in solo kid buodkai spiritualist sucks,they are really good in team budo,almost mandatory to have 1 in party, but for solo budokai dragonclan is the best,majins cant kill you fast enough mostly so you just heal all damage done to you,and spam stun with antena beam
Posts by SpadeKing
-
-
Would be nice to have PVP channel like in Black Desert, ppl here usually grind in groups or hunt other players drop is also increased by 20% is actualy most fun channel and usually u spend more time at fight other players than grind lmao.
Yes,but with a karma mechanics that punishes high lvl players going around and killing low lvl players who are grinding or farming,a simple debuff taking away 30% of all stats for an hour would do wonders
-
Wow Exciting but may i propose something.
How about making all upgraded gear account bound? This would allow the community to sell gear on AH that have the stats we are looking for. This would substitute for the economy loss that would result in just taking all gear away from the AH. The prices for, lets say 28 Con TMQ7 Pants, would become alot higher.
Make F2P Great Again, Sir Daneos
Esentialy everyone wants the retail economy where a legendary item was 200kk whilst having shit stats, and good ones were 2kkk.. i find this economy good where you can buy a good set of armor for 10kk and upgrade it for another 20kk
-
How we revert cranes to retail lvl 50 cap when they were op (cause 100% antibleed didnt exist back then,60 was top cause you couldnt get necklace with antibleed then) and had a 45m instant 7 sec stun and no dot explode shenanigans
-
NERF
Turtle book give only 2 rp balls instead of full set. This gets spammed too much in pvp without consequence making them able to trap classes in a kd stun loop or ring out loop
kd stun loop is the only way to deal with tanks right now so that would nerf them, and increasing the rod hurl wont do much since turtle hermit do not have much strength to effectivly use physical damage against tanks,only way i see this work is to give it penetrate ability like sw flash slash and make the burn on rod impale % based like sk bold strike bleed, wouldnt be 6k bleed but 800 bleed damage would go long way to chip away at tanks
-
Hi,
cash shop or from players.
where can you buy points for cash shop
-
I think multiclient can still be possible via virtal machines as it was the common pra tice in retail dbo..just a bit more work for it
-
Wouldn't remove the mascot teleport skill.
Wether you use the option or not, it is up to you.
Spent more zeni and instantly teleport, or safe some and walk to a teleporter npc.
The yardrat's memory item is working fine on DBOG. But it is different.
With that item, you are able to store locations and teleport to them whenever you like to.
Question about crafting:
Should you get 100% at least 1 item when crafting or have the possibility to get nothing out of it?
get at least 1 item for those that do opt in crafting cause they end up buying items from npc to decompose since its faster that way and if you craft a good item it pays out 10x when you sell it,
-
I do disagree on a CC limit though. You can fail runs, and it takes hours on end to find a party, or make a GOOD one.
its most likely to prevent low floor solo spamming
-
hypnosis is usefull early on till lvl 42 when you get super kame, after i personaly never used it for anything but trolling,
why do you still have it for late PvE
its useless in attack speed parties,maybe for interuption but you can do that with other skills or effects better and faster,
and turtle hermit is a class that is supposed to deal with the little mobs that are in big groups so why go anything but crit on them,
you got other dps (karma,fighter,sm) for bosses,and criting a boss for 50k with good items in 2 seconds is i think more damage than autoattacks can pull of in the same time,unless some idiot put anticrit on bosses
forum.dboglobal.to/wsc/index.php?attachment/3654/
i always used this build,and the damage output was off the charts,pure aoe crit damage build, with spirit ball and rapid shot for the off chance that
kamehamehas didnt kill a super or ultra mobs to finish them in next few seconds
-
No way please remember that you won't be able to max all skills lol and here is no change in my suggestion that will make plasma enable to match with turtle.
No way please remember that you won't be able to max all skills lol and here is no change in my suggestion that will make plasma enable to match with turtle.
True nothing can match 100k crits from turtles
-
Is diminishing returns on crowd control a thing. Was a long time since i knew that info so i forgot. If not that should be added
-
If you add raid parties,add some raid bosses that would need those parties,but make the rewards worth for all members. And i dont want the reward to be a mostly useless title.
