Leaderboard


Popular Content

Showing content with the highest reputation since 11/24/24 in all areas

  1. 6 points
    great! It would be possible to add drop soldiers badge to drop from solo farming mobs near Goddard gates as antilope, buffalo simple. For chance to farm it solo clan member, to keep it and release in weekends clan farm together raids for example, as clan event. mobs= buffalo, grendel, bandersnatch, kookaburra, antelopa. there will be more solo farmers near gooddart and fight for spot of this, couse near city and possible to fast regroup, wts /wtb iteam for clan farm later. or global traiding. Also would add strix quest there, couse those spot almost always is empty couse without of it. thanks
  2. 4 points
    Episode 3 - Zones. The goal we have in mind for the future is to continue working with Goddard region, This zone still has a lot to offer when it comes to zones to be unlocked (WoA, HS, FOG etc), and with all this zones there's potential to make something cool from it. Although, we feel is not time for a new zone yet and that Ketra/Varka are still not living up to its full potential so we decided to work on it a bit more to make it more interesting and worth for players to venture into this place. With next patch we are making some minor changes to the zone (increased spoil chances etc) but also some a bit more impactful. - Champions. Since the release of this monsters we have been receiving some reports and suggestions both positive and negative, we decided to study the positive ones and learn from the negative ones and try to figure out a way how we could make this mobs relevant, without being annoying for some of the people, and make them more interesting for everyone. With next patch, the following changes will be made to Champion monsters in this locations. - Champions will now give double EXP/SP. - Champions will no longer attack whoever they see right after they spawn. - Champions will have small chance to drop EAA and EWA and higher chance of spoiling EAA and EWA. - Champions will no longer spawn from the weaker mobs in this zone, and from harder mobs chance to spawn them was slightly increased. With these changes together with other changes that have been done already since they went live, we aim to have this monsters being something that people will want to hunt for but at same time make them not be a nuisance for the solo or small group that is just around farming some badges in the weaker mobs. - Soldier Badges We understand now that we were too conservative with the badges feature, being it on amount its needed and on drops, But we decided it was better to start slow and if not perfect later boost it, then starting too high and later have to go and nerf it (contrary to what you guys like to think, nerfs are never fun even for me xD). Now that we spent some time with the 'conservative' option and we got the numbers, we studied them and realized we can go a bit lighter on this, so some changes coming to the Soldier Badges situation. - Soldier Badges will be possible to trade. - Researcher's Guild Box price decreased from 500 to 300. - Hero's Badge conversion cost changed from 50 to 40. And as a little extra in here the Heroes will also have their EXP/SP doubled. And we still have more new stuff in Ketra and Varka zone. Since our reputation with the Researcher's Guild keeps increasing due to your amazing job working with them, they will offer to you a new item for trade. Researcher's Earring. - Researcher's Earring will be available to whoever finished the quest and have access to the trading option for the Researcher's Box. - Researcher's Earring will have the cost of 500 Badges. - Researcher's Earring can be upgraded on NPC Fiero using a item you can get from drop from monsters in Ketra/Varka. - Researcher's Earring can be upgraded to lvl 10. LVL 1 STATS: MDEF:51 MAX MP:19 PVE DAMAGE: +2% EXP/SP: +2% LVL 10 STATS: MDEF: 61 MAX MP: 39 PVE DAMAGE: +10% EXP/SP: +10% SKILL MP CONSUMPTION: -4% HOLD RESIST: 10% MENTAL RESISTANCE: 10% POISON/BLEED RESISTANCE: 10% PARALYZE RESISTANCE: 10% This item will be useful for PVE and can work as a poor man's entry jewels for pvp and Olympiad if you are not one of the lucky ones walking around with epic earrings, being this one of the reasons why it was made a earring and not other type of jewel or other type of item. In addition to this LoA will have some monsters having their levels slightly increased and EXP boosted. To sum it up, better champions, more EXP, more items, new items. Stay tunned for episode 4. Best regards.
