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  Topic: WOE Topic, traps, emperium health, skills, all that stuff
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SIeeq



Joined: 24 Dec 2008
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this is a hot topic and will take a long time to discuss this. I believe Luzz need more opinion and reasonable fact to make it.

Bubbaknoxz wrote:
First and foremost, I played a Sniper for roughly 6-8 years I think. My job during woe was trap, and DS ppl. Keep in mind this was on low rates, where cards weren't as easy to get as they are on here. On here you DS it triggers Pnuema like nothing. So a Sniper on here is delegated to only trapping.

Omega wrote:
2: Making the traps indestructible would make a Sniper useful for attacking, as well as defending. Remember Snipers do have a skill called "spring trap" and remove trap. As well as Stalkers.


i agree with u guy coz im a sniper too and until now, any guild i join they want sniper to be trapper. i agree to make traps indestructible coz LK so easy to break it.

to make traps indestructible, what idea can i give is make the traps cant be break but reduce the snare time to 5 sec (lvl 5). Snare time for lvl.5 now is 20 sec.

i think this is fair to make traps indestructible.
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need other ppl to give opinion about traps so that Sniper can be useful during WoE (not just trapper but also breaker).








[/quote]
Mon Jan 17, 2011 2:15 pm
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marine



Joined: 22 Jun 2009
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i would like snap during woe Smile finally there would be more champs woeing.
yes
yes
yes
yes
no?
yes
no?!
Mon Jan 17, 2011 6:27 pm
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Omega



Joined: 24 Mar 2010
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I see Luzz responded to a few threads, I would like to know if he will give feedback on this thread as well.
Tue Jan 25, 2011 11:32 pm
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luzz
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I have partially reviewed the thread, but have not gave it any real thoughts yet. Usually, I like to take time to think things over.

For example - at first thought, it seems like a good idea to raise Emperium HP. After I thought about it some more, it might not be fair to characters that cloak and sneak through to break the Emperium. This is just an example, but I try to think of every aspect and impact of every change. I don't always post my thought process, but it does occur for every change that is considered.
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Wed Jan 26, 2011 4:58 am
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Glenfiddich



Joined: 22 Jun 2008
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If cooldown on healing items suggestion goes through: Raise emp hp enough that it cant be broken under 5 seconds.

If healing items stay: Raise emp hp enough that it cant be broken under 10 seconds.

That would also be fair to cloaking classes.
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Wed Jan 26, 2011 8:57 pm
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smx123



Joined: 08 Apr 2010
Posts: 31

Post  Post subject: Re: WOE Topic, traps, emperium health, skills, all that stuf Reply with quote

Omega wrote:

_______________________

While I was in Prontera tonight I saw a player talking about WOE. He mentioned a few ideas that would make WOE interesting. The ideas mentioned were raising the Emperiums health to 10 million hp. I believe 15 million hp would be better, but raising the Emperiums health would be better regardless of which ever one. Because as it stands right now, the Emperium is at 1 million hp, and is very easy to break. And frankly it has become about breaking instead of fighting.
_________________________



bro no offense but youre losing the spirit of woe. if you raise the hp to 15 million that would remove the purpose of having a necessary trapper to stop those guys from reaching emperium. and the job of the defensive side is to stop the break by getting all offensive killed, preventing them to reach emperium. and i think that its quite unfair for breakers who gets protected up to the emp and just get killed because his emp hp is just too high for him.

that's how woe works. and i think current settings is just fine. considering this server is underpopulated. however if we do manage to get like 50 people woeing per guild, that's where emp hp would matter i guess.
Sat Jan 29, 2011 1:34 pm
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Omega



Joined: 24 Mar 2010
Posts: 12

Post  Post subject: Re: WOE Topic, traps, emperium health, skills, all that stuf Reply with quote

luzz wrote:
I have partially reviewed the thread, but have not gave it any real thoughts yet. Usually, I like to take time to think things over.

