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About Mak0

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  1. About changes in general

    I play Cardinal taking a close look at debuffs to cleanse in a timely manner so I am quite well informed about what kind of debuffs are thrown around and how they are thrown. I will repeat once more: theory and practice vastly differ. Nobody has perfect execution, nobody has all of their skills enchanted +30, and nobody does what you might think could happen in a perfect world. Party or no party.
  2. About changes in general

    A lot of theory that just doesn't happen in practice... Nobody uses Surrender to Wind Very few even attempt to use Hurricane before Vortex/Slug, because that's a give away that they are going to burst their target, giving time to retreat, and also that means the SH is in range to targeted by the whole other team. Most SH just Vortex/slug and then try to finish the target with a few hurricanes if needed. Slug doesn't have 50 elemental attributes but 20 like every other basic elemental nuke (
  3. So nerft mages agian

    Lots of bollocks there but I can understand you complaining: the nerf is clearly too strong and it happens way too late. However... Denying that SH was balanced or even "weak in pvp" is really hypocritical. Mentioning retail as the ultimate source of truth for balancing when this server is nothing like retail also shows clear lack of judgement.
  4. So nerft mages agian

    it is x1.5, and x1.8 with powind.
  5. So nerft mages agian

    While SH damage needs to be nerfed, I'm afraid this is a bit overkill... Removing Empowering Echo was enough, this is much more impactful not only to SH but all nukers. Everyone will be on tyrants and archers now. For people who didn't test yet, magic crit rate was reduced by 40-45% (my magic crit rate went from 28% to 16%), but more importantly the magic crit damage is really wonky now:
  6. Connection issues

    Hello, yes that's exactly what I am doing, but it's still not making sense why it happens only on this server Oh well, I will have to deal with it
  7. Connection issues

    Hello, I have had connectivity issues on the server since the very beginning, but I suspect the gravity varies depending on how many players are on the server. I have a relatively high ping with a lot of spikes / lost packets but I blame this on my WIFI card and a less than stellar router located on another floor. However, I have a specific issue with L2OVC which leads me to think is linked to some specific configuration @Emerald implemented on the server/client (maybe to prevent dual boxing?). When I lose connection, it is not possible to get another stable connection while L2 client is open. While I am in this intermediary state (WIFI icon is fine, but no connection to internet), I receive an error in L2 client stating that the hostname cannot be resolved. I then have to close L2 client and then restart the WIFI before I can get another connection (within 2 seconds of restarting WIFI). It is not possible to get a stable connection without closing L2 client first. Just for comparison, I can play L2 on retail or League of Legends for hours without any issue (except a few lag spikes here and there). Would it be possible to identify what could cause this issue?
  8. Hello, I am playing Cardinal as I have been for years, and I have to say I am pretty happy with the level of balance on the server*, but I would like to suggest decreasing the reliance on Chain Heal. Currently, Chain Heal does most of the healing as it is fast too cast, doesn't cost much, the cooldown is low, the range is high and it heals several people at once. While Cardinals have many tools to keep people alive, most of these tools are completely overshadowed by Chain Heal as they are just inferior in every way, and healing barely boils down to Chain Heal on cooldown, Balance Life when Chain Heal is not available (for the next 2 seconds...), and some occasional Major Heal / Cleanse here or there. That's 3-4 buttons. As I am writing this, most maps are won by which side has the most healers (not the best healers by any means) and who has the most geared SHs (can't really heal a 4k 6k vortex slug combo) on open maps. My proposal would be to either tune the skill with one of the following points, or a combination of following points (e.g. cooldown to 4 seconds and mana to 350) increase the cooldown of Chain Heal to 6-8 seconds or increase the cast time to match Major Group Heal or reduce the healing done to 15-20% max hp instead of 30% max hp or increase the mana required from 200 to 400-500 On the other hand, Restore Life is much slower to cast than on retail for no apparent reason. Restore Life could be modified so that it becomes viable again, complementing Chain Heal so that Cardinal doesn't lose too much healing output. Body of Avatar, and I suspect Battle Roar for glad/destro, could also be changed so that they work with Improved Condition. * Additional suggestions below from my observations SH need to lose empowering echo on a server where mana is not an issue. NCSoft dropped the ball when they introduced it, there is no need to keep their mistakes alive. Gladiators and Tyrants are a bit too strong as they can rush every other second (another idiocy from NCSoft) and crit for 4k or more while having 25k hp and a shitload of resists: either increase Rush cooldown to 5-10 seconds, or slightly lower their damage There is basically no reason to play a dagger over a tyrant/glad at the moment. While Warriors have spammable rush and good damage, Daggers struggle by having long cooldown on Shadow Step and no more fighter prophecies that do not reduce movement speed (like Profecy of Wind in Interlude). Furthermore, their damage is currently ridiculously low, although I doubt that the few daggers I have encountered were geared with 300 elements, enchanted skills and AQ/Baium.