  3. 4 points
    yes i farm under goddard mobs too, as buffalo, grendel, bandersnatch, kookaburra, antelopa and others but there is no drop soldiers badge and this is a problem and no still strix quest for scrolls, so that later after work in the evening to go to 1-2 bosses together with the clan on the weekend and share the drop would be nice for all
  4. 3 points
    Episode 4 - Skills. When it comes to skills, we gonna try not to touch much on the classes that are strong now, and instead try to work out something for the least played or weaker classes. For this patch, and with some extras to some other classes, the focus was the archer classes and the dwarf classes. Our lovely dwarfs are not only having their functions highlighted already by the adjustments to spoil and the new crafting systems, but besides that they are also receiving some new skills. For the spoiler you will be able to support your party with a buff that will activate when you attack, and provide your party members with some fighting capabilities, in addition the spoiler can consume this buff on itself to explode and deal AOE damage while spoiling and debuffing the targets. This skill together with fact we boosting spoil in some mobs and adding EWA/EAA for spoil might make people want to pick up the spoiler as a class to play. As for the Maestro, not only they will have the new crafting system where they can use improved recipes on their books to have chance to proc extra items from craft, they are also receiving the old armor and weapon efficiency skills and they are also learning how to summon a new companion to let the good old mechanical golem go to garage for a oil change and rest for a bit. Introducing Abyssal Golem This new piece of dwarven technology is able to charge enemies stunning them, use a smash that deals damage and puts targets to bleed, and a AOE skill around it. The archers. Many times we tried to change something on archers to make them more played but never any of the changes really made it so. We believe one of the problems might be related to the fact we tried to make many boosts around their auto attack to make the archer the char it used to be, but, the game is different now and there are too many items, buffs, passives, etc that work against critical and reducing this critical effect making it so that archers hit that point of, against people with this skill, buffs, passives, they need to get their crit damage increased, but then in situations against people without this buffs or skills, they would be too strong if we increase their crit. their for we decided to deviate from the auto attack boost and go other ways. In this patch its our objective to turn the archers into a class that not only will be able to provide some small utility to the group as well as make them have a slightly better AOE farm/PVP possibility while at same time increase the burst they have access to. All 3 archer classes will receive 3 new skills. 1 According to their race humans will get fire based skills, elves will get water based skills and dark elves will get wind based skills this skills are similar on all of them but only the debuff effect changes. Humans will be able to use a shot that will attack in a line in front of them setting the enemies in the path ablaze. Elves will be able to use a shot that will attack the target and enemies around it and slow them. Dark elves will be able to use a shot that will attack the target and enemies around and knock them up. 2 When the target is affected with their respective debuffs, they will be able to use their blast skill, This is a single target burst skill that can only be used IF your target is affected by the debuff. you can think about it as a vortex + vortex crusher situation. 3 Third one is just a simple AOE skill of their respective element, fire for humans, water for elves and wind for dark elves. in addition to this and to bring human and elf up to dark elf burst standards. Human and elf will receive a new skill Quick Shot that have chance of triggering a passive that affects all group, humans can trigger a HP recovery buff and elves can trigger a MP recovery buff. There will also be some new additions/changes to BD, SWS, Daggers, Paladin, TK and SE. but the ones mentioned above are the bigger ones and the completely new stuff. To sum up, MAKE DWARFS GREAT AGAIN, and archers not so good as dwarfs but also good. Best regards.
  5. 3 points
    I didn't like it, it will be the worst update and maybe the last for me.
  6. 3 points
    I don't think this atracts more people. I've chosen this server due to classic class change quests + absent npc buffers. I would rather improve end-game mechanics: Like craft of A gear (which is not possible due to high A Gem price and breaks spoil/crafting mechanism) Or opening catacombs/necropolises
  7. 2 points
    Lets be honest this new ui looks like Android Phone game and yeah, nobody wants that.
  8. 2 points
    our gm is working on adding stuff nobody is asking for,we want you to fix the shit you already gave us,not give us some new shit, we hate this UI,we hate this client,thats all. why you think we care about these functions?5%extra rate?personal siege?seriously? can u fix the spammers? open a new server with this client,dont put this shit on classic server
  9. 2 points
  10. 2 points
    We always appreciate your hard work and thank you for maintaining our servers. Sometimes it's best to leave it as is. I'll have to go into more detail to find out, but I'm worried that the classic scent will disappear. Personally, I think server advertising and integration are the best. Please know that there are many users who play because they like the classic scent as is. I played on that client's server until recently, but I play on the European server to feel the classic flavor. I invested several years into making such an item. But I don't log in because it's not fun. This screenshot is proof. Preparing items on this server is as difficult as on the European server. If you need to promote European servers, If you provide promotional materials, we will continue to place advertisements on domestic game sites. Please don't abandon the classics.
  11. 2 points
    Add soldier badges drop near goddard gates spot? its should be good area for pvp spot for players of droping it. Couse clans without castles will be without raids... How to take caslte against 30 ppls Korea with full epic.And soldeirs badges on those spots its only one way to get it for solo players without 6+ boxes for farm hard mobs in ketra unstead.... kookaburra, antelopa, buffalo, grendel, bandersnatch im about those mobs, fix it please and add strix quest 100% exp scroll 1 hour here add for it high lvl spot
  12. 2 points
    the biggest problem for archers is this class is not suatable for small group or solo,thats why ppl only play tyrant to solo archers always be greatful for big pvp(more than 4pt vs 4pt) so the biggest problem is not enough ppl here,there were some arhcers pts in the past years and they are useful, anyway this change looks interesting Im a little disappionted that you dont want to touch other classes for now,ppl are so tired of some brainless classes such like DA and necro,but I can understand your careful attitude about these changes and its good for this server. if you reduce the land rate of fear it could ruin this class totally,but I think u can think about to reduce the debuff time from 9s to 3s,ppl fell sad due to they can do nothing while landing fear,3s fear may help them to react before DA/necro's CD ready,increase the CD a bit is necessary too. the debuff of silent are the same
  13. 2 points
    It would be a great thing to include badge drops on single mobs outside of Goddard.
