Turtle Hermit. I love the idea of having a character who can dish out massive amounts of damage in a wide area, which is basically what a Turtle Hermit does. I also enjoy how this makes it a Glass Cannon so it adds to the challenge.
Posts by BlazingBarrager
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White Stones
Since items would not break anymore, White Stones would still be used, as to simply prevent the item from downgrading instead.
This. Why don't people see it this way?@Trailblazing Barrager You're right, you really are. That's your opinion and mine. We'll just see what happens when the game releases. No need for me to debate about it anymore.
Opinion? Really? What I just explained isn't my opinion. It's actual fact. I've played enough games that use an RNG system to know how it works and how evil it can be so I know what I'm talking about.Also TrailBlazing? Really?
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@Everyone who says "No" to not break.
What I don't understand is,
There's already items implemented into the game to prevent it to break. Why make White stones useless.Like come on, it's like everyone states their opinion, but forget about it. White stone was a thing.
I say this because, they've been many debates about it, but never to include a very important item, the white stone. I hear this and that, but it's never apart of the conversation.Keeping it the same is WAY less work. It saves you the trouble of a huge discussion. As we were always the foreigners to DBO, so most of us were noobs compared to the TWs. Just because noobs couldn't obtain it easily, doesn't mean others couldn't. It doesn't really matter how long you've even played DBO. As I've seen people play since beta and still don't know about the game. (I won't call that person name, but it begins with a "J".) So It's enough hearing this part.
Here's something else people, including you RealTalk, keep forgeting about when stating their opinion on the upgrade system: the game's RNG system. You say white stones will make upgrading easier and taking away the break system will make them useless. I say bull s**t. You say making white stones easier to get will help out with the break system. I say bull s**t again. Think about this for a minute. You're assuming that they'll make white stones a drop item or something to make getting them easier. Well here's the hard truth: there's nothing easy about it at all. I keep saying this over and over again but apparently people, especially you RealTalk, just don't get it. The RNG system governs drops, which means how long it will take to get one is entirely up to how good your luck is. It can take 30 minutes to get 5 or it can take a whole freaken day to get just one, and that's not counting the stone's level chance.
But let's say you do get your hands on some. Upgrading will be much simpler right? WRONG. RNG also controls the upgrade system, which means you're having to rely even more on your luck. You say "oh we have white stones so we'll be good even with the break system." I say bull s**t AGAIN. You save your item yes, but you also lose an upgrade stone that could have taken hours to get, and if you get a Success you just used up a white stone that could have been a pain to get. Oh and what about if your item breaks? It could have been a item you spent days farming for and used loads of brown/silver boxes on for that one effect you wanted. Do you seriously want to go through all of that again? I sure as hell don't. At least without the break system you save yourself some time by not loosing that piece of equipment you worked so hard to get.
So yeah long story short: RNG factors into the upgrading and drop system and trumps white stones in the solution of making the upgrading system easier. The best the devs can do is make the upgrading process a little bit more tolerable by removing the break system. It will not make the upgrade system much easier however. If they wanted to make it very easy, they would code the system to where you always get a Success card, but that's not going to happen.
@Kiera: Best. Clap Gif. Ever.
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Many don't want things easier
Did you not read what me and SaitoSenpai just posted? Getting rid of the break system only makes things a tiny bit better. It isn't a big, if any, impact on the fact that getting to +15 is going to take a LOT of time, a LOT of Upgrade Stones, and a LOT of luck. Everyone needs to look at the big picture here: DBO's RNG system is the biggest pain the game has to offer, and DBOG can only do so much with it. If they wanted to make upgrading easy, they would make it to where each level is a guaranteed Success. That's the best they can do, and it's not going to happen.
So again, break or not upgrading is going to be one of the biggest pains this game has to offer. Keeping break just makes upgrading completely unfair for the player so it's best to get rid of it so people won't rage quit and throw their keyboards into their monitors.
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I've been testing my luck on the Dev server with current upgrade system. 200 upgrade stones for both armor and wep. Purple and Green stones, I only manage to get to +9 other time I either got my item rested to +0 or back down by 1.
I have not yet reach +15. So if you guys think with current system it's easy to upgrade to +15. Nope it's still hard, very hard.
This. This is exactly what I'm talking about. Having the RNG system against you like this makes keeping or getting rid of the break system hardly matter. Not having your item break only makes this slightly tolerable because you don't have to waste time looking for a new piece of equipment to upgrade. Also, people who think White Stones will make these easier are severely wrong. All White Stones do is delay. You still waste an upgrade stone by getting fail or break. Also white stones are probably going to be a big pain to get in this game, and I don't want to hear about making them drops because that doesn't make things easier either.
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Look here: Dogi Breaking
I agree with you on the very rare Dogi part, i bought a dogi once for 600kk and broke it with the 1st attribute ball i used.. That sucked!
Maybe the break % can be lowered a bit.. Originally it was 20% if i remember right. So i would say:
Excellent ball -> between 10% and 15%
Rare ball -> between 5 % and 10%
Legendary ball -> 0% and 2% i think legandary shouldn't have the break at all, because the are so hard to get..Ah I didn't notice the thread was already made. Anyway, lowering the break % wouldn't do a thing. Remember the break chance is governed by the RNG system so even having a low chance of breaking will mean that your luck will still be tested, and if you got unlucky and your dogi broke than it would still be the same result. This is especially tedious when the RNG system also governs what effects a dogi ball will grant your dogi item.
