Posts: 574
Join Date: Dec 2006
Location: Brisbane, Austrlia
IGN: SkyMesh
Server: Mia
Guild: AngelsAndAssassins (L)
04-18-2008, 12:17 AM
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Quote:
Increase in Keenwheel/Splmash's base damage
Given this is a merc skill, IMO making it "better" will not help, there are Knight skills with more damage output.
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Pain reflection back to it's original %50
In PVM, it's all good anyway -- in pvp, the devs wanted to avoid the suicide kill.
Is this a problem now? Only on Demian... Damage reflection should be unnerfed on non-PK servers.
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Old Sneaker effect back
Oh yes, I want my sneaker back too, I hate this satanology thing now.
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Better 120 Set (Knights and Jesters have the worst out of all classes)
IMO, those sets DO NOT match the classes and are like the 105 "one size fits all" cop out on bonuses.
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Reflex Hit fixed for once
Another Merc skill, surely a fixed PainRef is better?
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Make defense actually do something in Pvp
Def will likely stay meaningless while people know how about good pvp builds and how to skill up for them.
Posts: 418
Join Date: Jan 2008
Location: Brooklyn
Server: Aibatt
04-18-2008, 12:49 AM
Quote:
Originally Posted by SkyMesh
Given this is a merc skill, IMO making it "better" will not help, there are Knight skills with more damage output.
In PVM, it's all good anyway -- in pvp, the devs wanted to avoid the suicide kill.
Is this a problem now? Only on Demian... Damage reflection should be unnerfed on non-PK servers.
Oh yes, I want my sneaker back too, I hate this satanology thing now.
IMO, those sets DO NOT match the classes and are like the 105 "one size fits all" cop out on bonuses.
Another Merc skill, surely a fixed PainRef is better?
Def will likely stay meaningless while people know how about good pvp builds and how to skill up for them.
Most are old suggestions, I forgot to update the 1st page. It's updated now. Also, Splmash+Keenwheel are the only 2 skills a Knight can use that offers consecutive damage but it's weak. The majority of Knights can't even pass prevention most of the time.
Quote:
Originally Posted by ItsDro
The 10% FP on the Bloody 2h Axe Could be replaced with maybe additional STR or STA.
The 120 Set Should be changed, i agree 100%, I still don't understand why it wasnt 20 STR and 20 STA, or completely removing the defense for something more useful like additional damage or something, but atm I do agree, many of the class sets are unbalanced. This is probably what needs to be looked in mostly because i do agree that for what it takes to get one of the 120 sets, it should be much better.
Many of the skills should be changed as well, specifically the mercenary ones like Keen/Splmash, they're good don't get me wrong, but seeing it's all knights have, I still say it could be more useful damage wise, because without insane gear, many knights barely do over 2-2.5k. I dont really think the old sneaker is neccessary, but I do think that sneaker should either have a lower success rate or simply add a cool down.
Not many people really know about the Hero skill for knights,
but as far as I can tell right now, I really think gala should be up for changing that skill as well.
I had expected it to be much better, but the cast time is about 30 seconds at Level 1 and all you can do is summon people. I had originally expected a much better and useful version of pulling, but atm I'm very disappointed, still not sure if the cast time gets lower the higher level it is, but I'll figure it out and let you guys know as soon as possible.
A cast time of 30 seconds for a Pulling end game skill is retarded period. Please let us know how it is once you level it, because if it still remains that way, I'm going to compile this into the list of suggestions for Xagel to suggest to Aeonsoft.
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Posts: 154
Join Date: Nov 2007
Location: France
IGN: Nelaly
Server: Lawolf
Guild: Illuminati
04-18-2008, 03:54 PM
it s sad to know that when I asked for changes about the bloody 2 h axe / the 120 set / guillotine, my words were just ignored on the chat (and not even a single knight backed me up on these points)
I agree with everything you said, just disagree about sneaker though, unless a change is made somewhere else as in :
sneaker is currently used to stop / slow down (if holy are used) your opponent
and here comes the main problem, coupled with the low damage (and SLOW casting time for splash and keen) : the main strengh of a knight is his full action slot, which is almost impossible to do when the opponent runs away
instead of fully hitting, the best thing happening is 1 splash + 1-2 keens (over 5 attacks in action slot)
about the bp part, I agree with prev facts too
someone on chat also talked about making def more valuable in pvp (i personnally think a percentage would be way better than what it is now) and that got kinda ignored too
Posts: 418
Join Date: Jan 2008
Location: Brooklyn
Server: Aibatt
04-18-2008, 08:06 PM
If Knights get Reflex Hit back to the way it used to be, it will be their bigger strength in PvP. BPs and Jesters would be afraid to HoP/Asal Knights which in turn leads them to have a better purpose as a tank and dealing proper damage. When it worked it refected back the damage you took during the time it took to cast it, so it wouldn't be overpowered because it's all about timing.
