Korea is already on Lineage 2 : Tauti these patches were for harmony and are really important.
What is the hold up ?
I have an othell, I just can say = Wtf? TRASH is a complete, chain is useless blow, blow all miss, miss debuff, dagger vs steal somethings make a decent damage just miss But, can not spam skills, =? If ISS can, wtf?
Othell really is a ****.
Could not even keep the hide skill, it only got 2 useless silent move.
On a serious note, i dont get your reply, dagger is rly strong class. It gets insta reuse A LOT. Got x6 reuse on 1 skill today.
Strong class in WHAT? when bleed land if you are in luck, resited / resisted most of the debuff, blow's miss, are you serious? only 2 1/2 blow are working.
Nah. The class is strong. Maybe you're the one only strong enough to kill mobs.
I see noone ingame complaining about their daggers. I tried it aswell and they are strong as hell.
L2P
I bet you play a feoh :) You like it or not othells will get buffed in the next patch, ALOT. If an equally geared/lvl othell is strong enough to kill you atm on your feoh then you are the one sucking and you`re the one who needs to l2p :)
Bottom line : Othells will get buffed even if you don`t like it. Have patience :)
I bet you play a feoh :) You like it or not othells will get buffed in the next patch, ALOT. If an equally geared/lvl othell is strong enough to kill you atm on your feoh then you are the one sucking and you`re the one who needs to l2p :)
Bottom line : Othells will get buffed even if you don`t like it. Have patience :)
Im not a feoh, try guessing my main class and the othell i use is 89, never had a problem with it..but all the guys who recently joined seem to have, that is self explanatory isn't it?
Im not a feoh, try guessing my main class and the othell i use is 89, never had a problem with it..but all the guys who recently joined seem to have, that is self explanatory isn't it?
Please ignore them, they probably use crap gear, hunt GoG lower mobs while being 86 or have absolutely no idea how to play a dagger.
Please ignore them, they probably use crap gear, hunt GoG lower mobs while being 86 or have absolutely no idea how to play a dagger.
maybe it depends on the class/player but I never had any problem killing daggers in GoD in open pvp, fighting mages is a lot harder and this is from when I was 88 dealing with 92+ chars vs my sigul knight..
daggers should have a chance to win when they're 5+ levels higher then the player they attack so imo more balancing is indeed needed and is actually on the way as sooner or later we will get the full harmony patches released on NA servers as well.
daggers should have a chance to win when they're 5+ levels higher then the player they attack so imo more balancing is indeed needed and is actually on the way as sooner or later we will get the full harmony patches released on NA servers as well.
Yeah but... complaining the whole time doesn't help if you can't figure out how to pvp with a dagger. I never use a dagger (I hate the class), and I have my difficulties in dealing with one since they spend most of the time trying to backstab me or in hide status. But I don't see them as overpowered, I just find most of them excessively whining over something they can help if they gear up or wait for Harmony patches.
I dont find it weird one with siegel knight one has NO problem wiping out daggers because dagger's nemesis is the tank since day 1 (one could say mages, but daggers are all about suprise attacks).
The same way tanks have a rly hard time touching my summoner, it's rly hard for them to handle multi-targets manipulated by human hands and their dmg output is bad to go through TP and summons health (20k+). Daggers on the other hand, wipe out my CP in 1 hit.:D And i have around 16k CP, that's like 32k "HP" with TP on, vanished in 1 hit, and i myself use dagger -not gimped- very well, they got all the tools. And they're getting a lot of good boosts in the upcoming updates.
Like summoners, daggers can toy around with their oponents, but these fail of players prefer to just 1 hit everything and not have fun.
I cannot understand wtf these ppl are smoking seriously.
I believe we posted before that it's likely we'll get these changes bulked in with the Tauti update. We do not have definitive guarantees of when these patches or Tauti will launch, but as we approach the time frame we will be able to narrow down dates and give more information.
Don't bulk it again as you did with H5. Tauti will still be some months away.
