MoDoy

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Everything posted by MoDoy

  1. Diversity of Olympics - Warcyer Month: late 2018 / early 2019 Server: L2classic.club Chronicle: Classic 2.0 Saviors Name: VooDoo Class: Warcryer (WC) Clan: Defcon1 / Anarchy / Mediate Alliance: - Length: 11:08 We got 10th (7th from classic) volume of Diversity of Olympics - Warcryer. Still banned on discord so sending here. Frapses are from late 2018/early 2019. Pretty enjoyable class, not too strong, not too weak, has many different debuffs which can be utilized vs different classes and different sets but they dont have that insane landrate except sleep, which is very situational considering freezing flame dot wakes you up or you can cleanse it with core/liberate. Many fights you couldnt just fear spam and drain but utilize DoT/stun because of the mana/damage ratio, otherwise you would run out of mp. Not all fights are against super good people since i was driving it only very occasionally when our WC couldnt attend oly for some weekend. Fights against Necro/WC/DA 80/ES/warlock 2x/gladi/tyrant/PW/WL/SK/OL/Necro 2x/DA/SK/WC/ES Enjoy.
  2. Diversity of Olympics - Necromancer Month: ~2019 Server: L2classic.club Chronicle: Classic 2.0 Saviors Name: JerryZ/M/M2M Class: Necromancer (Necro) Clan: SoulMates / Anarchy / WuKong Alliance: - Length: 12:43 We got 9th (6th from classic) volume of Diversity of Olympics - Necromancer. Still banned on discord so sending here. Frapses are from ~2019, from all classes i played, this was one of the less enjoyable one, especially with 79 summon and curse of doom (got it at very end when i still played it before someone took over) it felt very strong even against 80 lvl DAs with busted Insane crusher (up to 5 buffs canceled with insane damage every 10s) or other necros/summoners. Since Fortuna sws had purification song, i consider that 3rd hardest match up (after 80 lvl DAs and destros), high m def and impossible to debuff while sws has arrest which can be chained, it has silence which can be chained with aggro to prevent healing back to full, it has hex with decent damage, it has fast movement speed combined with 1 minute slow. In video you can find following fights against DA/destro/tyrant/PS/ES/Necro 4x/sws/DA/AW/ES/DA/DA/DA/ES Enjoy.
  3. Diversity of Olympics - Shiellien Knight Month: December / January Server: L2classic.club Chronicle: Classic 2.0 Saviors Name: Anytime Class: Shillien Knight (sk) Clan: Anarchy / WuKong / Defcon1 / Deviate / NonFactor Alliance: - Length: 19:48 So here we go with 5th volume of Diversity of Olympics - Shiellien Knight. Finally managed to come back to my old drive with some spare time and cut frapses from another classes i played here on the original TI. Since i am still banned on discord, posting it at least here on forum for people once again to see that classic olympiad is not only DA/necro/destro/ES, but can make almost any class work. I consider SK to be decent in powerlevel, however it requires lots of kitting around and hiding to let your dots do massive damage. Once in a while when you have chain strike ready, since its insta cast, you can interrupt any other CC enemy has (horror/stun/fear/sleep) and go for lightning strike, which is pretty good CC unless enemy has DC set (was quite rare until the update where cloths were not problem anymore). In video you can see following: Fights against OL/Necro/SK/ES/PS/Tyrant/Destro/DA/WC Enjoy. PS: still have left like 5-6 classes which are not cut and not put in any kind of video which will be done eventually i think, but i am not really eager for them as those were quite strong classes like DA/necro/destro and then PS/bishop, but it will be done eventually and added to diversity of olympics playlist 😉
  4. negative, come in 8 months for 2.0 update if you want runes, anyway half of the melees are capable of AoE, so othell rune doesnt boost them that much anyway ^_^
  5. according to 1.5 patchnotes, i am pretty sure xp scrolls were not a thing and were introduced in later updates, so when ppl say no to xp scrolls, they are not removing something that should be here according to patch notes
  6. thats not a problem of 1.5 patch, afaik on club there were 2 parties killing most of the bosses, was uchihas pt vs demon(dimon? idk, some russian guy) pt, we fought for a lot of bosses, it wasnt particulary good xp or anything, not like you could abuse it much, because there is not much xp boost, bosses are spread around the map, they have too big respawn and there are very few of them after lvl ~60 (i think highest is rahha at 65 lvl, which was impossible to kill unless you bug minions) problem started to be with too many stackable bonuses in later chronicles and the moment they introduced 21h bosses, which spawned 6-7 bosses on high lvl range (75/80) at same time next to each other and some side dominated those, hopefully they wont introduce them with the update of server, even if there are no xp boosts, coz xp from those bosses was just too insane i still remember those fights where you pulled boss to narnia and the enemy pt still found you if they knew the boss is alive, you got these kind of pvps for arak on skylancer hill or fight for rahha at westland
