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  • "DynamicPineapple2" started this thread

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1

Wednesday, 26. October 2016, 01:29

Suggestion for Archers

Archer has some minor issues that make it not as rewarding to play and here's how I would suggest they fix it
1st make archers base attack speed 11
2nd make archers Quick fire buff last 5 minutes, the cool down be 2 minutes, and the attack speed buff given be 15% attack speed
3rd make archers durability bow go to at least 2,800-3,000 base attack
4th make deadline have light elemental damage and 10 or 12 second cool down

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Wednesday, 26. October 2016, 20:29

Good suggestions! Also, correct me if I'm wrong, but doesn't Quick Fire have a lvl 1 Elemental Defense attached to it? Remove that! :thumbsup:

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Wednesday, 26. October 2016, 22:02

3rd make archers durability bow go to at least 2,800-3,000 base attack
RIP people who have already plussed their dura bows with crap bases.
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Wednesday, 26. October 2016, 22:20

3rd make archers durability bow go to at least 2,800-3,000 base attack
RIP people who have already plussed their dura bows with crap bases.
RIP Meela :thumbup:
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  • "DynamicPineapple2" started this thread

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Thursday, 27. October 2016, 04:45

Well they could raise the base all dura wep's accordingly to the new base range and also i did leave out the lvl 1 elemental def change on quick fire on accident

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Thursday, 27. October 2016, 18:19

Bleed skills
At the moment, bleed skills have a set damage over time effect. For example, Witch's Burning Flame at its max lvl will always deal 9,000 HP dmg total. Against a mob, or against a player that has 100k+ HP, this is next to useless. My suggestion to fix this and make bleeds useful is to have the bleeds deal a %-based amount of dmg over time to whatever the target's max HP is. For example, say Burning Flame at max lvl would deal 20% HP dmg over time, so against a player with 10k HP, it would deal a total of 2k divided over 10 seconds but against a player with 100k, it would deal a total of 20k divided over 10 seconds. It wouldn't make the skill be instant doom for someone who doesn't have 100k HP, but it would still be a useful tool for the classes that has it. :thumbsup:
Archers would be lethal if they improved the Bleed skills again, seeing as they have both Rapid Arrow and Poison Arrow that could benefit from this. Also, I would like to suggest that they change Fatal Blow to at least deal Deadly dmg, instead of Critical. There's not reason to use a skills that will deal Crit dmg when your HR gear gives you a buttload of Increased Deadly Chance. :thumbup:
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Thursday, 27. October 2016, 18:24

Quick Fire have a lvl 1 Elemental Defense attached to it? Remove that!

truth, truth

but why stop there - remove element changes of self-buffs or make tham removable as an Option... thinking of the cleric-buffs too
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Thursday, 27. October 2016, 18:27

Quick Fire have a lvl 1 Elemental Defense attached to it? Remove that!

truth, truth

but why stop there - remove element changes of self-buffs or make tham removable as an Option... thinking of the cleric-buffs too
I know what you mean. I brougth this up in my thread for general improvement in gameplay. I like the Elemental System and the idea behind it, but so far it's been excecuted a bit poorly. This thread however, is solely focused on what could be done to improve the archer class, that's why I only brought up Quick Fire here.
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