@Kiera
Swordmasters had big PvE potential, but never seen well builded, geared and smart enough one.
Glaring slash was OP support vs strong bosses, most of players underestimated or misunderstood propetries system...
@Kiera
Swordmasters had big PvE potential, but never seen well builded, geared and smart enough one.
Glaring slash was OP support vs strong bosses, most of players underestimated or misunderstood propetries system...
@Kiera SM were better in pve if you was the tank, fighters were way better in pvp. SM had no resistance at all in pvp, their only defense was keeping your opponent in a kd state but you needed a good ping for that. Not to mention that sometimes position bug appeared when your opponent dashed and you couldn't hit him. Even for a crit strategy you needed a good ping because if you made a mistake you was dead. I agree with you, fighters were better overall.
Anyway in pvp with sword I only had problems with well geared SKs but my ping was shit
imo all need be like old kr versione before big shit pach
swordman big damage big crit no resistence nor dodge and always hit(big focus)(NO good aoe)
fighter WAY LESS DAMAGE WAY LESS CRIT but dodge a lot(really a lot) miss a lot tho and decent AOE
I know how property works and yeah glaring is OP if you had prop gear, hell even without it. But i was talking more about PvP. Swords vs fighters in general.
PvE swords are good! yeah dont get me wrong! but compared to fighters its just like....wth
Papayaman
Not gonna lie, my ping was terribly even with WTFast.
Well SM was better in PvP than fighter too, but 200~400 ping was problem for us.
KD spam, RP buff, glaring slash, scintillation. SM is really OP if player have low ping and game isn't bugged like it was ( server-client location issues )
I would nerf SK so that he wouldnt be so OP in PvP and PvE at the same time. It would also be good if DW would receive some small buffs.
I would nerf SK so that he wouldnt be so OP in PvP and PvE at the same time. It would also be good if DW would receive some small buffs.
do not touch SK's .. they were perfect.. not too op and not to weak... everyone could kill anyone... only fighter crit was a bit fked up lol--- and i would add more attack dmg to DW and put some more CD on those karmas lol
1-Since probably the server will start at the cap 70, I think, we need something fun to do and not always the same dungeons, maybe the normal cap can keep the users active for 6 months or a little more, but after that we'll need something different, So adding a special mode to the tmq 2-3-4-5-6-7 that are in the client already, could be a good thing, without a lot of work. With a rotation event (weekly), dropping a stronger gear. for example one week you can play only the new tmq2 dropping the jacket, the next week you can play tmq3 only dropping pants etc... So, doing the rotation people can avoid the spam of one dungeon only and can't get that gear in 10 days, need atleast 1-2 months.
The drop rules should be like this:
-NO BIND because if it will be, after 1 member gets the items will leave -.- if no bind they can sell and can be in the team;
-DROP: 1/20 (or harder) legend and 1/5 rare etc...
-RANDOM STATS;
-5-10% more attack in weapons and 5-10% more defense than normal drop gears;
-The difficult of the special mode will have to be like kracken or harder.
2-About the free reset book, I don't like the idea to get them for free, but I hope that will be a little bit easier reset, since I love test new builds. At level 70 we could get a green book binds and after that, with login events we could get the brown ones like 1 per day is enough,
3-PLEASE FIX ALL THE BUGS THAT YOU CAN they were really annoying
great namek from 10 to 10 min in the plat will destroy the game 1 attack and kills all who try to enter
normal great namek isnt OP, just the pot one
do not touch SK's .. they were perfect.. not too op and not to weak... everyone could kill anyone... only fighter crit was a bit fked up lol--- and i would add more attack dmg to DW and put some more CD on those karmas lol
SK was the most broken class in DBO. Unkillable in PvP, deals mixed damage and at the same time great tank in PvE. And no it wasnt like any1 could kill any1. DW needs some more dmg to farm and better skills to hold aggro.
I was thinking about the flight limits , that would be nice if there was no flight limits.
SK was the most broken class in DBO. Unkillable in PvP, deals mixed damage and at the same time great tank in PvE. And no it wasnt like any1 could kill any1. DW needs some more dmg to farm and better skills to hold aggro.
Actually, turtles and karmas were the most broken class.
SK was the most broken class in DBO. Unkillable in PvP, deals mixed damage and at the same time great tank in PvE. And no it wasnt like any1 could kill any1. DW needs some more dmg to farm and better skills to hold aggro.
I agree here too.. Bold strike should have 2 - 4 sec. more CD and instead of 257% energy bleeding damage every 2 sec. i would say 175%, thats more then enough! Also i would take out Rising spirit passive(+24 con), that should be DW exclusive.. Give him EP Boost from DW instead.. Steal life a litte (6 or 8 sec.) more CD..
SK was the most broken class in DBO. Unkillable in PvP, deals mixed damage and at the same time great tank in PvE. And no it wasnt like any1 could kill any1. DW needs some more dmg to farm and better skills to hold aggro.
SK isnt unkillable lol, normally noobs say that cuz they hadnt equips enought to kill a good sk
Lmao, talking about SK is unkillable. You even have items to specifically whoop their asses (SK's don't need bold strike's bleed btw, they can kill you with debuffs). Noobs never even bothered to wear any anti-bleed or anti-fear items.
That's has to be the most balance class out of all the classes man.
Have you seen 70 cap, with fighter's crit? an Average SK would get destroyed.
and like @Nady said, with the right ping, SM are titans.
For instance: SK vs SM would be a gear battle. But with a tanky SM, with KD spam, anti-bleed items..don't really see a SM losing..
First problem I see here is with crits, hell turtles do more/as much damage then Fighters. (Not really sure about Cranes..never got serious with that class, I just heard 70 cap screwed them with their stun)
Second problem are those darn DW's with low-damage, at least give them a reflect buff if you're not gonna change damage.
Their Dragon's Punishment was good, and great for PVE/PVP 5v1 ganks (That'll happen in PVP alot)
But couldn't really steal much LP (Unless there was a huge crowd) because the low damage output DW gave.
. P.S. Can we get a skill calculator in these forums?
One thing I would like to see: UD's should have solo and solo challenge modes. Like, you could be able to solo them but should have a decent gear for that. TMQ's however should stay with the party system.
People have to realise that bleeding wasn't the major problem vs sk. Base damage, steal life, curse, hellzone grenade (based on success) and 4 stuns were too much. All of this with massive defences, lp and the the highest anticrit possible (89%)
They have been a broken class in every cap, no matter the balance. And it's funny that usually who defends sks was an sk ingame lol
Fighter, karma and female turtle were broken classes too
#RealTalk it's not that hard to counter kd strategy
@Papaya I never said it was hard to counter KD spam, that's just one of the aspects SMs use to fight a SK.
But what I was implying that a SM with the right gear, is extremely hard to beat. almost impossible.
Because their skills are straight out for killing Players 1v1, even burning attack. the damage is just destructive. It's why SMs are better then Fighters.
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