  7. weekly maintenance fee for CHs low tier CH - 100kk/week mid tier CH - 200kk/week top tier CH - 300kk/week even if admins dont change the amount of ppl in clan (which helps solve problem of hugging too many clan halls), if you are active clan, you wont have problem to pay the rent (40 ppl mid-tier clan, everyone tips in 2kk a week for CH and they can get low tier CH, if they by any chance increase slots for clans from 40 to 80 lets say, its 1kk per month per member for low tier CH, which is same like others on club just sh1ttier location) top clans will decide twice if they want to bid for box CHs and pay the 400kk/month maintenance fee for their box inactive clan for low tier CH is it too much for starters? then dont bid for CH very first week or very first month and bid once you know your clan is ready to support the CH fees, suddenly you cant pay fees? no worries, with these prices CHs will rotate and i doubt every CH will be taken non stop, so you can again bid for other CH once your clan is again ready to bid
  8. 1 thing is total xp you need to achieve something, but with that you also have to consider how much xp you make how much xp can 60 lvl mage party pull on c4 in 20 minutes? and how much can same party pull on classic? pretty sure the number is not same and that you gain much more xp in classic, which means its not exactly 3x harder to lvl up on those 2 chronicles even if total xp is 3x higher removing xp scrolls is minimum what you can do, only xp boost which should ever exist are fishing stews (10%) and clan online bonus (15%?), and those are both 2.0 i believe
  9. that has easy solution as well, do NOT introduce improved enchants, suddenly you wont have ppl running with +8 sets and +16 top weapons after getting lucky 2-3 clicks
  10. just remove the xp scrolls fully and keep it x3, you can do this strix nerfed thing on 2.0, but even then it must be time limited scroll to use never introduce xp scrolls in CHs/castles, in events if you want, rather have longer/better buff for xp boost during it rather than big drops of xp scrolls as a reward, dont let people stack up on them, its total game killer, ppl will speedrun sh1t out of this chronicle either way, no need to make it even easier for them about xp loss, its already 1/2 or 1/4 if you have wars up (so 1% or 2% instead of 4%) and in future chronicles that should be even lower after 76 lvl i think (1% to non war, 0.25% or 0.5% to war), on top of which if you add CH and possible addition of clan luck (less % loss on death), that should be more than fine. as long as ppl dont get infinite source of bresses and dont get used to 100% resses, they wont even notice the xp loss
  11. sh1tty to play in mage party* absolutely useless in pvp as you cant go close range, absolute garbage in pve as you need to circle for hours for your mages with mobs, never had problem with bards in melee/archer pt
  12. what else you use for CH? like i said, only top CHs and top castles should actually have buffs, mid/low tier CHs/castles should have only WW/mental/shield/decrease weight and thats pretty much it, so ... CH was always mostly for the xp loss and the mp regen, not for the actual buffs also i dont think it would be problem to raise maintanance price for CHs with each update, like i said, admin implemented provisional CHs at some point, so if some clan starts to play and at that point of update the maintanance adena is "pocket money" so no CHs are going to be free, they just keep renting provisional ones until next update when the price gets lets say 10x bigger and suddenly CHs slots will open, imo much better solution than actually losing CH for long time ps: dont add xp scrolls or any xp boost except maybe fish in CHs/castles/events, having 10 different boost items and just logging for bosses was biggest sh1t ever which ruined pvp for spots
  13. 1) biddable clan halls we saw how club eventually changed and how ppl were scared to pvp coz of losing exp, not stnading unless they get bress. now imagine CH bidding is every 2 months, someone decides to overbid you and you lose 50% return xp for 2 months, thats absolutely crazy if you asked me and will decrease amount of pvp. once you succeed to get good CH, i dont think you should be worried about suddenly losing it because someone decides to screw you up. You want to get rid of adena on server? you want to not have dead clans sitting with CHs? make it that you pay big adena for actually maintaining CH, lets say 100kk for low tier CHs and like 500kk for top tier CHs a week. that way once you big and win CH, as long as you are active and managing your clan, it shouldnt really be problem to keep the CHs running (lets say small clan of 30 ppl of casuals, that would be like 3kk a week from everyone to keep low tier CH). nobody is going to keep pumping that adena to keep CHs and small/mid tier clans will be able to get hands on their own, while big sides dont need to be worried to get screwed over. On top of it, eventually we know club had mechanic ready for newly arriving clans and thats exactly what you said - provisional CH - "infinite" amount of basic CH which is biddable every 2 weeks i think? so even if there is no CH left at the moment, clans could take those until some CH with dead clan gets free 2) no boxing sounds good, doesnt work. i agree its frustrating to be able to log full party and then do pve yourself, but i can tell you exactly same frustrating thing is when you log in and you cant do anything because you cant even log basic buffer for yourself, while waiting long time to find some random main buffer, if you even manage to find one. 1+1 is not big deal, yes, there will still be ppl who will do 6 boxes with their pc+2 laptops, but its much