Ovid

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Everything posted by Ovid

  1. Ovid

    Update

    I really hope they will not implement auto-farm.
  2. Ovid

    Update

    But if you make one zone to drop all type of elements, then you rob the joy of experiencing those new zones. I don't know how the Lands of Wind look, but I would like to farm there. The other zones are Garden of Eva, Forge of the Gods and Wall of Argos.
  3. Maybe with a smaller %, just to be fair towards Cardinal. Off topic: SE has mass purify and mass cure poison. Mass purify cures paralyses, bleed and poison. Why the hell would you waste SP to learn mass cure poison?
  4. I don't think we need pomanders in classic. I always liked having both SE and EE in a mage party. Even in a fighter party both would be usefull, EE acting like a second healer. I would make Bishop (and only Bishop) have Major Heal and Major Group Heal, and remove greater heals from him. The elders can have the greater heals. But I was mostly thinking of classes like PP, WC and some other fighter classes that are not played that much. Especially PP since it has individual buffs and it's a pain to level. Off topic: Cardinal choosing Recharge is the most stupid available option NC Soft could ever think of. If Cardinal takes Recharge, it can never be recharged by elders.
  5. I have always felt that DOT in L2 is crap. Maybe it was powerful during C1-C3, but as newer armors and jewels were introduced, that 60 damage per second for 15s seems more like a nuisance than a threat. If DOTs were meant for PvP, maybe they had some use (maybe they still have in Oly), but for PvE they're useless. I would increase the dmg in PvE significantly better. I like the idead of having reduced timers for CC, with 100% land rates and the possibility of them being influenced by player's defenses, like reduced land rate %, dmg and duration. But how would you guys try to balance the game, by making buff-box and rarely chosen classes being played as live?
  6. Along with your idea, I would add somewhere in ALT+C a place to see a percentage of curse resist and curse success rate. Or if it's too much work for fixing CC land rates, at least after they wear off, receive a buff of immunity to that CC for 5-10 seconds.
  7. This is not a suggestion topic. It's just an open discussion about anything you would change in Lineage 2, if it were up to you. Since I love Shilien Elders so much, if it were up to me I would: - modify Children of Shilen Lv. 1 (at level 20, 1st class change) 1% MP regen, 5 casting speed; Lv. 2 (at level 40, 2nd class change) 1 MEN, +1% MP regen, +5 casting speed; Lv. 3 (at level 76, 3rd class change) +1 MEN, +1 MP regen, +5 casting speed; At max level Children of Shilen would give 2 MEN, 3% MP regen, 15 casting speed. - Recharge skil (same for Elves) - when performing the skill, the caster receives 4MP/s for 5s (it does not stack with each use); - Vampirism (new passive, SH, SE, PS classes) - at night regenerate 2% HP, using magic damage. During the day regenerate 2% HP by chance, using magic damage. - I would enable the possibility of magic critical during Recharge (same for Elves) - crit for 0.5, and receive a buff that negates future criticals for 5s. Meaning you can crit on a recharge, but for the next 5s if you crit again you will recharge as normal. To be fair towards Elven Elders, I would give a passive to them as well, Eva's Choir Lv. 1: 1% MP regen, 5 magic attack / Lv. 2: +0.5% MP regen, +7 matk / Lv. 3: 1 MEN, +0.5% MP regen, +9 matk. In total it would be 1 MEN, 2% MP regen, 21matk. Also for OVerlord's Pa'agrio's Heart - if the target's HP is full, regenerate CP instead: 10 CP/s for 15s. I am not trying to overpower the SE class, the numbers are up for debate, but I think these changes make things a little more interesting.
  8. Since the topic was of no interest, may I ask the admins to delete it?
  9. Lore wise, dark elves were once elves, but from a different "tribe" (as to say). They were the brown elves who dared to learn dark magic in order to fight the humans. This led to a civil war between elves and brown elves. The elves cast a curse (which created the Sea of Spores; that's why it's sealed with magic now) to banish the brown elves. The latter hid in a cave for some generations, started worshiping Shilen and their skin turned to gray-blue. I can see why the SM needs a bit of punishment for the power they got, but I have always hated that stupid "Contract payment" dot skill you got for summoning Soulless. If you want to keep the downside, at least make it +5% mana cost and -3% pdef/mdef OR even better, keep it +10% mana cost -5% pdef/mdef and make it like an aura which will affect the summoner and all surrounding enemies in a 1000 range circle (and 5s linger when outside the radius). And if we're talking about race themes, then I think they should bring back the racial passives from GoD. Some were pretty nice, some needed a bit of rework.
  10. I like your suggestions. But why punish SM with +10% mana cost and -5% pdef?
  11. I was thinking they would add some new jewels later. But mdef seems a good choice too.
  12. Oh I didn't know 15% pdef would mean so much, and that 35% pdef is crazy. Then I would rethink it: 15% crit damage, 7% pdef ( or somewhere around those numbers). 10% magic skill reuse is so good. Paired with Song of Renewal it's pure crazyness. I guess it was only worth in GoD to be a summoner with bow and servitor share, to empower your summons' patk.
  13. I remember that all summoners in GoD (2012) wore light armor (because of the 90% cast speed bug from Light Armor Mastery giving you max cast spd) and used bows for the high physical attack combined with Servitor Share, sharing % of master stats. I don't know if this would work the same here. If it does, maybe Spectral Master and Arcana Lord might benefit more, since EM has the pony buffs. I would gladly trade some % in order to receive those summons again. And come on, making it 25% mcrit -> 15% mcrit and 30% matk -> 10% matk (maybe 15%) is not that bad, seriously. That Nightshade stun suggestion might actually be a nice thing. There isn't much left if you want to give Nightshade a party buff. The only thing I can think of is: Gift of Shade 40% HP and Blessing of Shade 40% MP, along wth Curse of Shade with -pdef, -mdef and some stun of sorts. They could rework it a bit by making it give 10% crit damage and 35% pdef. Also for the other buff 12% M and P Atk,, 10 M/P accuracy and evasion.
  14. Sorry, there I was referring to MoH's range, not summoner nukes. This whole situation regarding nuke skill power makes you think of the Phantom Summoner Death Spike, when its power was lower than Spellhowler/Necro Death Spike. Although by the time High Five came, PS's DS had the same power as the other two mentioned before. But that was because PS didn't really have a place in parties so NC Soft tried to make him more nuker-ish in the end. Now regarding classic, I don't know why the huge love for ES Seraphim party buffs. I guess NC Soft still didn't learn to balance stuff in their own outdated game. But for our server I would suggest adding some more levels (if not existing already) for the beast SS skill. It's kind of boring to summon 30 shots every time.
  15. Why did they lower the magic power of summoner nukes on this server? Were they too OP? I looked on https://l2wiki.com/classic/Elemental_Summoner#40 and at lvl 40 Aqua Swirl has 68 power. And I'm lvl 51 and my Aqua Swirl has 55 power lol. The same for Might of Heaven, reduced dmg (which I am aware of) but here we have 600 range, whereas there it's 900. I feel like trying to "fix" here some of the annoying mechanics from official did nothing but screw other things more.
  16. When they will reintroduce the utility summons, they can just lower the mcrit rate and matk numbers of the Seraphim buffs - make them like 15% mcrit rate and 10% matk. Maybe even lower that 30% mp regen to 20%. As for Spectral Master's Nightshade, the could make the heal be group with higher HP cost (for the summon, it costs HP, not MP) and somewhat higher cooldown or raise its combat abilities.
  17. Yes I have forgotten they were learned at 77. It seems fair, as the Blessing of Seraphim gives 25% m crit rate, 30% mp recovery and Gift gives -10% magic skill reuse, 30% matk.
  18. Bugged in the sense of having mobs evade your hits 3 times in a row or hitting between a range of (for example) 900 to 1300 damage (which is kind of annoying)? Regarding utility summons, they could just remove the buffs (clarity, empower, wild magic, btb, bts, haste, guidance, focus, dw) if those were the OP part (especially the elf pony). Otherwise I don't quite see the OP-ness of summoners at low levels. If you can afford to just leave DA with OP fear in oly, I think you can bring back those summons with some minor tweaks.
  19. If I am not wrong, the last update here was last autumn, when Zaken was introduced. So maybe in spring 2021 we will receive another big update?
  20. Do you have experience regarding the time waited to receive an updated on this server?
  21. I made a suggestion the the same name topic about making the party buffs, self buffs and other changes but they did not reply to that one.
  22. Does matk influence the miss/hit chance on mobs? I am asking because I have noticed that without Berserker Spirit I tent to miss on white mobs. And it's very annoying to hit 3 times and miss.
  23. Ovid