  14. 1 point
    Dear players! In this topic we want to share a bit of information of what we have been busy with along continuing work on Dion and TI servers! And here are some sneak peaks! Please, keep in mind, everything you see in screenshots above is not the final result and can be changed! This is Classic 3.9 version files/client ( not Essence or Homunculus ). Some functions which players/us won't like in this client will be disabled as we disabled "Auto use Macro" in current client . For now it's important for us to test Client/Files and fix all issue before we start changing it to our needs. Without changing to a new Client we are staying limited to current client functionality. No death logs, no built in game ranking system (which shows your progress + stats), easier class change, Crafting points that can be made in permanent event etc. More functions gives us more ways to add chars progression, game progression, new content. Exactly the same way we changed Clients from Classic 1.0, then to 1.5 Client and then to 2.0 Client. As you see in patch notes, we can add custom AI/Items/Skills/NPCs in current client, but we can't add new UI functions/new skills and items animations into it, as we have reached current Client limits, so it can be done only with a new client. Later in 2025 we will need your help to finish the work on these files and incorporate them into L2Classic.club legacy Information about it will be posted as soon as the time will come! Sincerely, Classic Team
  15. 1 point
    I think you all missed the point of having a new client and all got so instantly consumed by hating something you didnt even understand that anything else stopped mattering to you. Let me see if i can find a way to explain without hurting anyones feelings why having new and more recent clients and files is good and why nothing of you you cried about is any relevant cuz we can pick and choose what to or not to use from it. 1 - Do you all like events? Do you all want to have new fun and different events? well, do you know there's only so much you can do with a small box of legos and then you get a new bigger box of legos and suddenly you can do so much more cooler stuff then you could with the box before only? The bigger box of legos is the new client. atm making new events for us is super limiting being by amount of animations we have at our disposel, amount of items, amount of icons, amount of NPCs, what always ends up on events having to be recycled not only on client side with icons and npcs but also on server side were we need to keep taking old items to change to new items, this is a type of freedom we get with a more recent client becuz it gives more tools to us. 2 - Personal machine performance, Due to being a newer protocols of the game in some cases keeping up with recent clients and files help increasing not only your personal machine performance while playing but also the servers performance it self. 3 - Content options. For me as this is most of what i do this is the most important part. For almost 3 years i have been trying to figure out a way we could some how with our current clients implement the elemental spirits feature cuz its something that is part of old L2 with elements etc and its a nice late game boost on stuff to grind and farm in game, and for almost 3 years i have come out empty on this part, guess what? a simple client change solves that issue and this is one example out of many things when it comes to this department. list could go on but i think i proved my point, also the fact you guys look at this and say oh but this is essence CLIENT is not classic CLIENT, here is a crazy thing that you might not know there is no such thing as classic clients, every single version of classic lineage was created using clients from other version like for example the biggening of classic in godess of destruction clients. its only different protocols or versions of this same clients. A client is nothing else then a bag of tools you get to use however you see fit, i know its a rare notion and not very common to have private servers that can take the client and do wtv they want with it, but thats how they were made to be worked with, the reason people get acostumed to put names to visual things is cuz in most of the cases and servers if you have h5 client, you gonna be playing h5, if you have antharas client you gonna be playing wtv version of classic they want to run till antharas. For us this isnt the case cuz we can manipulate it however we want, we could even get this new files and make a server running from classic 1.0 looking like classic 1.0 for you, just on our side we would have way much more options to make new stuff and create new stuff that we wouldnt have chance to do if we would use the client its was used when classic 1.0 was made. To sum it up. Clients are a BOX OF LEGOS, smaller older box you build a house maybe if you dont loose some pieces meanwhile, get a NEW BIGGER BETTER BOX OF LEGOS and you can still build that same house as with the small old box BUT, if you chose to, you can now build a bigger more complex house. Client/files - Box of legos. Server version - wtv we chose to put together with those legos for you to have in game. in our hands they are not directly related, similar way you had TI starting on a older version of god client and then it got updated like 3 or 4 times and when dion started it used this latest version already, was still the same old game style and world and map and classes and items, it was just running in a newer more complete client.
  16. 1 point
    This topic will cover the changes coming to our servers in the next patch. Patch in general is ready to go but there is still some things we want to test and tweak, and for this reason we wont be going live with it right away, We will drop everything on test server, we will give you the chance to mess around while we will also be running more testing in some of the things, and this together with holyday season coming and people spending more time with family and some even have to travel etc we will be sending the patch live right after the holydays. Together with the work going on in TI and DION we have also been working on something extra on the background, more info can be found here https://l2classic.club/forum/topic/105481-behind-the-scene-reveal/ Castles Skills Zones Clans Items Other changes Castles With this new patch we are introducing a new features accessible by members of clans who own a castle, Castle Prison. The bad boys of the region have been apprehended over time and kept in a special shadow prison, players who are part of a clan that owns a castle will now be able to form a group to challenge this monsters. - There are 10 different bosses that can be found in this dungeon. - Every run players will be able to fight 3 of these monsters. - Bosses that spawn are random. - Players need to be part of a full group to be able to enter this dungeon. - Players need Prison Access Certificate on all chars to enter Prison. Certificates can be bought from Castle trader. - Bosses in this dungeon will