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I think you mean OP, use lvl 5 Scintilation and use Thunder, Then tell me how long it took to kill them
Geez. Shows how much I remember about the game.
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War. War Never Changes. -
Since there's a huge discussion about the upgrade system I felt that the dogi system should be brought up as well. Basically, I believe that the break chance for dogis should be removed. Why? Because unlike armor and weapons you can't farm for dogis or dogi balls so getting them will be an even bigger chore. Not only that, but like the upgrade system the dogi system falls under the RNG system thus making the process purely luck based. Also, players will believe some dogis might be too rare or expensive to risk upgrading and not bother with it at all (which limits customization for the player's character). As such, removing the break chance for all dogi items when using dogi balls will give players some breathing room and not cause a lot of frustration/rage. Doing this WILL NOT make getting the right effect for your dogi easier though, because this factor falls under the RNG system and is entirely luck based (you could end up using 10 dogi balls and still not get the desired effect).
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Will other classes/races have instant transmission? Also can you give swordsman the thunder skill from fighter? ;D
Why give all classes/races Instant Transmission when we have pets that have guild/party teleport effects (which is what IT is mostly used for)? Also Thunder skill doesn't match Swordsmen playstyle.
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oh that effect came with the 60 patch. But yeah I agree, STR and SOL need to be reworked a bit.I made a thread about changing these to where STR and SOL also govern their respective crit. rates so that people will have to make a decision over whether they want more power or accuracy on their gear (or attempt to balance it out).
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Seriously Beta? That's your intro? I know you can do better than that.
Also welcome.
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hmmm still i support no to the broken system , well if white stones drops where more often but if that drop wont happen , send the broken system down to hell and to never see the light XD
Again, that just fuels the frustration that the RNG system puts on players. I'm starting to wonder if people are even considering RNG when they're making their decisions.
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So again how can the devs make it to where transformations don't suck when they were nerfed to lv. 40 but not be spammable and replace Kaio-Ken?
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I think new players also don't fully understand the mechanics that are used for stuff like drops and upgrade system like the RNG system hence why they go for keeping it like old DBO.
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The primary reason I'm for level caps is because it makes leveling multiple characters less time consuming. Let's say we start at lv. 38. When I get my first character to that level cap I can go ahead and level another character and get used to how it plays. Then once the next cap gets released I can level both characters and get used to the changes without having to take such a freaken long time to do so. I can also hunt DBs and such during those breaks for both characters.
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i agree.
kaioken gave you stats
ssj doubled those stats
kaioken rank 3 is both of those together.
ssjpot is all 3 of these.Transformations were only good for the level they were designed for. It was originally 50. SSJ was really good in KR before they nerfed it to level 40. It wasent even worth getting since then.
Before the nerf ssj was legit. I think it was as strong as Kiaoken rank 3, that was a long time agi, im not exactly sure, but the best reason why this was so good is becuase of the ACTION SPEED. Im not talking about ATTACK SPEED, Im not talking about COOLDOWN either. Action speed is your skills speed.
The best way i can describe this is..Attack speed for skills, how fast a skill finishes so you can sooner use another one.lets just call it skill anime speed.@Rant
Level with me for a sec thoughYou know when you use the fighters prized item dodge potion? if you notice, your movement speed, attack speed, and ANIME SPEED all get cut so hard you can notice it.
Super saiyan level 50 let you do that REVERSE.as long as you wanted but as long as you kept the ep. Then the snatched that away with the level 60 patch, nerfing ssj to 40 and taking away the skill anime speed and introduced ATTACK SPEED.For those of you that never got a chance to try out lvl 50 ssj, i apologize to you, becuase you really felt like reaching a goal when you grinded all the way to 50 and used super saiyan for the first time. ssj's animation speed fit perfectly into that catagory, becuase not only are you stronger, you were faster. It never felt useless to have yellow(what koreans called ssj), and you felt weak when you wernt in it.
I VOTE WE BRING IT BACK!!!!!
Wait so not only was SSJ just as strong, but it gave your skills faster speed? WTF NTL?! D:
...so what about Pure Majin and Great Namek? What got nerfed for those two when they got dropped to 40?
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I've noticed quite a few people are against certain changes and plans (notable ones being balance, upgrade system, and level cap) and act like they simply want the old DBO back. Why is that? Are some people just wishing to get back to the game where they were dominant or something, or is it simply they feel that some changes will make things too easy/hard? If you wish can you explain what change/plan you're against and your reason why. You can also explain why you're for these changes and plans. For instance...
I seriously don't get why people don't want any balancing done to classes, because it was absolutely terrible in the old DBO. Most of the time you would see Fighters, Shadow Knights, Ultimate Majins, etc. because they were the "good" classes. It was absolutely stupid and it took away from the player's choice to create whatever they want, because if they wanted to be good they would be forced to pick one of these good classes. I'm certainly glad that the devs are going to go through and balance all races and classes because I certainly don't want a repeat of that in DBOG.
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I don't recall the transformation pot giving a higher attack speed boost than the skill. In fact, I didn't noticed a difference between those two and Kaio-Ken.
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Energy Crit rate is in the FOC stat.
But yeah they need to change this. Having Physical Crit. Rate tied to DEX is one of the reasons Fighters were so OP, especially when the lv. 70 cap made the High Speed Needle skills have the "increase damage with crit" effect. The damage output was ridiculous.