About the sneaker, I understand where you're getting at, but I still think it should have a cooldown of some sort. Because right now our sneaker makes Psys satan a complete joke and it's extremely annoying when spammed in the arena. Hardly anyone was prepared when it came down to talk to Xagel, so thats why people just spammed everywhere with useless suggestions while ignoring the opnions of others =/
I was a bit too late in making this thread and the one on officials, but then again even if i did attend the meeting with xagel it would have all been drowned out. But I PM'd Xagel about it and he told me this:
Quote:
Originally Posted by Xagel
It was sent to aeonsoft the same day i posted it. However, I also provided them with a link to the thread to see how players reacted to the suggestions and as a place for additional feedback from players.
I'm sorry if I didn't make that clear enough.
Basically, if you have any other good suggestions, now is your only chance to say it.
If they don't fix knights, I am going to quit Flyff forever and commit suicide.(Jk about the suicide part) Or I am going to turn my merc--->knight into a blade instead
I tried to speak out for knights on pretty much the same problems during the class discussion IRC chat, and I got ridiculed for it. It's funny to see ppl who never played knights to comment on them as if they are some sort of expert.
What Dr0 said is truth, most knights do no more than 1k~2k keenwheels unless they have insanely good gear. Meahwhile, we have psys that do 6k spirit bomb with 60k HP, thanks to their full mp damage bonus.
Posts: 28
Join Date: Mar 2008
Location: Lurk more.
IGN: Nautical
Server: Aibatt
Guild: History(L)
04-19-2008, 01:36 PM
Quote:
Originally Posted by e-brawl
Regarding 1v1- Knights get %-10 attack speed when they switch jobs at 60. They aren't the real tanks of this game and and are too slow when it comes to 1v1 until they have access to constant GT at Lvl94. So what are they good for then?
I tried to speak out for knights on pretty much the same problems during the class discussion IRC chat, and I got ridiculed for it. It's funny to see ppl who never played knights to comment on them as if they are some sort of expert.
What Dr0 said is truth, most knights do no more than 1k~2k keenwheels unless they have insanely good gear. Meahwhile, we have psys that do 6k spirit bomb with 60k HP, thanks to their full mp damage bonus.
there where people speaking for each class who had never done that class lol
Posts: 418
Join Date: Jan 2008
Location: Brooklyn
Server: Aibatt
04-20-2008, 05:50 AM
Quote:
Originally Posted by Industrial
I disagree. With awakening, 1v1 knights can reach 100% attack speed at 60 and at 75, and are definately not useless.
Considering the price of reversions and the chances of even getting a decent amount of attack speed, the amount it will cost you makes awakening irrelevant. It's not like you can go awaken nub swords either.
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Originally Posted by Saylem
there where people speaking for each class who had never done that class lol
Looking at those convos made me feel the same way. Most people had no idea what they were saying and just went in for the hell of it lmao >>
I tried to speak out for knights on pretty much the same problems during the class discussion IRC chat, and I got ridiculed for it. It's funny to see ppl who never played knights to comment on them as if they are some sort of expert.
What Dr0 said is truth, most knights do no more than 1k~2k keenwheels unless they have insanely good gear. Meahwhile, we have psys that do 6k spirit bomb with 60k HP, thanks to their full mp damage bonus.
I couldn't agree more.
Getting stunned is a huge disadvantage, it renders knights useless against assist classes without a RM constantly using gvur. With the new awakening system like earlier mentioned, now assist classes have overpowered asals, stuns and prevention we can never get through to work with in PvP. BP/BRM gets to stun knights for a long ass time, and knights are only able to stun them for like 0.5s with power stomp, which isn't even including the slow casting time of power stomp and the weak damage it does compared to other skills. Above all of that, we can't rely on meleeing like blades, being far too slow, we can't rely on our skills (keen/splmash) because they can't do serious damage either. Having high defense comes down to nothing in PvP when it can't even affect asal damage anyway.
and knights are only able to stun them for like 0.5s with power stomp, which isn't even including the slow casting time of power stomp and the weak damage it does compared to other skills.
Stun is a problem but still, powerstump weak damage? Its the second highest damaging knight skill. And you call it weak compared with other skills? Let me know of those other skills. And no, if you stun with PowerStump you CAN stun other 3 time sin a row with ease, so, it IS usefull.
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Originally Posted by suri
Having high defense comes down to nothing in PvP when it can't even affect asal damage anyway.
So what if it doesnt lower asal damage? Thats nothing new. If you havent noticed about it, having high def at Pvp is useless now. Everyone has mights, hurray for our defense to be breached by any dexing BP/Blade.
I miss V5-6, when having high def reduced damage from other players. If they fix something, i want them to fix our defense been penetrate by anyone instead of making it reduce 200 asal/hop damage.