drop A grade gear, Cloth Pieces, Gemstones A and Life Stones for DION. - For TI Bosses will drop the same drops as on DION but with inclusion of a small chance for S grade items and S grade Gemstones. - These Bosses also have a chance of droping 2 new items. Bracelet of Duty Fragment, and Bracelet of Duty of new level, this will be level 6 on DION and level 8 on TI. - Players can use Bracelet of Duty Fragment to upgrade their bracelet to the latest level on respective servers. (to 6 on DION and to 8 on TI). NOTE: THE SEALED BRACELET OF DUTY YOU CAN DROP FROM THIS BOSSES CAN BE TRADE/SOLD FOR AS LONG AS IT IS SEALED, AFTER IT GETS UNSEALED IT STAYS BOUND TO THAT CHARACTER. Skills There are some changes come to skill with the new patch and some new skills incoming for some classes also. (Some of them already exist on TI) Blade dancer/Spectral dancer Defense Motion (DION) Psychic Dance (DION) Arrest: Landing chance increased by 5% (DION & TI) Sword singer/Sword muse Battle Whisper (DION) Arrest: Landing chance increased by 5% (DION & TI) Daggers Bluff (DION) Paladin/Phoenix Knight Summon Imperial Phoenix (DION) Temple knight/Eva's Templar Smart cubic (DION) Arrest: Landing chance increased by 5% (DION & TI) Shilien elder/Shilien saint Stigma: will now reduce m def also. (DION) Bounty hunter/Fortune seeker Crushing strike (DION) Maphr Blessing (DION & TI) Maphr Punishment (DION & TI) Warsmith/Maestro Summon Abyssal Golem (DION & TI) Weapon Efficiency (DION) Armor Efficiency (DION) Superior Craft (DION & TI) Hawkeye/Sagittarius Fire Storm (DION & TI) Volcano shot (DION & TI) Fire Blast (DION & TI) Quick Shot (DION & TI) Quick Shot - Recovery HP (DION & TI) Disengage (DION) Silver ranger/Moonlight sentinel Water Storm (DION & TI) Tsunami Shot (DION & TI) Water Blast (DION & TI) Quick Shot (DION & TI) Quick Shot - Recovery MP (DION & TI) Disengage (DION) Phantom ranger/Ghost sentinel Wind Storm (DION & TI) Hurricane Shot (DION & TI) Wind Blast (DION & TI) Disengage (DION) Dark avenger/Hellknight Horror reuse increased to 12 seconds (DION & TI) Necromancer/Soultaker Fear reuse increased to 12 seconds (DION & TI) Death Spike power lowered to be at same power as main nukes from elemental mages. (DION & TI) Summon Cursed Man reuse and cast increased to be at same level with 3rd class pets from summoners (DION & TI) NOTE: COSTS, VALUES ETC STILL MIGHT UNDERGO SOME CHANGES BEFORE IT HITS LIVE SERVER DEPENDING ON TESTS. Zones KETRA/VARKA Some changes have been made to the monsters on the ketra and varka location in order to make it a better zone for a more comfortable and profitable farm. Champion mobs: - Champion monsters will now give double EXP and SP rewards - Champion monsters will no longer attack right away after spawn - Champion monsters will now have a small chance to drop EWA/EAA - Champion monsters will now have EWA/EAA on their spoil rewards list - Champion monsters will no longer spawn from the easier monsters in the locations - Champion monsters will now have increased chance to spawn. Soldier Badges: - Soldier Badges will now be possible to trade - Soldier Badges needed to exchange for Researchers Guild Box reduced from 500 to 300 - Soldier Badges needed to create Hero's Badge reduced from 50 to 40 Ketra/varka Heroes - Ketra and Varka heroes will now give double EXP and SP rewards Lair of antharas - level of some monsters has been increased together with its EXP/SP rewards. Items Since our reputation with the Researcher's Guild keeps increasing due to your amazing job working with them, they will offer to you a new item for trade. Researcher's Earring. - Researcher's Earring will be available to whoever finished the quest and have access to the trading option for the Researcher's Box. - Researcher's Earring will have the cost of 500 Badges. - Researcher's Earring can be upgraded on NPC Fiero using a item you can get from drop from monsters in Ketra/Varka. - Researcher's Earring can be upgraded to lvl 10. - All A grade pieces have been added to spoil lists of mobs who already had it on drop list - Option to make Zaken earring lvl 2 added to Baggins NPC (DION) - Drastically increased drop chance for lower lvl skills spell books. - Magic tablets drop chances doubled. Clans (changes for DION only, TI already has it) - Clans can now increase their level to level 6 - Cost to level up clan from level 5 to level 6: 10kkSP on clan leader and 10000 Proof of Blood. - Level 6 clans will have 50 clan member slots. - Clans level 4 and above can learn one new skill Clan Death Deal Clan Death Deal (decreases EXP loss on death) 1 - Reduces exp loss upon death by 20%. cost 5000 CRP available for clan lvl 4 2 - Reduces exp loss upon death by 35%. cost 7500 CRP available for clan lvl 5 3 - Reduces exp loss upon death by 50%. cost 10000 CRP available for clan lvl 6 - Proof of blood was also added to some monsters in Ketra and Varka zones. Other Changes Crafting For some time we have been receiving reports about crafting being either hard, not profitable or in general not worth it comparing with how much easier it is, for example, to just wait item to drop from a boss. We hear you and this is something that we have been thinking about a lot as we always want crafting to be relevant as it is in our view a important feature of a MMO and specially on a MMO that has some classes where part of their kit revolves around crafting or easier access to obtain items for crafting. With this in mind and also wanting to keep both crafting and this classes who are related to crafting relevant and appealing, one of the approaches we took in next patch is to make spoiling and crafting not only more appealing, but also easier and more profitable. In next patch, materials and recipes will in general be easier to obtain, being it by increased chances and by lowering the amount of quest items required to obtain a recipe box from quest Fiero's Assignment, this number will be heavily reduced allowing players to trade more often and there for obtaining more recipes from this quest. In addition to this, we are also increasing SPOIL chances for some of the most wanted materials (in higher level zones) that are sometimes hard to come by if players want to go in a crafting spree, as well as gemstones. Also, we are introducing a new level of crafting and new improved recipes that high level skilled maestros (level 80) will be able to add to their book. To obtain these new recipes players will have to trade with Researcher Fiero and have a maestro adding the recipe to their crafting book if they are capable of doing it. These recipes will be in general same as old recipes with one major difference, on crafting, players will have the usual chance to fail or succeed the craft, and on success players will have the possibility of receiving double the items crafted. This is a system we plan to work further if well received by the player base, and extend it somehow in the lines of player having chance to craft special items with special stats, or items with special enchant levels and so on. For the moment this will be for A grade armors and jewels only.
