ve3k

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Posts posted by ve3k


  1. I personally didn't attempt to attack oren or aden on this server yet. What i heard from my allies (70+ lvl) guards are stronger on these 2 castles.

    For Oren. We would have to put all eggs in 1 basket and attack with everything to try to take it. This would mean loosing current castle. And it still may result in failure. Its simply not worth the risk at the moment.

    For Aden. There is simply too many guards on the way to throne room. Even in biggest numbers we could master. There wont be enough bodies to throw at guards to take it. I think this one will stand independent until you can see few parties in A grade running around. And some good buffs like FOI/COV/CC are in place. Maybe even heroes.


  2. Hey guys,

    I am a veteran l2 player, have 10+ years on official. I heard about Lineage Classic and i want to return to Lineage to have that nostalgia of early c1 days. 

    I wanna play a Phantom Ranger with a dual box PP but 1st i wanna ask you a few things :

    1. Is the population decent ?

    2. Random raid boss groups are easy to find ?

    3. Are there decent English Speaking clans ?

    4. How hard is to get equip ( harder or easier than back on c1 ) ?

    5. Do u get bonus exp for Premium Account ?

    6 Is this L2Java or L2off ? 

    Thanks a lot for your answers, in advance.

    ​1. 40- locations are kinda empty but 50+ are full of ppl

    2. there is always some raidboss party forming in party finder be it lvl 30 or 50

    3. yes

    4. I would say that D and C is much easier than old c1, B grade is about the same

    5. no

    6. official files with very good coders handling them


  3. Undead mobs locs:

    • Ruins of agony (~20)
    • Execution grounds (20-35)
    • Hardins academy (35-42)
    • Dragon valey (40-55)

    You should try to use windstrike more often :), its more mana efficient until lvl 40. I can kill mobs lvl 55+ with windstrike just fine, so you can give it a go.

    EDIT: If you go with windstrike, go to EG until you get lvl 35. Then go to Hardins until 44 ;) These 2 locations are the best with monster HP/monster XP ratio for cleric.

    • Like 2

  4. i still think ppl are not seeing the big picture and not utilizing destro to its max potential, i dont believe the "let me go low for frenzy so i can one hit ppl" tactic is the one to follow now. i think ppl kinda got too used to the offensive part of the destro and forgot how good of a punching bag he is and how much he can soak up for his party. either way. not sure if buffing frenzy is the way to go in here. tho we decided that on 2,0 not only gran khavatari but also titan will have rush. together with his new set of skills it might very well make it a very relevant char again. if we touch the frenzy and rage it wont help his efficiency in pvp it will only make him a stronger farmer and together with the VR changes and new buff skill incoming it will make it a bit too strong on big monster hunting scenario comparing to other classes.

    Also remember he is getting over the body skill in new patch that will already boost his damage and movement + a couple more high dmg skills. so if we boost the frenzy and rage now, it will most likely be too much of a punch in the new patch.

    Thank you for looking into this. Rush will be great addition to destro's skill set and will make him viable on PVP. Now his aoe fear skill makes more sense.

    ​I understand your concerns. As I wrote before, Frenzy is just fine as it is now.

    About rage. Old rage was more about the choice. You could decide if you wanted to be punching bag with high p.def and low p.atk or if you want to sacrifice this survivability in favor of more damage. 

    Over the body: was not stackable with COV/POF/... in older chronicles. Unless this is different in classic, there is no benefit to it unless you are fighting in olympiad.

    New skills... I would like to see these in action, if they can be compared to over9000 power, no reuse glad/tyrant/warlord skills.

    Parties prefer punching bags that have agression and shield defense so healers dont spend so much mana on healing them and mobs dont loose agro. Mobs are agroing on glass canon DDs after few hits so not much dmg to soak up if you cant keep agro. 

    After +12 STR will be removed, his farm potential will go down compared to other melee classes. Nobody is single target farming anymore. And destro has inferior aoe compared to other melee.

    Cant wait for 2.0 to be available on test server, so I can check how it will turn out. Maybe you are right and destro will be great again.


  5. What i suggest, implement both systems, old and new one. Old gives more rewards than new one.

    We want fishing. Definite yes on that. I need something to do while waiting for party finder to complete the party.

    ​I also find this idea for both fishing systems very nice.

    • New one would be auto with some small rewards (i.e: little XP and less pocf)
    • Old one would give more rewards (i.e: decent XP for lvl 60 or lower and full rewards like pocf,recipes,consumables)

    If to implement both systems is hard/impossible, then I would have to go for automatic one (sadly) so i can exp while at work or sleeping to catch up top lvls.


  6. 1) Cloak of Light and Cloak of Darkness.

    Cloaks are nice, but i would lean towards non-flashy ones and for all castles. No stats on cloaks, keep it just for the fashion, Maybe each castle could have cloak with clan insignia printed on it?

    2) Daily reward system.

    Nice idea. Maybe you can give buff scroll bundle/SP scrolls/potions for login, like newbie pack has, as a random reward.