more annoying that on old club another thing why it works on those servers you mentioned but wouldnt really work in here is because first of all, elmore is C1, the lower lvl you are, the less buffs you need on top of that gameplay being "use dot, run around with mob for eternity, 1 hp last hit", you dont need buffs for that gameplay reborn is interlude, which has subclass system, which means 1 guy can have access to 4 class chars, which makes it figuring out party much easier, but dont forget you aint getting this on classic another thing you need to consider is that CH shouldnt have full buffs like you are used to it, hell even low tier castles are not supposed to have CH buffs, so you shouldnt be able to do the thing they do "just take CH buffs, haste potions, lets go farm with 1 destro and thats it" - thats not how classic works 3) lower rates i could totally see it going at least to x2, eventho now that they announced it, idk if they can change it - why? - x3 talking island server was made before skelth or NA classic even came to scene, which means only small % of ppl who followed russian/korean classic had info on whats good, how to do stuff properly, etc., so ppl didnt have the best setups, ppl werent the most efficient, but those times are long gone, 1.5 classic is already explored and ppl who abuse the meta will reach end game MUCH sooner than what it was back in the days, so to slow down the progress a bit, i could see it becoming lower rate on other hand, club has updates ready this time (hopefully), so you dont need to wait 1.5 year for updating and you can go forward on slightly faster pace than it used to, because simply updates will be comming faster (lets say 6-9 months i guess?), which also makes it fair to old ppl if it ever comes to merge of old server and new server
  14. melees are not playable in 1.5, reason why someone even played it on club is because they had double, on some skills even triple the chance to crit other than that, dmg from melees is terrible and they are unplayable (except warlord, which is more of a mage setup char than melee)
  15. the heck? you work until 18 on friday? feels bad man
  16. Sieges - you can move around to sooner time as its weekend event, probably making them sooner is the way, as waking early on sunday is more possible than staying late sunday for chinese and trying to go to work on monday Olympiad - i think olympiad was kinda early for brazilians and i remember them joining mostly on saturday, coz they were finishing works and stuff, moving it even sooner eill rekt them on friday. Suggestion here would be to make it not same on both days, keep the time on friday and move time drastically on saturday. That way brs can come from work on friday and play, some chinese can stay 1 night to interrupt feeds and stuff (since next day is saturday) and on friday everyone should have oly in some reasonable time to feed and interrupt.
  17. ? in this solution there wouldnt be "range", but rather calculates on buffs of ppl who are hitting the boss, which means that it cannot be avoided this way as in first solution
  18. these zones ppl mentioned at start are unrealistic bullsh1ts tbh, ppl would find a way how to abuse it eventually if they really wanted to abolish RB farmers and have the classic raiding, what they could do is they implement on bosses some kind of cancel buffs mechanics (buff canceling was part of RBs on previous chronicles) now idk how it would/could work, if bosses would AoE cancel on start, so parties would need tank and do active rebuff after the boss is started (that would mean the high lvl chars buffing would be a bit rekt) - problem: this could be avoided i guess by sending sacrafice char to hit boss letting it cancel and right after you send the real farmers other option would be for real classic experience, you could make bosses to have "intelligence" to cancel buffs which classes take 9 lvls higher than boss lvl, that way you would have to gather full party of your lvl and raid the boss with the stuff (example - for lvl 35 boss, only buffs you can get for it would be maximum from 44 lvl char, if any buff you learn from higher lvl would be buffed to you, the buff would be canceled) - problem: there is not really big enough population to satisfy and find full support for every level range, i cant imagine if in any RB party there wouldnt be 1 guy who just brings his high lvl buffer so eventho the rest of pt are randoms, they can smh manage raiding
  19. so first of all, tyrant is the biggest beast out of melee classes in pvp and pve, so there is nothing like you said about balance "its good in pve but sucks in pvp or it can be good in pvp but sucks in pve" about second statement, have you played on dagger yourself here? coz if not, boiiii, those are some big statements
  20. the idea in pve is, that instead of boosting everything else, you lower pretty much melee farming speed, so for example without CC, in GC you wont feel like sh1t if you go farm with your main mage party and no need to log your tyrant box party just to farm same goes for other zones CC was added in hellbound chronicle, so interlude PP didnt have it also CC was working even worse in past chronicles in pvp, because back then you didnt have reflect damage from all source of dmg like now, so only time CC could proc is if some DD focused you and made enough dmg, on classic it procs after first skill because you reflect enough to proc it