For example - at first thought, it seems like a good idea to raise Emperium HP. After I thought about it some more, it might not be fair to characters that cloak and sneak through to break the Emperium. This is just an example, but I try to think of every aspect and impact of every change. I don't always post my thought process, but it does occur for every change that is considered.



Luzz not to sound rude but how can a sinx, stalker, or someone with a cloaking card sneak around in WOE? Maya P is abundant on the server and most of the top guilds have them already. A person can no longer sneak around for WOE. The idea for the Emperium health being raised, will only make it more interesting.


Glenfiddich wrote:
If cooldown on healing items suggestion goes through: Raise emp hp enough that it cant be broken under 5 seconds.

If healing items stay: Raise emp hp enough that it cant be broken under 10 seconds.

That would also be fair to cloaking classes.


That works


smx123 wrote:
Omega wrote:

_______________________

While I was in Prontera tonight I saw a player talking about WOE. He mentioned a few ideas that would make WOE interesting. The ideas mentioned were raising the Emperiums health to 10 million hp. I believe 15 million hp would be better, but raising the Emperiums health would be better regardless of which ever one. Because as it stands right now, the Emperium is at 1 million hp, and is very easy to break. And frankly it has become about breaking instead of fighting.
_________________________



bro no offense but youre losing the spirit of woe. if you raise the hp to 15 million that would remove the purpose of having a necessary trapper to stop those guys from reaching emperium. and the job of the defensive side is to stop the break by getting all offensive killed, preventing them to reach emperium. and i think that its quite unfair for breakers who gets protected up to the emp and just get killed because his emp hp is just too high for him.

that's how woe works. and i think current settings is just fine. considering this server is underpopulated. however if we do manage to get like 50 people woeing per guild, that's where emp hp would matter i guess.


A trapper will always be needed regardless of Emperium health. Doesn't matter if the Emperium has 1hp or 50mhp. A guild will always want to have a trapper so it doesn't get touched, especially a guild that can not heal the emperium after its been hit.

With the amount of Gloom's, cursed waters, black wings, orc skeleton cards, ice picks, etc on this server and max str of 255. It is very easy to break the emperium bumping it by 9m or whatever Luzz decides to increase it to wont be that much harder. Remember WOE is about a team not one person being the lone breaker.

I think thats the main problem with people now, they have lost sight of WOE, its not a one man army type of "event" its for a group to work together for a common goal. 1 LK can break the emperium in 10 secs, with 2 its 5 secs, with 3 its 2.5 seconds. A sinx can break in 3-5 hits or 2 seconds. With a 10m hp here are the numbers. 1 LK 100 secs, 2LK's 50 seconds, 3LK's 25 seconds. Sinx 20 seconds, 2 Sinxs 10 seconds. With the group method breaking the emperium still gets fast results but it becomes a group effort to do so. Which is the point of WOE.
Sat Jan 29, 2011 3:58 pm
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RedCladius



Joined: 20 Jun 2009
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Glenfiddich wrote:
I believe I got a 4 second break on my iRO sinx once.


how much hp does the emp has?

For the matter of sniper getting pushed out of woe becuz EMP HP is raised i completely disagree with that one. You will always need snipers to lay traps in woe no matter what. But for a moment the idea of unbreakable traps was good since i seriously dont see that many classes in woe anymore. I disagree with removing GTB since it wont get anywhere, unless everyone has the card then yeah make it become 0% instead of 100% in woe. Pneuma clips? really like the idea since 196 aspd is seriously very fast if u think about it, Valk Randgris card is 1% and if u test it out the rate it casts off is pretty high with 196 aspd.
Keep throwing ur ideas in this thread and make Reign a better server guys, Luzz will consider and make it happen if the idea is good Smile dont fight over something u disagree and think u're right on this matter.
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Sun Jan 30, 2011 12:31 am
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yoh