  17. 1 point
    Yes. Necro does get more powerful than all other classes, it you stack all classes equally. Necro has "OP" image because every rich player plays necro with full epics, and all that. That doesn't make every single necro OP. I have a clean Avadon set and BO jewelry. But I am not OP ,right? Just because you want to nerf "few guys", don't f.. ruin the whole class. But you can't set stacked necro as a baseline, because other than 2-3 KR,Chn necros, there are no geared necros. What the hell am I going to do with only transfer pain in PVP, if I do no damage, no burst, no debuff. Just run around? OTHER THAN TRANSFER PAIN, DEATH SPIKE IS THE ONLY SKILL FOR NECRO. AND YOU WILL NERF THE ONLY SKILL?! IT HAS NO BURST DAMAGE. ONLY STEADY DAMAGE.
  18. 1 point
    No matter how much you nerf necro, it will still be the top class... Necro does no damage? you prob have no items cuz on same gear in oly (wont even talk about outside with cov etc) necro crits 3.7 other mages. The nerf on Spike is a good one. As you can see even with the 1st necro nerf, ppl still dont play Elementals, only sph, sps(sometimes) heroes, and sorc is just a box. If anything , DAs should be rioting right now.
  19. 1 point
    Dear administration, you have players who love the classic interface and mechanics. You remain the only classic server in the free space. Please do not join the GOD swamp. We need new players and clans to revive pvp and the market. The latest Goddart updates look interesting! Perhaps it is necessary to focus on advertising or opening a new server with the subsequent merger of Dion.
  20. 1 point
    If you are getting 1 shot by elemental mage on a necro. Sorry you are never winning that fight. You have a 200% effective HP bar and are still getting 1 shot. Maybe put jewels on or sing warding. Is this not the state of Dion right now? I can tell you it’s worse on TI. If necro stacked is the best class. It’s also the best class non-stacked or near the top. And sorry to say that’s how it’s always been in L2. These changes have no real impact to power. Necro will still be used in mass pvp because of their reliable damage and survival. I can tell you a patch when necro wasn’t the top class or at least top caster class. When there was nobless. Why? Because survivability didn’t matter, you keep all buffs, stand back up on rez and keep fighting. So it was about who 1 shot more people and put rez on CD. Lastly if you are claiming this happened on TI. When and why was necro never not the top pvp class? Legit every CP that is caster has been necro unless they are just going against the consensus for a reason. If you want to complain about your class getting nerfed then you should at least come with some reasonable arguments on why this change is bad.
  21. 1 point
    Nukes and transfer pain is all they need in mass PVP. Transfer pain IS so OP lol. It’s incredibly powerful and makes necro the preferred mass PVP nuker simply because they can survive focus fire twice as effectively than elemental mages. Also, their pet gives bishop a larger effective health pool with which to balance life. Why do you think mass PVP on TI is 99% necro parties? Elemental mages are glass canons. You make a conscious choice to improve overall damage output by sacrificing tankiness. The problem is…. Tankiness is way more important especially when death spike base power is > baseline nukes from elemental mages. If you play a Necro with transfer pain and hold down death spike in mass PVP you will be more impactful than every elemental nuker - besides maybe elemental nuker heroes. If you’re saying Necro won’t land debuff in mass PVP wouldn’t that mean the debuff nerf has zero impact on mass PVP? Only mass PVP nerf is Death Spike power and pet resummon time (an attempt to balance transfer pain). Seems pretty reasonable…? Why would you try to balance around non-stacked characters? That seems a little weird.
  22. 1 point
    What is the point of nerfing necro? Or "balancing" with other mages. Other mages have Vortex that 1 shots, 80 level skills that are actually useful, self buffs and AOE aura flashes. How can you "balance" it with other mages, if it is falls behind on skills. Except Olympiad, necro won't even land any debuffs on PVP because of stacked resist. All it has is nukes and transfer pain. **but nocro hos tronsfor poin, so OP** This is what happened on TI as well. You buffed all mages, and nerfed necromancers. People think necromancers are OP, because usually, most necros are stacked, geared. BUT NOT ALL!
  23. 1 point
    For TI right now you buy Lvl 7 with ( Lvl 6 + Coins ) : Lvl 8 you will get for Bracelet Lvl 7 + x1 Bracelet of Duty Fragment ( can be traded ) + Coins. Or drop from Boss as Sealed ( can be traded before Unsealed ).
  24. 1 point
    Whatever it is, the moment I look at that heterogeneous screen, not only does it not feel like a classic, I feel a huge sense of rejection. I have to say, this doesn't seem like a wise patch direction.
  25. 1 point
    nice update! but small suggestions to it + imho 1. Up Priests raids from 75 to 80 lvl. couse its no points to farm blue raids. When you 80 lvl. Add them more exp. cous now its 20-50kk exp for 2 pt on clan wtih 100% scrolls. Look, they all time alive noone farming it now... and drop epic from it blue mob 1/2000.... Did it at leats 2-3% 2. Drop from sv raids 75 really weak, exp 20-40kk its like 25 mobs in ketra.. Drop low too. Do its better for chance pvp for it, as it should be. 3. If owners castles will be with raids non stop underground, the midle clan or weak clans without the ability to capture a castle will not be able to use this. This can be balanced by increasing the drop of badges % and farming those champion raid after. 4. Add soldeirs badges to farm solo spots buffalo, grendel, bandersnatch. kookaburra, antelopa and exp and can save situation for pvp with corea for it 😛 5. Increase exp from those solo mobs near goddard, couse 80% players plaing alone here, Add there quest daily Strix 100% exp 1 hours. its only one good spot for farm solo mage. Image how many solo players start farm and fighting for it instead of old silent valley spot. This will really make this place crowded as its should be 6. Passive skill Goddard Guilds union lvl Still...1 which gives exp and 5% pve for characters on ketra. but the stage lvl of ketra is maximum already is should not up with it together?