    Suggestions

    Oh, I didn't know that. I read its description and thought it was the same as before.
  24. Ovid

    Suggestions

    The XP herb lasts for 10 min in your inventory. So it's kind of hard to get a herb, then get a RB, and kill the RB in 10 min. I am not sad about MoH vs Wind Strike. A SE should not farm alone (at least in Classic), but in a party. However, my plead was meant to ease my farming of SB. I have outleveled the mobs for Wild Magic, I have gotten Stigma (I already learned that skill) but nobody needs it. You might have been lucky, I am struggling to reach 2kk adena :)). I got bored of farming SB so I went to RB. For farming purposes, for particular situations where you need to get a spellbook, or kill a quest monster or whatever, using Wind Strike is somewhat punishing. If MoH had had at least +5-7 more power than it has now (now it has more MP cost than power), then fulfilling the before mentioned goals would've been easier. Some might not have +++++D weapons (or C, B), or boxes, or friends willing to farm for your stuff. And hitting those Lizardmen 10 times with Wind Strike is time consuming. I am not complaining, I am only suggesting some stuff.
  25. Ovid

    Suggestions

    Hm, I didn't equip it yet as I already had the Singer/Dancer one, and wanted to save the other which has sing/dance as well. Anyway, those buffs last for 20min and the reuse is 1h (40min after they wear off). For pre-40 either increase the buff duration to 40min (so you will have a 20min break until reuse) or leave the duration as is but lower the reuse to 30-35min. What about the 40+ suggestions? We can debate the numbers and effects, they are not set in stone. One can hope. There are very few (or none) servers with classic that are playable. This server seems close to official and I like SOME of the personal modifications. Although I really like the additions from future updates, like Stigma reducing melee pdef AND mdef, Mass Stigma, Dance/Song modifications, Mass Recharge (yeah I play SE). :)