you mspeed down, 100% dead. It is actually the same as just giving a clan the ability to kill everyone in 1 map with a few aoe's. Another example, Exo is in mid, Impel spawns in upper, some exo soldiers hook some impel members, aoe, and they are dead. That would really ruin all tactics on irose. Or another example, you're playing a mage, you also have your cleric in tg, you're pvping with your mage and suddenly your cleric gets hooked by a random dex fencer which is enemy, great, you're still pvping while your cleric gets killed and you can't do anything about it. Another thing, how easy to save somebody then, 1 fencer vs 2 fencers, if you stun 1 fencer , the other will rum away and simply hook you and the other fencer is automatically saved, and you can do that all the times.

Those are my reasons why I am against the 'hook'.

~Zesk
Like what I've said before, there are too many ways to counter this. I also now thinking how can i counter this kind of skill? C'mon let's just stop crying and start to think a new strategy for this. This is challenge guys lol and scout is build for running? i don't think so, scout is build for range not for running. War is not for running remember that.

Take note guys this skill is not yet release so why assuming so many b*lls**t on this? did you guys already use it? did you guys ever encounter this skill ? No.

Example:

In DOTA game why there is so called "PUDGE" which has a skill of hook? is it OP? No. Because there are many ways to counter that kind of situation lol think before act and try it before negative comment.

#163 WhyDontYouShadUp

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Posted 21 January 2014 - 08:12 PM

View PostJamesBond007, on 21 January 2014 - 01:39 PM, said:


There are too many types of build. Try to find how to counter this kind of skill. Actually this is really amazing idea new challenge, new way of thinking how to counter this kind of build. C'mon guys think lol
I know there's millions of builds but the thing is, I'm not used to switching and I'll be killed if the group has he so I'm dead meat XP. But I like the idea and the animation (:.

#164 Reliable

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Posted 21 January 2014 - 10:15 PM

View PostFlashFire, on 21 January 2014 - 04:34 PM, said:

For real, scout is a weak job against soldiers. Simply because soldier have a lot of attack power/hp/def /mdef and sometimes dr also. Scout was made for running, thats just how Rose online works.

Then, im guessing it is your build. I've got a 50/50% chance of winning against a fencer with my scout, which had high mdef and semi dr. Unless it is a dr fencer, we should have a fair chance against eachother.

#165 Gresh

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Posted 21 January 2014 - 10:48 PM

Fair? Scout is low stun rate , low hp , low def. Knight high stun rate, high hp, high def. Wow fair! ;)

#166 Moogle

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Posted 22 January 2014 - 02:00 AM

Nice suggestions from many! I wake up with actual suggestions, so happy! :P
I like the suggestion about being hit canceling the grab, but I don't think that would be possible due to the way it works, it can only hit or miss from the start.

The well thought out suggestion involving distance, cooldown, and so on gives us some starting parameters.

Oh, and in response to the posts still bickering and explaining why the skill is bad, what is wrong with you? Can't you @#$% read? I said let's discuss the success rate, and stuff like that will be ignored. Can't you take the hint from all of the posts being unapproved? If you want to continue to pointlessly babbling about why you don't like the skill that you've never even tried, go to another thread.

#167 JamesBond007

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Posted 22 January 2014 - 10:15 AM

View PostMoogle, on 22 January 2014 - 02:00 AM, said:

Nice suggestions from many! I wake up with actual suggestions, so happy! :P
I like the suggestion about being hit canceling the grab, but I don't think that would be possible due to the way it works, it can only hit or miss from the start.

The well thought out suggestion involving distance, cooldown, and so on gives us some starting parameters.