  26. 1 point
  27. 1 point
    Dear players! Elia is back once more and is needing your help! Find NPC Elia in Aden! She needs your help! To take a place in the Event, hunt monsters all over the map, gain experience and along with it - Glowing Ice Glowing Ice can be used to summon a Snowman! To defeat it, you will need Dragon's Breath potion, that can be purchased at Elia. As soon as you got both Glowing Ices and a stack of Dragon's Breath potions, get out of the peaceful zone, summon Snowmen and kill them all! Each defeated Snowman will drop for you Broken Ice, which you need to deliver to Elia. As a reward for each 30 Broken Ice, you will receive Santa's Pouch By opening it, you will get 1 of random rewards. The list of rewards can be found at Elia NPC. During the Event you can also obtain Christmas Cosmetic items! Talk to Elia and she will offer to exchange your Santa's Pouches for following items: Event duration: 16.12.2024 - 06.01.2025 NPC will stay till restart on January, 10 IMPORTANT! Client update is required to see new buff and items! And that's not it! Join our DISCORD channel and participate in daily Giveaways through all the event duration! Get a chance to win valuable gifts! Whats going to be up for the giveaways? Event Items (Santa's Pouches) 30 Days PAs Perma PA Color Titles CoLs Freya Suit Freya Cloak Freya Agathion Ice Queen Tiara And even that is not it! During the whole Event period, Enjoy +20% EXP/SP Bonus! Happy Holidays! Best regards, Classic Team
  28. 1 point
    While we finish the works on what is to be the next patch we want to bring to you a vision into the future and what is to come. To do so we decided to break the info in small notes dedicated to each of the topics that will suffer changes in this next patch and will keep posting these little sneak peaks until all is ready to go and the full patch notes comes out. Episode 1 - Crafting. For some time we have been receiving reports about crafting being either hard, not profitable or in general not worth it comparing with how much easier it is, for example, to just wait item to drop from a boss. We hear you and this is something that we have been thinking about a lot as we always want crafting to be relevant as it is in our view a important feature of a MMO and specially on a MMO that has some classes where part of their kit revolves around crafting or easier access to obtain items for crafting. With this in mind and also wanting to keep both crafting and this classes who are related to crafting relevant and appealing, one of the approaches we took in next patch is to make spoiling and crafting not only more appealing, but also easier and more profitable. In next patch, materials and recipes will in general be easier to obtain, being it by increased chances and by lowering the amount of quest items required to obtain a recipe box from quest Fiero's Assignment, this number will be heavily reduced allowing players to trade more often and there for obtaining more recipes from this quest. In addition to this, we are also increasing SPOIL chances for some of the most wanted materials (in higher level zones) that are sometimes hard to come by if players want to go in a crafting spree, as well as gemstones. Also, we are introducing a new level of crafting and new improved recipes that high level skilled maestros (level 80) will be able to add to their book. To obtain these new recipes players will have to trade with Researcher Fiero and have a maestro adding the recipe to their crafting book if they are capable of doing it. These recipes will be in general same as old recipes with one major difference, on crafting, players will have the usual chance to fail or succeed the craft, and on success players will have the possibility of receiving double the items crafted. This is a system we plan to work further if well received by the player base, and extend it somehow in the lines of player having chance to craft special items with special stats, or items with special enchant levels and so on. For the moment this will be for A grade armors and jewels only. To sum it up, easier crafting, more crafting, more profitable crafting. Stay tunned for Episode 2. Best regards!