  21. you realize by removing CC and CoP, even if some melee chars get extra DMG from it (only when its triggered), your targets lose the bonus for defense (which is always up) also by removing CoP and CC - supports lose some overall defense from it, so ppl will hit them harder on average, but you wont be getting those lucky 1 shot crits (or at least fewer of them), which means good playstyle, keeping HPs/CPs filled will be promoted, instead of getting IK no matter what you do so in general - ppl who profited from triggered CC will now profit on average dmg boost, ppl who profited from non-triggered CC will now profit on not getting ridiculous spike lucky damage only ppl who could be against removal of CC are PvE ppl, who love to farm bosses with CC triggers (from epics it affects baium and zaken? but at least ppl wont be killing it with 1 destro party right?) or have melee chars (*cough, cough* tyrants *cough*), which in my opinion (and pretty sure many others have also this opinion) should be nerfed anyway, as its way too strong in PvE compared to any other class
  22. question is, why they shouldnt delete CC? why is it better to do something else? would love to see arguments on why its important for that buff to stay
  23. the whole idea behind this removing crit reduction buffs is, that from what i was thinking from, it has only positive effects and on classes, which are not that popular to play (daggers/archers/destro and slight negative effect on tyrant, which is also + in this case, as i believe admins were thinking for long time how to slightly nerf tyrants pve) only bad thing is farming epics like baium/zaken (antharas is farmed with mages anyway i heard), which will take more time, but still should be more than killable
  24. from what i understood, you would love to rebalance archers, as its not very appealing archetype for party and even if some party like that exists, its usually full PR because anything else except "fatal" does not really make damage. there are 2 approaches for balancing archers more 1) make archers skill based classes and forget fully about auto attacks - these changes happened in future classic chronicles on official, where double shot/lethal shot got power increase, huge decrease in casting speed and reuse, huge decrease in their MP consumption, increase crit chance on those skills (archers were literally able to spam skills and deal decent amount of damage with it) here is some idea how gameplay looks like on such archer (ignore the fact there is million changes in UI, just the fact that playstyle is kinda real target, lethal shot, double shot, kite 1s, repeat - that way other archers should be at least slightly competitive with PR setup and not to say that skills damage is not affected by crit dmg reduction buffs, which rekt archers pretty much) 2) fully remove crit reduction buffs (CoP 30%, CC 30%, ??) - before those skills were added, archers were viable party setup (eventho not the most popular), because their aa crits were at least doing something to opponents instead of tickling and they were main force in long term pvps (as mages and melees would run out of mp, thats the moment archers start to swipe everything) - however with addition of all crit reduction buffs, funny thing was that your critical auto attack was doing less dmg to tanks than your normal auto attack now with removing those buffs, what you will achieve is far greater balancing than with first solution, because old school aa archer archetype will be saved (needs to be tested, thats just my idea it should normalize dmg a bit) by removing those buffs, parties wouldnt have to box buffers just to get that extra 1-2 buffs (mage parties WC for CoP and spirit, all parties PP for CC and bts), which is annoying by removing CC, you get rid of the cancer RB farming, where all melees get 100% crit dmg bonus, so on high lvl bosses, you dont have to stand with several chars and nuke your destros to proc CC on them, on low lvl bosses, RB farmers would farm them slightly slower (tho not sure if they use CC or not, even if, only 1 DD gets the bonus, but i think they farm bosses with 2-3 chars anyway) tyrant, the long term king of pve should lose quite some of his power, dont take me wrong, it will still be strong, but without CC procs on strong mobs like in GC/FI, his farming speed should lower significantly, sometimes should be even problematic in case he aggroes more mobs (right now he doesnt care, he pop zealot, CC triggers and he vamps back and kills mobs in few hits), without CC he should be more careful situation with daggers would normalize as well (lets face it, they are trash) - by removing crit reduction buffs, their overall dmg should increase, however by removing CC, you are getting rid of those crazy "lucky" powerspikes dagger has (example: 5a) right now, you are dagger, you can hit for 2k [and thats kinda low], if you crit with skill, its 4k, if you have CC proc on, you hit for 8k, which starts to be close to 1 shot mage on full HP if you had slightly better gear 5b) if you remove crit reduction buffs, dagger will hit 3k normal hits, if crits, its 6k, but you eliminate the next double damage option with CC trigger on, so you dont get those crazy 10-20k numbers, but your average damage and damage from 1 rotation should increase slightly now, first option is more lazy, require less work and should make archer works, second option requires more testing how things behave, but generally should solve much more balancing than first option