Oh, and in response to the posts still bickering and explaining why the skill is bad, what is wrong with you? Can't you @#$% read? I said let's discuss the success rate, and stuff like that will be ignored. Can't you take the hint from all of the posts being unapproved? If you want to continue to pointlessly babbling about why you don't like the skill that you've never even tried, go to another thread.
•Success rate 70% - 80%? or 50% - 70% it depends on cool down of this skill, but we can still lower the success rate if we put additional effect on it like 50% slow for 5secs.
•We can still cancel the hook when the soldier stunned or if someone hooked him too.
•If the target hooked by the soldier he/she can still use the skill to cancel it like stunning the soldier.
•Hook must be faster than the movement speed of the target? or lets say 2.7mspeed (So the scout has the easy way to counter it with their movement speed above 2.7mspeed)
•And i hope this will enable to all PK maps

Additional Suggestion for the CTRL+F1-F12 skill bar. Thanks!

View Postdanerika, on 18 January 2014 - 04:03 PM, said:

currently, we can utilize 2 skill bars, F1-F12 and Alt+F1-Alt+F12. There is this another skill bar, Ctrl, but we can't use it simultaneously with the Alt skill bar.

What I suggest is that we extract this Ctrl skill bar, so we can have 3 skill bars to utilize in game. this can dramatically change gameplay, especially for hardcore switchers.

thanks and more power!

Edited by JamesBond007, 22 January 2014 - 10:17 AM.


#168 Silhouette

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Posted 26 January 2014 - 01:45 AM

updates?

#169 tintin

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Posted 26 January 2014 - 10:57 AM

Can't find the thread where it was suggested, but duels now support items bets! The limit for zulie bets is also raised to 99.9b.

#170 Gresh

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Posted 27 January 2014 - 12:08 AM

But tintin, what if i want to bet for 100b? ahaha joking, great update tough!

#171 Williams

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Posted 27 January 2014 - 04:37 AM

Also remove the inner light of the duel ground because it is really annoying and i guess some people lag from it :) it will be very good, and remove the delay of the attack of the winner so like that it will be fair for the both players :)

#172 Gresh

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Posted 27 January 2014 - 04:42 PM

tintin can you make it like this; the loser of the first round always starts attacking in the second round. Can you remove that? so both players can start their skills at the same time?

#173 tintin

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Posted 27 January 2014 - 06:29 PM

View PostWilliams, on 27 January 2014 - 04:37 AM, said:

Also remove the inner light of the duel ground because it is really annoying and i guess some people lag from it :) it will be very good, and remove the delay of the attack of the winner so like that it will be fair for the both players :)

View PostFlashFire, on 27 January 2014 - 04:42 PM, said:

tintin can you make it like this; the loser of the first round always starts attacking in the second round. Can you remove that? so both players can start their skills at the same time?

I removed the 30 second spawn protection, both players can attack after the countdown.

#174 JamesBond007

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Posted 27 January 2014 - 06:48 PM

View Posttintin, on 27 January 2014 - 06:29 PM, said:

I removed the 30 second spawn protection, both players can attack after the countdown.
and if possible can you add 2vs2 option in duel system? :)

#175 tintin

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Posted 27 January 2014 - 06:59 PM

View PostJamesBond007, on 27 January 2014 - 06:48 PM, said:

and if possible can you add 2vs2 option in duel system? :)

Can't work with the Duel skill. You can use Group Duel in the Game Arena for that.
I'll lower the group size requirement from 3 to 2.

#176 Gresh

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Posted 28 January 2014 - 04:06 AM

To be honest, if the soldier class will get the hook, you should make a new skill for every class.

#177 Reliable

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Posted 28 January 2014 - 05:00 AM

View PostFlashFire, on 28 January 2014 - 04:06 AM, said:

To be honest, if the soldier class will get the hook, you should make a new skill for every class.

And why's that? They make a skill for a reason.
Then they should double or even tripple every adjustment they make in this game, to make it 'fair' for every class.. This adjustment is something alot of people asked for, I dont see why it is needed to do the same for other class unless the majority of this server or de DEV's think it is needed.
Class improvement = solving a problem or getting rid of a problem.





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