  29. 1 point
    I know @San0 you are working on new patch and other balance, but I want to highlight some balance issues and changes made in quick order that has drastically shifted balance without you intending to. 1) A while back you changed summoners to have longer CD on re-summoning pet. This was meant so that summoners had to work more on their intended class design to protect their pet or else be left vulnerable. This change was not implemented to DA, Paladin, Warsmith, and worst of all Necro. DA, Paladin, and Warsmith while having summons are not technically summoner classes. There is no transfer pain, little to no buffs for their pet, and probably most impactful long casting time for summoning. Necro on the other hand has 2 of the 3 just mentioned and the only 1 missing has little effect on them. Their pet casts extremely quick, they have transfer pain, and while they dont have pet buffs their pet isn't meant to be the sole source of dmg. Now don't be misunderstood that their pet doesn't do decent damage, it does good damage, and because of the class balance being they can re-summon almost instantly it means they can play as a better summoner and just continuously send their pet in like old summoners used to. This is also not the only purpose of this class they have the most CC's, hard hitting nukes, and as stated one of the tankier classes because of transfer pain. Having necro work like other summoners to keep their pet alive or become a squishy nuker should be the intended game design. Please look at adding CD to necro cursed man. 2) Cubic change. I don't play Dion and I think most of TI players were confused because cubic did not feel THAT strong on TI. So a change was made to TI as well where it essentially only hurt people and probably hurt more classes than it helped. The problem of Kitty and SM cubic being able to trigger from out of LoS and CC you was understandably bad because you can never reach a summoner, then you get CC'd and just die/lose. However, this has ALWAYS been the history of cubics and I think an intended design choice of cubics. They are supposed to be NPC like "pets" for classes, but now they are even more reliant on the "master". Kitty and SM still have controllable pets that the summoner can play around so the cubic just added to their strength, but they are still problems because they can nearly kite indefinitely. Classes that have major downfalls to this change are SK and TK which have more dps and support cubics, but now are neutered from being helpful NPCs because they need LoS and in many cases that will never happen. Example: TK smart / root cubic is supposed to be the helpful NPC/pet that lets a TK lock down a target and catch them, but now a TK can be perma-kited and just lose forever. This also extends outside of oly as well, in open world you would want your cubics to support you and your party regardless of LoS. If your low health ally was around the corner you cubic would heal, now your cubic will lose the cast and essentially sit idle for 1 whole cycle. IMO this change was very targeted at Dion not having as much mental resist from boss jewels and essentially changes the LONG history of cubics in L2. I would challenge the GM's to very much evaluate the changes made and ask yourself if this was a beneficial change on the whole or based off people's complaints and potentially roll this change back. 3) The long standing issue of CC in oly, balancing, and the obvious villians: Necro, DA. So I think this is currently a problem of TI more so than Dion, but I imagine will become a problem quickly on Dion with intended design changes coming (again don't play on Dion, but can see progress of server). Every class in L2 has a CC effect so that is 1 way to look at the balance, but sadly not all CC are created equal and this has always been the case. The reason I think this effects TI more than Dion is A grade armor and to a degree S grade armor. a) +6 and +8 set bonuses are almost as strong as set bonuses alone so you pretty much run whatever +6 or +8 set you have. b) resist effects are the only other reason you run a set. It has nothing to do raw stats. So with TI having lots of +8 A grade and A grade having the highest and most vast resist pool in the game it means that many CC's have been degraded further than old design standards. Sleep/Hold resist at 70% and stun resist at 50% is VERY high resist profile and for classes where they only have 1 CC in those profile it almost completely negates their CC style (SE, EE, PP, BD, SWS, BP). Stuns are still strong and many classes have high level stuns now, but not a truly reliable CC because of MJ and MA. I would say the stun resist chance is actually healthy, 50% resist profile means it can happen while not being guaranteed. Now to the villians. Necro, DA, and even WC all have MENTAL based CC. This CC type is not gear resisted (when all players have equal boss jewels) and for Necro and DA they also have multiple forms of CC. So while other classes got their CC nerfed because of armor, these classes stayed the same and recently got major buffs with high level versions of these skills. For a while necro fear was unreliable because it was low level, DA was always strong. But now that fear has a base land rate of 70% (horror 90%) and largely unaffected by anything because the mental based jewels are not terribly hard to get these skills are a major problem again. My suggestion, increase the mental DEFENSE of core/zaken/orfen/antharas to make it so that those jewels are net defensive based not equal attack/defense. Besides WC, necro and DA have other CC styles which means while this being a nerf to those classes, those classes are still strong and have other forms of CC to maintain viability. 4) This is an obscure and not very well talked about balance issue, but I think its time to talk about openly. The state of TI is there is almost no B grade full drops, top A drops from a variety of locations, and improved enchants have been piling up on this server for quite a while through daily enchant boxes and DKs. This is resulted in +16 top A. This is not a bad thing, and arguably a great thing to allow people to progress their characters. Seeing the first +17 Daimon crystal is amazing and terrifying at the same time, as it should be (RIP +21 Sirra). However, this becomes a MAJOR problem when it comes to oly where it is raw stats vs raw stats. Weapons on this server scale MUCH faster than armor and worse jewels. Jewels you are limited because you have to run 4 boss jewels that have set mdef and cannot be improved so you only have 1 piece (neck). Now, way back in the day I think GMs did a good thing and added 82 book to counter this a bit and balance mages a bit; however, this was ~4 years ago now and top A mage weps have well surpassed this balance again. Armor is also a problem because the enchant success of armor is lower than weps and the pdef/HP gain is minimal. So again weapons out scale all defensive capabilities. This is probably best show cased by current state of Titan in oly. This class can sit and DEVOUR a tank through UD in +8 top A armor while spamming heals, necros and most mages casting damage is insane, and gladiators have absolutely wild burst damage (as they should but overtuned a bit). I think this is the hardest tuning to achieve as it is very number specific and you dont have a large gaming studio to run numbers on large sample sizes, but this is obviously a problem. 1 shots should not be a thing on top defended characters as well as a gladi/tyrant should be able to burst a mage down in short order through healing. I'm not sure the best balancing recommendation for this, but it is a problem worth talking about. I know the design team is busy and I hope the community gives feedback as well, but having the design team acknowledge or lightly comment on the topics discussed here would be helpful to know what has/hasnt been talked about already. I don't think any of these topics or ideas are extremely unique, but I also dont think any of them are extremely complicated either so that they have never been implemented means it was either not talked about / or rejected. Either way I would like to discuss the pros/cons of that with GMs and community.
  30. 1 point
    1 hour for 3 fights, just return as it was last month on Dion. TI i dont know because i dont play there. Reduce the number of players per wave like 12-14 and try to find a way to limit by IP the players on oly hours.