-
Hello today plasma majin can't stand against karma majin, karma dominate plasma in pvp and pve.
Lets make small comparison of buffs/passives of these two class:
Karma - critical hit rate +15, 195 resistance +54% anti bleed, 33dex, 46 focus + 24% critical hit rate just for 5sp, 1k e.def. speed buff.plasma - critical hit rate +15, 15 cd and 42 dex , 28 focus + 400 hit rate for 6sp, burn def 309.
debuffs:
karma- petrification, confuse, aoe confuse, skill lock, stun.
plasma- petrification, confuse, confuse, rp lock.
Today karma have more to offer in pve and is harder to resist in pvp.My suggestions:
- Super Rhythmic Trance - Add burn effect to this skill 350 burn damage every 2 sec, 12 sec duration (this skill deserve burn effect, thanks to this burn plasma won't die by reflect from tanky class)
1 42 290 Damage (+50% from behind) 172% Spiritual Damage
93 burn damage every 2 seconds152 EP 45 - 0:00:10 0:00:14 2 45 339 Damage (+50% from behind) 190% Spiritual Damage
180 burn damage every 2 seconds175 EP 45 - 0:00:10 0:00:14 3 49 398 Damage (+50% from behind) 207% Spiritual Damage
240 burn damage every 2 seconds201 EP 45 - 0:00:10 0:00:14 4 54 470 Damage (+50% from behind) 224% Spiritual Damage
350 burn damage every 2 seconds- Rhythmic Trance - Add aoe slow effect, decrease movement and attack speed by 60% for 3 sec on last lvl
1 32 205 Spiritual Damage 136% Spiritual Damage 95 EP 35 - - 0:00:12 2 35 244 Spiritual Damage 149% Spiritual Damage
Reduces Movement and attack Speed by 20%98 EP 35 - 0:00:01 0:00:12 3 39 290 Spiritual Damage 163% Spiritual Damage
Reduces Movement and attack Speed by 40%125 EP 35 - 0:00:02 0:00:12 4 44 347 Spiritual Damage 176% Spiritual Damage
Reduces Movement and attack Speed by 60%145 EP 35 - 0:00:03 0:00:12 - Harmonious Drumbeat - 20cd + 45 sol (actualy this buff is better for fighter than plasma, why...? just change dex to sol or hit rate and make this buff for plasma only) Plasma is basing on energy and her resistance comprared to other classes is joke 1 dex buff have no sense.
- Critical Spiritual Damage - Increases Spiritual Critical Rate by 15 + Increases Critical Spiritual Damage by 22%
1 40 Increases Spiritual Critical Rate by 5
Increases Critical Spiritual Damage by 7%- - - - - - 2 43 Increases Spiritual Critical Rate by 8
Increases Critical Spiritual Damage by 12%- - - - - - 3 47 Increases Spiritual Critical Rate by 11
Increases Critical Spiritual Damage by 17%- - - - - - 4 52 Increases Spiritual Critical Rate by 15
Increases Critical Spiritual Damage by 22%- - - - - - - Burning Rage - Change CD from 4min to 1min
- Cast Time Reduction - Change from 30 to 45, cast time of some skill is about 3-4sec + animation is over 5sec
- EP Control --> change to --->
-
KarmaPlasma Mastery# Level Effect Cost Range Cast Time Duration Cooldown RP Abilities 1 30 Increases Max LP by 180 Increases Physical Defense by 154 - - - - - - 2 38 Increases Max LP by 213 Increases Physical Defense by 154 - - - - - - 3 46 Increases Max LP by 445 Increases Physical Defense by 277 - - - - - - 4 54 Increases Max LP by 636 Increases Physical Defense by 458 - - - - - - 5 62 Increases Max LP by 855 Increases Physical Defense by 855 - Burning Rhythm i suggest to add energy armor reduction to this skill (duration 10 sec) The base dmg of plasma is bad, but increasing dmg of every skill is not a good solution and it would be too easy and simple lets request from plasma user some strategy, combos and builds
# Level Effect Cost Range Cast Time Duration Cooldown RP Abilities 1 30 253 Spiritual Damage 160% Spiritual Damage
Reduces Energy Armor by 8046 EP 45 - 0:00:10 0:00:07 2 33 297 Spiritual Damage 160% Spiritual Damage
Reduces Energy Armor by 22052 EP 45 - 0:00:10 0:00:07 3 37 358 Spiritual Damage 192% Spiritual Damage
Reduces Energy Armor by 30060 EP 45 - 0:00:10 0:00:07 4 42 430 Spiritual Damage 209% Spiritual Damage
Reduces Energy Armor by 42570 EP 45 - 0:00:10 0:00:07 5 48 519 Spiritual Damage 225% Spiritual Damage
Reduces Energy Armor by 80081 EP 45 - 0:00:10 0:00:07 6 55 627 Spiritual Damage 241% Spiritual Damage
Reduces Energy Armor by 95094 EP 45 - 0:00:10 0:00:07 7 63 749 Spiritual Damage 257% Spiritual Damage
Reduces Energy Armor by 1300109 EP 45 - 0:00:10 0:00:07 I belive that with these changes plasma will be more interesing to play, and my suggestions adding more features for plasma than knock down players in 5 vs 5.
