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Jester

Just some points and observations

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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 .

 

 

 

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there's no , unbalaNCE , mages , fighters archers they can all have resists especially now . with all the features . They just don't choose it . Most of the players choose offense skills usually rather than defence . Which is wrong. obv. Esp on a serv where u get hit by a dozen of ppl at once. 

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6 hours ago, Jester said:

O alcance em geral (ambos magos e arqueiros) são muito fortes. Para as classes corpo a corpo é muito difícil manter o ritmo com eles. O sistema de debuff torna realmente mais difícil para eles, já que as resistências não funcionam muito bem. resistências (quase como status de imunidades como no interlúdio normal sem costume) se eles se concentrarem e se prepararem para isso (como usar maj ou comprar um zaken para evitar stun, por exemplo). loteria sob o fogo de alcance focado.

I agree with you in some parts, however... saying that the resistances don't work that I don't agree, archers in the "late game" if you know if buffing doesn't get more than 850 dmg for a spellhowler, there are many ways to build your char offensively, do u have too mutch itens to make ur build, like, tatto, set +6 , abilities, stats and experts for defensive

 

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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 .

Edited by Jester

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6 hours ago, FallingStar said:

I agree with you in some parts, however... saying that the resistances don't work that I don't agree, archers in the "late game" if you know if buffing doesn't get more than 850 dmg for a spellhowler, there are many ways to build your char offensively, do u have too mutch itens to make ur build, like, tatto, set +6 , abilities, stats and experts for defensive

 

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 .

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This season is far better than the previous due to increase of the lock gear time.
A further increase by 1-2 days for each grade will expand the life of the future server.

I totally agree that there is a lack of guidelines and tutorials in the forum and in the game!

I cannot count how many times I said to new players to go back to town and get shadow item. Maybe  add a pop up window when a new player login that they will inform them that they can acquire  A /S GRADE shadow equipment. 

The clan skills was a hidden gem, even for me that i play the server every season. I found the npc at the end of the week.

And not to mention that very few know about the henchmen system. I was accused for boting by high rank players in the start. If you are a new player there is no way to find out this feature without guideness.

The life of the server is the new players, I saw a lot of new players joining in the 2nd week. Tried to guide them about basic features,  there are lots of it,  that needs to be informed.

By adding more information and making it easier for a new player to play the server whenever he joins the server, the season`s life will increase even more.

Keep up the excellent work, this is by far the best faction server! This server deserve more attention!

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Ive played for a decent time this season, enough to test all the recent changes  and I can say quality/ well being of players in general have been greatly improved.

Agree 100% with N2B that all that needs to be done now is increasing lock time of gear for a couple more days, and also start of olympiad cycle.

Agree too about the lack of guides to new system. Maybe you could give 1 point of ability, element and stats as a small “tutorial” before new players choose their faction.

Overall pretty happy with the server, those who still think its “1 week server” are still living in 2020

BB

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Afaik; server is owertuned imo:

  • Respawn that rotates location all the time literally creates zerg roadkill scenarios and only a CP "might" have the  360 degree awareness required to steer around pinch maneuvers out of the blue.
  • Custom passives: i see no point in them other than an additional adena sink, due as far as i can tell base class stats have been nerfed by the same amounts you stat into anyway or it's a minuscule effect in the ranges of 1-3%.
  • Custom stat boosts: just a raw supplement of the enchanting system already persenti in the game. Again an adena sink and a way to go above enchanting power limits in a way.
  • Element system: neat idea, but i cant really confirm nor deny it's rock/paper/scissors usefulness. If you removed all element atributes from skills and instead made all classes "mages" with access to all elements other than dark and light and non atribute, resist buffs become redundant due buff limits in general. Vanilla l2 was balanced on classes themselves being the   rock/paper/scissors of others. All in all, now all classes can manifest glass canon atributes without the draw back of being made out of glass basically;  for an example: a glad in UD either hawing extra element defenses or applying elements damage with skills like mages do kek.
  • Accessories and agathions, totems; flat stat boost's are neat and all; a money sink in genreal for minmaxer's; but the + movement speed is rather OP imo (even the BEST, run back to spawn 😛 and there is nothing more frustrating than a prey escaping with low hp :P) The graphic clutter created by aghations is annoying to so it would be neat to dissable their graphics like we can skill animations.
  • Henchmen system; Farming bot's for low income just because there is no way to engage undergeared people to stay on server and face twinked donator whales leads to meaningless pvp in general. You might as well introduce a pvm/pvp area like the "cave" without the daily limit of 1h. Either way, with all the leeching from using them, gearing your main as a cath up mechanic for new players missed its mark. It might fool some people in twich looking for a healthy populated server, but thats not a player retention tool by a long shot.
  • Locked progression with set timers/dates; can wholeheartedly approve. I miss the disscount system previously introduced to the game, becasue all servers shrink as time goes on, and you need dencent gear to find any fun in this game.

And lastly an idea for a pvp mode: conquerable respawn points that can be teleported to from safezone;  yes, this creates a zerg wave, and yes, you are more likely to engage in 1v2-4 combat at times without the interference from the zerg. And yes, lots of runing between flag posts that have to be conquered or defended.

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