There are a lot of ppl that are lf the Harmony patch to double SA (including me :D).
It is a rly huge difference if you have to pay 1,4B for 2nd SA on Apo or ~ 700kk.
And with Specter its even worse... 2,99b compared to ~1,5b.
Won't even talk about the changes to balance the classes.
Can you imagine how a Dagger feels hearing he have to wait that long to get "fixes" that he should have by now?
I want to know what exactly are the fixes melee classes are going to recieve. My main is a 90 tyrr so im well aware of the classes inadequacies. Does anyone have a link to translated patch notes off the korean server?
I want to know what exactly are the fixes melee classes are going to recieve. My main is a 90 tyrr so im well aware of the classes inadequacies. Does anyone have a link to translated patch notes off the korean server?
Basically, daggers will get M.Def stats increased while using Angel of Death; the blow that requires the oponent to be bleeding, will not be required anymore, it will be a normal blow; the skill cooldown on the Reverse blow will be reduced, but its 1-hit kill probability will be removed. Oh and the Poison fog will have better landing rate. That's what I could read about Othells.
Basically, daggers will get M.Def stats increased while using Angel of Death; the blow that requires the oponent to be bleeding, will not be required anymore, it will be a normal blow; the skill cooldown on the Reverse blow will be reduced, but its 1-hit kill probability will be removed. Oh and the Poison fog will have better landing rate. That's what I could read about Othells.
There is the full info :
Shadow Hide - Removed speed penalty
Final ultimate evasion - added 20% magic resistance, 60 M.Evasion, increased P.Skill evasion rate from 40 to 60%
Angel of Death - increased skill evasion from 40/45 to 75/80 (lv1/lv2)
Reverse - Removed lethal effect, decreased cooldown from 300s to 5s
Shadow chase - reduced cooldown from 15s to 7s
Superior light armor mastery - speed/skill crits change according to user's DEX (I guess this is in addition to STR?)
Heartbreaker - Additional physical evasion effect or somesuch? Not sure, the description of the skill itself doesn't say anything besides the +40 speed...
Chain blow - removed the requirement for the target to be bleeding
Maximum critical - added +blow land rate (I guess same as critical rate increases?)
Assassin's Reflex (I think it's this skill - the trigger from sup. la. mastery , google translates it to something sounding like force of assassination) - removed the +blow land rate effect
Poison zone - increased land rate
Poisone zone poison - added pdef/m.def decrease
Scorpion poison - lv3 and 4 also slow enemy affected by it
I'm looking forward to the changes Daggers will get, personally I have felt that as a dagger I have had to work a bit harder for my victories as opposed to other classes due to skill restrictions. I seriously have found bleed quite difficult at times to land and then Reverse has 300s cd that leaves 2 skills to defend yourself with not counting dagger explosion.
Shadow Hide - Removed speed penalty
Final ultimate evasion - added 20% magic resistance, 60 M.Evasion, increased P.Skill evasion rate from 40 to 60%
Angel of Death - increased skill evasion from 40/45 to 75/80 (lv1/lv2)
Reverse - Removed lethal effect, decreased cooldown from 300s to 5s
Shadow chase - reduced cooldown from 15s to 7s
Superior light armor mastery - speed/skill crits change according to user's DEX (I guess this is in addition to STR?)
Heartbreaker - Additional physical evasion effect or somesuch? Not sure, the description of the skill itself doesn't say anything besides the +40 speed...
Chain blow - removed the requirement for the target to be bleeding
Maximum critical - added +blow land rate (I guess same as critical rate increases?)
Assassin's Reflex (I think it's this skill - the trigger from sup. la. mastery , google translates it to something sounding like force of assassination) - removed the +blow land rate effect
Poison zone - increased land rate
Poisone zone poison - added pdef/m.def decrease
Scorpion poison - lv3 and 4 also slow enemy affected by it
Thank you very much :).
As a dagger player, I'm very excited about the changes. NCsoft plz bring the updates ASAP!!!