nice suggestions but most of those changes would shoot plasmas from underpowered right to borderline broken and make other aoe nukers not worth at all due to majins beeing tankier than humans. The class needs smaller changes that would bring them back up. Decrease casting times either with reworking the passive to be a fixed number decrease on skills or decreasing the casting time of skills themself or even a mix of both and change the dex on their buff to foc,sol or energy crit rate. And believe me the class would be viable again
-
destroyable environment? Maybe?
Would be hard to implement since the core engine of the game is old. Would be nice to see shit destroyed after a super kame or something like it since it gives the vibe that something has to be destroyed after it though
-
Passive works good with Cast RP.
yes it does, but you are either sacrificing damage which you dont do as much as other aoe nukers which im fine with but its nice to have it boosted if you can afford it, but the main problem is you are sacrificing utility of knocking down repeadetly a group of mobs just to shoot it faster, i mean super kame has 1,5 sec cast time and does way more damage than any plasma skill ever will and you can either power it up or kd with it when you want.
sometimes utility is better than pure damage and if you need to sacrifice both to bring your damage out faster then the class is worthless
-
now crane hermit has lockdown and everything but their main problem is that if you want to do something you need to specialize in one type of dot damage,which can easily be countered with existance of 100% antibleed or antiburn and things like that,either hard capping those to 80% and increasing the base damage from skills a bit, or make the skills to be able to penetrate antibleed for like 20% of damage.
as they stand now they have no base damage and no dot damage only decent lockdown and die easily.
-
i think that turtle hermit is for the most part pretty balanced, the only thing is the turtle book giving rp to both male and female characters would be nice,or takin that out completely and changing a skill to give them an rp ball, could be easily done with changing their def boosting skills,one gives rp and the other one 500 of both defences,oh and change the dex passive to something else like increase crit damage or cd reduction,doesnt have to be some big numbers, 15% crit increase or 15 cd reduction wouldn't break the character but would be usefull for both pvp and pve
-
Great Job!!
I hope there will be solo dungeon too,like sky dungeon so if our friends are not online we can do time pass :p
yeah but sky dungeon was hard last time i tried it. If you didnt have a class with healing or godtier items you would lose more than you gained when going with it
-
i think hard capping things like antibleed (or change it to reduce the ammount of bleeding reduced instead of reducing the duration of the debuff),antiparalysis,attack speed would be nice since it would balance some classes and make others more viable. and add in some antiheal options so that healers dont become op after that, also limiting the autopot to activate 1 time per fight..if im right you can heal from 3 diffrent sources in a fight which are autopots,senzu beans and regular pots, and when you use the last source the 1st one cooldown is already over so you can do it all over again,that is mostly the reason why tank classes are so good in pvp since you need longer to kill them in the 1st place and they just heal it all up 5 times,then your skills are down and they are free to lock you down and kill you.
and lastly some skills and passives should be reworked by removing useless stats for the class and ading something they could actually use. i have seen some balance changes that go in a good direction but my suggestion is to clean up the useless skills 1st with stats that the classes can actually use and then go about balance if needed