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zedisonfire

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zedisonfire last won the day on May 20 2023

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  1. Hello there, @MAD @durable @Adm1ral What about add lower grade enchants exchange on npc? At moment we can only work on S enchants.. would be nice to also have lower grades option. Yours, Zed.
  2. Also about Zealot (and Frenzy), a good change would be allow the skill to be used only with fist/two-handed swords weapons instead of lower/change it's usage percentage. Yours, Zed.
  3. Signed. Tyrant is now insanely strong, and it already was pretty strong before this update. Just go to 1200x and even 100x and see what's 'the-new-thing' class. Also the same about casting speed's limit can be said for summoner classes, specially warlock and elemental master. 2150 is ridiculous. You guys should implement specific limits for each specific class inside mystic classes cluster instead of 'well, 2150 for everyone and that's it'. There are different types of fighters with different skills, and the balance were made looking for each class, while mages casting speed status has been kinda careless. I just think that there should be some review at this point. Yours, Zed.
  4. @durable @MADany advices about this? Maybe increase those classes limits to 2400~2500 or so, I don't know.. They are useless since last casting speed's 2150 limit update. Yours, Zed.
  5. Hey, @durableand @MAD, what u guys mind about refactor some quests rewarding system? Talking specifically about 10x and 100x, instead of exchange 1 item per time, improve this do retrieve all in a shuffle way in quests like 4s, where we can get S recipes, or A weapons on primeval isle, for example. One click, one shuffle exchange. It would be VERY helpful, for real. Also about quests, specifically on 1200x, I think you guys should think about change all quests rewards from recipes/adenas to gold bars, like primeval isle itens which are traded by adenas/recipes and are useless i'd say, or even when we complete the daily monsters quest, which gives you an amount of money that exceeds the interlude adena limit. Please, consider this advices. I think they would be an insanely helpful update. Yours, Zed.
  6. Signed. And also Olympiads, which lands between 12~18 pm in our country. During this time we are all at work, and cannot participate neither beat russians's points feeding.. It should have an extended/changed time. Yours, Zed.
  7. I'm not sure if you are talking about my opinion, but if you are, maybe you should know that the basic advantage of summoners classes on a pvp server like l2mad is the hability of principally using arcane agility toogle skill to increase the character's casting speed, because the matk is pretty low when compared to other mage classes that can use arcane power toogle skill to increase the matk, and the summons are kinda useless outside olympiads on a pvp server with 34+ buffs. By limiting it's casting speed equally the other classes, they DO get anulled, once now the arcane agility skill isn't changing anything on it's casting speed and, with the 'new balance', it's casting speed is now about 80pts higher than a spellsinger, but with much less matk and without having the option of using wild magic augments for increase it's damage amount because of not having any native useful attack spells. If a balance is needed, I don't think the thinking of 'okay, 2150 for everyone' is the best option. Maybe another specific limit for summoners? Maybe no changes? I don't know. But this doesn't seem to be a fair solution, and this is the point of this thread. Based on this logical facts, and talking about l2mad and not "L2essence" or so, I really don't get your point. And if you have any doubt, try to play with any of those classes that I mentioned after this update, and then give us a feedback about it's performenace on pvp or even farming. It's a kinda non-sense and pretty generic change, but it's up to you guys. We just play the game. Yours, Zed.
  8. Well, but you guys have made it when "updated" that status limit on those classes. Since the beginning summoners had those statuses, and those classes were never too strong or over powered. They didn't and still don't need balance, because the resistences were already raised on buffs and etc. Were not classes with too many players playing with it for being too strong - quite the opposite, nobody used to play with this class even with old status. Now, as I said, it just got anulled, because there is no reason to use it anymore, since your main skill doesn't change anything on your status. Why use this class while you need a weapon with an attack spell augment to hit someone, while a spellsinger have atleast 7 attack spells with combos, higher magic attack, SAME casting speed and is able to use wild magic augment on weapon to increase it's critical rate? Exactly, there is no reason. You guys just sent players to a dead end when playing as a magician. Yours, Zed.
