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Everything posted by Jester

  1. Jester

    Map Selection

    Majority of maps are range maps cause players vote just range .Its kinda unfair for the melees .I suggest at least 1/3 of maps to be a melee map .U can categorize all melee maps as forts and towns .Let the players vote wich map but not what type .Make it more fair for everyone .
  2. Yeah u are right .With c and s grade i had no issues .Now i tried with b grade and yeah u get this error ....
  3. U need drag the weapon gemstones and ls once again in the window if u try augment other weapon .
  4. Passive wm gives 50 % more m. critical rate(from 44.4 % jumped to 66.6%) . While active wm gives ~2% more m crit rate (from 44.4 % jumped to 46.1 %) Passive gives more than active .Active actually gives almost nothing .
  5. Its working ,u need to disarm your weapon 1st .
  6. No u cant see .Im speaking about the skill critical rate wich depends on your STR and the base critical chance that your respective skill has .Some skills dont skill crit ,other do .But i quess its too complicated and maybe not even doable to show them with a command or such .
  7. Wow thats great news Emerald .Btw about p.crit i ment for the skills(the ones that daggers/tyrants/glads) are using .If u can do the same for the fighters that would be awesome .
  8. Also want to talk about the map selection .Server needs less escort and domi maps where 2 sides clash from range with close respawns and spawnguards wich makes melees pretty useless on those specific maps .
  9. +1 to a new fresh season .
  10. Some classes have a really hard time with buffing because of buffslots limit .Such as titans,warlord,tanks .For example titan has 4 selfbuffs (rage,zealot,frenzy/guts,lionheart) .Another example paladin has 5 selbuffs (ai,majesty,TOL,physical mirror,Ressist arrows) . And with the way debuffs works right now and with low resists from other sources(epics) ,mental shield(some protection against root,sleep,Doom) and resist shock are now a must to take .Thats another 2 buffslots to take . Right now the buffs limit is 20+4+1 =25(4 from books and 1 from expert inspiration) .This number of buffs need to include everything selbuffs,regular buffs and song/dances .And for some classes is really tough to manage . So my nr 1 suggestion is the following ,instead of 24 max buffs that includes everything ,replace that with new system such as 16 slots for regular buffs /selfbuffs and 12 slots for songs and dances . And nr 2 suggestion is to put a cap on how much elemental resist a character can have to balance out the suggestion nr 1 i made .And for example put a cap limit,such as for example .~ 40-50 % max element resist against the mages from buffs .
  11. Jester


    I respectfully disagree .U need to mention what targets .If those targets are mages in karmian with magnus +zerk and archers in plated than its perfectly fine .
  12. Henchman is the worst feature imo.I understant the reason behind it as the last resort to save a dying season .But if the server is reaching that point its just better to let it die and call it a season and prepare for the next .Im pretty sure that a big chunk from the lesser population that server had left right away after the henchmans appeared on the map .And the pvp its also silly . .
  13. btw emerald u can still enchant tatoos .
  14. This season is done .Im sure people waiting for a new season . Next season ill play melee(not dagger)/mage .Reason i am not a fan of the latest epic changes . What class u will play ?
  15. This stats are hidden in game .Is it possible to make them more transparent ?Like for example with a command or seeing them to a npc ?
  16. Its not 3 % critical damage per boss jewel level .At level 3 an aq or a baium will give u 3 % .U will achieved 9 % critical dmg if u have all epics :) .
  17. Its not valid at all .U can exclude daggers from the equation since they are melees and they are always exposed to focused fire banes stuns and cancels like any other melee .Archers will always suck now .I really dont see the balance .Especially with that op 100 % shield block rate that any class can achieve .
  18. Isnt that nerf too big though?Like going from 15 % to 3 % for aq/baium is just way too much imo.Archers/daggers are quite weak without them . (Offtopic)If u want balance OP items than u need nerf augments like refresh ,might,dm,empower,wm too .Either nerf augments or remove all the useless augments like bleed,poison,acrobatics,open chests,music,dance/song refresh ,all chance augments and so on.....that makes us waste time and huge ammounts of money for augmenting like its a retail server .Make important augments more accesible that suits a pvp server . Back to the main topic .I am curious what other people have to say about this .
  19. U cannot set up shadow ic shield for the henchman ,when henchman activated they go back to c grade shield .U cannot setup ic set to a dagger,tyrant class ,when activated they go back wearing light set .U cannot setup a shadow ic shield to a dagger ,when henchman activated shields goes off . Also it seems that the timer for the shadow items is running out while the henchmans are iddle in town .
  20. Under the abilities we have attribute attack and attribute defense .Whats up with this ?Are this affecting the new elemental feature or this are just defenses against mages like a weaker version of elemental protection buff and the offensive version ?
  21. Stats and abilities are great features imo.I really like the ideea and it gives some more diversity among the same class .But i quess there might be mixed opinions about it . Classes are imbalanced yes ,but the unbalance its between range and melees .What i dislike is the debuff system .It really cripples the melees hard .Static defense bonuses might be too much though .Glasscannon classes like archer/mage are not so glass .Maybe its better if static defense is lowered somewhat like for exampleTatoo shouldnt be enchantable and accesories shouldnt give that +50 pdef . From my math u can have ~450 more pdef just from static defense bonuses .Thats alot .
  22. I do really like those stats and abilities features .Very smart additions so every player can make his own setup and be unique about it .And the static defense bonuses helps with the damage not reaching astronomical numbers .
  23. I understand the debuffs are customized ,but they are not ok for the melees ,range can live with it cause they are well range and can keep the distance .Melees need high resists close to immunities to play fluid ,1 stun or a hold its the end of them more offen than not . What i mean here is that im wearing majestic set and a zaken ,yes i pretty much expect to be close to immune to stun .If i prepare my char to prevent getting stunned than i should benefit from that .Right now u can have as much resist as u want ,there is still a random factor .
  24. Server is really nice and an upgrade compared to past seasons thats for sure ,and its really a pitty that the server aint much popular . Gm did put alot of work into his server and he made a wonderfull server ,but the biggest issue is the community like always . Now that being said i also want to express some of the constructive criticism that i want to adress (from my point of view) : The lack of guidelines and tutorials in the forum,the lack of info of new additions(such stats for the new custom epics ) .New players or players that skipped some several seasons need to have a chance to learn about everything if they really want through some ways other than being told by other older players (best way via forum as i mentioned earlier ) . Now about the classes ,archer is still too weak in the start and too strong in the end .Maybe something needs to be done about this dunno .Mages(or any class with a shield actually) are parrying arrows at 100 % rate ,archers feels very weird like a dagger with range (1800 front 3000 back an example) .Maybe there is a different way to balanced mages vs archers without making their parry rate so unrealistic . Range in general(both mages and archers) are very strong .For the melee classes its very hard to keep up the pace with them .Debuff system makes actually harder for them since resists dont work very well .The melees they really really do need high resistances (near like immunities status like its in normal interlude without custom) if they focus and prepare for that (like wearing maj or buying a zaken to prevent getting stun for example ) .Melees dont have the time and the space to be in the debuff lottery under the focused range fire . Stacked cancel are really overpower ,there should be a limit of how many buffs are actually removed . - -