    3) Macro icon showing the skill icon instead.

    Could be cool to have an option to use both, old and new system. But other than that doesnt really matter which one you decide to implement.

    4) PVP zone events.

    Excellent idea.

    5) CP Potions on grocery.

    Please no CP potions at all. Just add old CP elixirs that had 5min c/d.

     

    I would like keep the dye system as it is for a little while, to test how it affect gameplay. Since if you limit it to +5 again. Everybody will have to go the same cookie cutter build to stay relevant.


  7. So I managed to make lvl 58 after hard grind and got zealot. Its fine for 60sec every 5min, rest of the time it's still shit. 

    I can clearly see that people who are crying about rush, didn't check skills whatsoever and came here just to complaint.

    So here you go: (notice that there is no damage or stun on the skill I suggested and cast range is 400)

    Kamael rush:

    kamael_low_rush.thumb.JPG.5c1f1e900d5ac3kamael_rush.thumb.JPG.da047c1f19a54bfd12

    Warrior rush:

    destro_rush.thumb.JPG.a8e7111bd7d2509286

    80+ rush impact:

    kamael_rush_impact.thumb.JPG.0448f8d7569destro_rush_impact.thumb.JPG.eeff5d174ff


  8. Destro is weak now. And not much will change in 2.0 since his P.atk is not boosted at all. He will be still a dwarf that cant spoil or craft.

    • Mass slow/fear is unusable since u will never get in range.
    • Over the body consumes your CP and is overwritting cov/pow/pof and lasts for a short time.
    • Demolition impact does not consume HP and its on lvl 80, so its incomparable with crush of doom

  9. You can't be a 999999 patk destro and have a gap closer. Thats not the way the world works, fam. 

    ​At current state, Gladiator and Tyrant have almost the same P.atk as destro and have range skills on top of that. Archers have more P.atk and 900 range. I'm not asking just to add skills blindly. Add it with tweaks to fit the gameplay. 


  10. Hello.

    For those who doesn't like to read, here is short version. You can continue reading if you are curious about my thought process behind this.

    1. add rush
    2. consider adding crush of doom
    3. change rage back to the old one
    4. tweak frenzy slightly

    ~~~~~~~~~~~~~

    I've been playing destroyer/titan for over 4 years. I've started it also on this server. I have to say, I'm disappointed. I've managed to grind it up to level 55, but after learning rage2 and frenzy3 and seeing how underwhelming these skills are, I don't feel desire to play this class anymore. This is very sad since it is my favorite class.

    Then I've read about possibility of custom development and that you (admins) care about player's opinion. So here are my thoughts on how to improve destroyer gameplay without breaking the balance.

    Rush:

    h5_rush.thumb.JPG.4e75be0bb452b226e46516

    My thoughts:

    This skill made destroyer viable on open world pvp. Without it, you are just being kited around to oblivion. I would say this is one of the most crucial skills that he needs.

    However 3s reuse is too strong for now. Maybe add it with 10-15s cooldown.

    Crush of doom:

    h5_cod.thumb.JPG.f271f65db4b9b14e401f7ec

    My thoughts:

    This skill is destroyer in essence. Sacrificing HP to deliver deadly blows. Also useful tool to decrease your HP in order to activate other skills. This skill is not crucial, but it gives destroyer class its flavor. Would be amazing to see its comeback.

    However, skill power might be too much. If it will be added, maybe do it with 1/2 of skillpower? Or just don't use all levels until later updates.

    Rage:

    Classic version:

    classic_rage.thumb.JPG.0804819ad0588fdd1

    High five version:

    h5_rage.thumb.JPG.fc50e382e3041254a6950e

    My thoughts:

    As you can see above. Before you could choose to sacrifice defensive stats in order to gain offensive stats. Now, this choice has been taken away. You will simply use this skill on cooldown because it has no downside even if its performance is underwhelming. It could be added simply as passive and it would be the same, no sacrifice means no option to choose whether to use it or not. I would love to see the old rage back. (10min duration is sweet, you can keep that 9_9)

    Frenzy:

    Classic version:

    classic_frenzy.thumb.JPG.84678348c1a836d

    High five version:

    h5_frenzy.thumb.JPG.d39a8afca2a4cea44451

    My thoughts:

    This skill was always very controversial. It gave the destroyer class meaning of the word destroy. However, If i have to be honest, it was broken most of the updates, since it was too powerful. Right now, it was "nerfed" too hard and is very underwhelming. Duration decreased from 90s to 60s while decreasing bonus it gives significantly. I think this is too harsh. Minor change should be sufficient to make this skill attractive again.

    It is very hard to balance skill like this. What I think would be fine, is to implement some tweak like one of the below: 

    1. Under 30% of HP, P.atk bonus is greater. Greater effect will stop above 30%.
    2. P.atk will be gradually applied as HP is increased or decreased (lower the HP is, more bonus is added).
    3. Increase duration.
    4. Decrease cooldown.