  9. Hey @MAD, @durable and @Adm1ral, how you guys doing? We all see you guys applied some changes on summoners classes tonight. At first point, the only advantage of the summoners classes was it's higher casting speed using arcane agility, and with this 2150 limit (which powerful classes like mystic muse MUST have), they've got just anulled from the game. Those classes were not unbalancing anything, being mass killers or over powered. Secondly, but not less important, you guys said the changes were 'only applied on NEW server(s)', but it's not truth, because clearly the accessories has no longer pdef/mdef bonuses (image below) and also the casting speed mentioned above took place on 1200x today. And, to conclude briefly, I'm not sure about what kind of balance you guys are looking for, but seems that there will always be the 'fighters time' and the 'mages time' separated by those 'updates', while bugs (many of them seems not to be that complicated to be solved) and players asking for support in this forum are kinda ignored. Were the magician classes too strong (specially SPS, and still is and always will be)? YES! But not all mage's classes. Titans using a sword or a bow (???) are and will also be always too strong. Even better than archers. Duelists, for example, now can also use a bow if they want. Now, for sure we will mainly find tyrants/duelists, ghost sentinels and mystic muses (as always) in the server, followed by a few daggers classes and necromancers/storm screamers. Please, I'm not saying that it's easy to balance a server - and it's pretty nice to don't see ONLY archers and mages on PVP on this server (like most interlude servers) -, but I think some changes (like the first point of this post) have just ruined the magic of a server where you were able to play in different ways with different classes instead of the conventional ways. If possible, rethink some changes and, please, hear better player's voice in this forum (like my last post mentioning hero circlet). We really like l2mad, and who waste time speaking in this forum do cares. Yours, Zed.
  10. Hey! Hmmm, but my mdef, for example, without property is 2935, and with excellence goes to 3727. If I'm using an old patch, does it mean I'm cheating on status? Because it's +27% instead of +15% xd. And what about other players? Also I'd like to talk about Hero Wings of Destiny Circlet. When your hero status ends, you 'lose' all the equipments, and cannot use the circlet anymore. As it does not add any status anymore, would you guys mind about let it be used by normal players that have been hero before? I'm asking because it looks more beauty than the other accessories, and you need an accessory to use properties xd. Yours, Zed.
  11. I think there is a real bug, because if my memory doesn’t fail, my pdef and mdef still the same as before the update, meanwhile it should be -12%, which is the percentage gave by the accessory in the past. Anyway, a little check won’t be that bad! Hehehe Yours, Zed.
  12. Hello, there! @Adm1ral, can you pass this to the administration? I'm not sure if you guys know this, but the properties created BEFORE update still with acessory's status bonus (pdef and mdef) added on it. As you can see, it should be +15% instead of +27%, but still with +12% old bonus (normal acessories has 8% I guess). It must be checked and fixed as soon as possible on all servers. Yours, Zed.
  13. Thanks for your attention, man! And, if possible, make this post reach the administrators, please =). I also would like to ask if there is some augments list somewhere with possible acquiring skills and it's descriptions. In case of not having any list, would be nice to build a guide about it. Yours, Zed.
  14. Oh, now I see there is Mass Shadow Flare and Shadow Flare augments.. But does it make sense the Shadow Flare augment work as single and aoe augment while we have the "mass" one? It makes mass augments useless and confuse. Maybe those attack types should be separated by each augment, or exist only one kind of augment working as single and area instead. Yours, Zed.
  15. Hello, there! Hope you guys doing well =) I just figured out my augment skill Shadow Flare does not work on single target, but only as an area spell, while simmilar skills (like Solar Flare) can be triggered on single targets and used as mass spells. I would like to know if it's a bug related to Shadow Flare (and maybe other) augment skills, or if it's correct. Yours, Zed.
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