  31. 1 point
    to make maximum balance, you can also increase the Fear cooldown time for all classes, as it was before with paralysis. The ability to remove silence and fear with talismans/ core 3 skill. And slightly reduce the chance of passing, this will balance the avenger, necromancer with others. they are still too strong at the olympiad and in pvp, but for (for sh, sorceress and MM no one really plays) For archers, add a trigger skill for the whole party + attack speed / physical attack for the whole group when the archer deals damage to the target, it would make sense to take them for rb and epics. With similar mechanics as the great fury for warcryer. even in a melee party for boost dps.
  32. 1 point
    **introduction** First of all, unlike the attack/defence assistant healers, Elven Elder, and Silien Elder It is a class that performs a group of main healers in a party, not an auxiliary role, and a group of main healers in a coalition. However, Bishop, the current human healer, has clear limitations in skill composition. Elven Elder, which is focused on defense, has essential buffs related to hunting/pvp, There's** Mass Vitality**, a party hill faster than any other class, and the **Tree of Life** that releases the debuff of the entire party. Buff skills and mass vitals, and high wit levels of 1 tree + elf not only help In certain situations, it is also possible to play a role as a main healer. Silien Elder, who has a strong tendency to attack, is less utilized than Elven Elder, As for paralysis, the current PVP trend, its utilization may increase further in the future. In addition, the utilization of **stigma**, which lowers marten and weapon resistance, cannot be ignored. However, in tk servers with an average leveling of 83 to 84, Cadinal's utilization and defensive/offensive healer Elf/Dark Elf's While there is a clear role, Bishop has very vague boundaries. **point** Bishop now is a de facto abandoned class, except for Balance Life and Clans. The main heel, **Great Battle Hill**, is not much different from Elven Elder, but rather, due to the heel volume critical The amount of heel is lower than that of Elven Elder. **Restore Life**, which fills up your physical strength with percentage, is rarely used because of the visual acceleration. Additionally, since the Clans skill is a single target, all party members are in the "tree of life" skill that unlocks the debuff incomparably compared to Claesson is Bishop's only skill that's so good, but since long ago, the debuff fight is the main focus on pvp rather than damage The skill delay is too long to use for party members until today. But because we know each other so well about the importance of Bishop, the core of the party, we're the most important target in pvp It is also lacking in viability because it is prioritized and removed. It just so happens that a patch to adjust the balance in operation is scheduled, so I suggest it to the forum like this. **in conclusion.** First of all, additional skills are needed regarding Hill, Bishop's identity. I ask Cadinal for **major heal, major group heal** skills. I think it would be better to have a skill level difference with Elven Elder. It's actually a high-five version of Cardinal, not a classic server Heal can't be followed by Elven Elder. Next, I think the delay in** balance life and clans** skills should be reduced even by a second or two compared to now. The** Clans** and **Balance Life** now have too long delays in farm and pvp situations. If skill construction such as** purification field** is not possible, the **skill delay of Clans** should be reduced even a little. Finally, regarding viability, the group version of the **Turnstone** skill in PP and the **block windwalk and block shield** in PP Request addition of ****mass block windwork, mass block shield.** ** I'm not suggesting Bishop should be the best, but as a user who's only played Bishop for about three years It's a suggestion to improve balance and class characteristics, so please check it out.
  33. 1 point
    improve exp so that solo players can also reach level 80+, as you can't find a party to level up on a daily basis, being able to use 4 windows also helps a lot.
  34. 1 point
  35. 1 point
    Small suggestions 1) Increase the experience from champions of Ketra, drop idea very nice, but... monsters have similar experience with shamans, but are very strong, even for group hunting as a result, they are simply pacified with the help of PP or Bish and ignored, because the reward is not worthy of suffering. And it is strange that the champion appears in 1 second, kills with 1 hit of the support, and you can't react to it instantly, 2 hours of game experience on him are lost... don't offend the poor PP and Elders, who die 5 times in 3 hours and lose experience due to randomly appearing champions. 2) Make it possible to transfer and buy and sell Soldier's Badge. Its increase clan game farming+This develops the economy and opens new trades with ketra/varka on traiders in all game. because when we farm as a clan, there is a random drop loot, the one who receives it cannot pass it on to another main player who wants to summon the boss, this is not entirely correct when it is impossible to collect 50 pieces for weeks on 9 characters... Clan farming implies random loot. Or at least increase the chance of a badge drop, because solo players farm it for weeks and cannot collect 50, they simply go back to silent valley. 3) The RB kill rates speak for themselves that the drop from RB and experience is weak... 2 live clan parties kill the boss and get 40kk experience each? with 100% experience scrolls, and for this people gather after work for more than an hour and farm badges for a week. It is easier for them to kill 50 green shamans and get the same experience, in a month of playing stage 3, only 29/200 bosses were killed.... It takes another 4-5 months to get a new stage.... There is no particular motivation to beat them, unfortunately, but the idea is very interesting, to unite randoms into clans and general play, small changes are needed because low experience on living people and a weak reward... This can be easily fixed with increased experience and make these events clan-based for gathering and motivating people to get more experience and battles and raise team spirit!! These are just small suggestions from my observations of the last weeks of the game, add wishes or like the post, who agrees with me.
  36. 1 point
    5) Would be add way to up talisman 6 lvl also for players, some quest or farm ketra/ varka talisman 4 slots....
  37. 1 point
    4) It would be possible to add drop soldiers badge to drop from solo farming mobs near Goddard as antilope, buffalo simple. With less % rate drop x2. For chance to farm it solo clan member, to keep it and release in weekends clan farm together raids for example, as clan event.