Joined: 13 Feb 2010
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i say keep the emp hp as is cuz those that woe but aren't maxed nor using cookie cutter "best" stats like myself already need at least 5+ mins to break and i myself dont really care about that but if you double the hp then most that mod their own character (stat wise) like myself are basicly at the worst disadvantage
Sun Jan 30, 2011 12:45 am
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RedCladius



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yoh wrote:
i say keep the emp hp as is cuz those that woe but aren't maxed nor using cookie cutter "best" stats like myself already need at least 5+ mins to break and i myself dont really care about that but if you double the hp then most that mod their own character (stat wise) like myself are basicly at the worst disadvantage


im sorry man but u would have to find a new stats that is suitable for you to play with, this is what RO is all about right?
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Sun Jan 30, 2011 12:48 am
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GRANDPA DREADNAUGHT



Joined: 30 Mar 2010
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RedCladius wrote:
yoh wrote:
i say keep the emp hp as is cuz those that woe but aren't maxed nor using cookie cutter "best" stats like myself already need at least 5+ mins to break and i myself dont really care about that but if you double the hp then most that mod their own character (stat wise) like myself are basicly at the worst disadvantage


im sorry man but u would have to find a new stats that is suitable for you to play with, this is what RO is all about right?


Nope its all about chinese food.
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EdgarGrimfang wrote:

Because that good sir, would make sense, and thus defuse the entire argument.

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Sun Jan 30, 2011 1:10 am
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yoh



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RedCladius wrote:
yoh wrote:
i say keep the emp hp as is cuz those that woe but aren't maxed nor using cookie cutter "best" stats like myself already need at least 5+ mins to break and i myself dont really care about that but if you double the hp then most that mod their own character (stat wise) like myself are basicly at the worst disadvantage


im sorry man but u would have to find a new stats that is suitable for you to play with, this is what RO is all about right?


true but i already play using stats suitable for me even if its not what others would use for i play as i play
Sun Jan 30, 2011 2:00 am
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Omega



Joined: 24 Mar 2010
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Instead of making another thread for these two things. I thought about adding in another suggestion to this one.

First one is the Ahura.

Is their a way to take away the FCP skill from the Ahura? I think its obvious as to why I think is should either be removed or disabled during WOE.

Or if anything can we make it as soon as you go into a castle your FCP is removed. Because chances are your FCP is from the Ahura and not a Creator.

The second suggestion is a WOE warper. This is to make it even for the smaller guilds or those who cant dual client a warper for WOE. We could setup the warper so its in cities that have WOE, and people pay 1500z per warp to the castle grounds.

I think I just want to see more classes playing WOE instead of what I am seeing now.
Sun Feb 06, 2011 8:23 pm
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Glenfiddich



Joined: 22 Jun 2008
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yoh wrote:
true but i already play using stats suitable for me even if its not what others would use for i play as i play


Well that's your fault that it takes you forever to break then, not ours.

If your not using optimum woe stats, then you shouldn't go for the emp.
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Mon Feb 07, 2011 8:01 pm
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AbaraiGirl



Joined: 21 Jan 2010
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Omega wrote:
Instead of making another thread for these two things. I thought about adding in another suggestion to this one.

First one is the Ahura.

Is their a way to take away the FCP skill from the Ahura? I think its obvious as to why I think is should either be removed or disabled during WOE.

Or if anything can we make it as soon as you go into a castle your FCP is removed. Because chances are your FCP is from the Ahura and not a Creator.

The second suggestion is a WOE warper. This is to make it even for the smaller guilds or those who cant dual client a warper for WOE. We could setup the warper so its in cities that have WOE, and people pay 1500z per warp to the castle grounds.

I think I just want to see more classes playing WOE instead of what I am seeing now.


+10000

a woe warper would also be nice for those few times when your usual guild warper cant make woe for whatever reason...
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Mon Feb 07, 2011 8:07 pm
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