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ShakaDeVirgem

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Everything posted by ShakaDeVirgem

  1. The playstyle characterized by necromancers, necromancy, necropolis, lich, dark mages, witches and undeads is a popular playstyle in most RPG games. I like this playstyle, so I looked for it in all games I've played, like: * Heroes of Might and Magic * Diablo2 and Diablo3 * Lineage 2 (C3, C4, High Five) * Lineage 2 (GoD) My experience with Linege 2 Goddess of Destruction is the most frustrating and poor. The Feoh Soultaker has been neglected since the last Feoh update (2018 I guess) and nerfed since the C4. I have been playing/investing in the official servers since 2016 as Soultaker waiting for an actual revamp, so I decided to share my experience when I saw the latest KR update thsi week: "Transfer 70% of your damage dealt to pets → Change to 80% transfer" (See: https://lineage2.plaync.com/board/l2awknupdate/view?articleId=212537&viewMode=list&size=20) This update is too naive and it does not improve soultaker survival, which is the main current problem of the class. Actually it is a nerf, because increaseing transfered damage from 70% to 80% just means the pet will die even more faster (it has too low HP), so the owner will spend more time re-sumoning or dying then actually fighting. It is preferable to keep the 70% transfer rate and improve / re-work the survival capabilities offered by TransferPain. Also, this updates tunes Transfer Pain using Mana Barrier as reference. You should not do it, because they are not equivalente skills. The correct comparison is: TransferPain + Summoned Creature + Sacrificail Soul === Mana Barrier. It means you need to review and re-work the TransferPain + SummonedCreature + SacrificialSoul combo, and not only Transfer Pain. TRANSFER PAIN: A NON-SCALING SKILL Transfer Pain does not scale with the owner's gear and level, so it does not scale. Mana Barrier: The better your gear, the less direct damage the Mana Barrier takes. It means more mana will remain for battle. Transfer Pain: The better your gear, the less direct damage the owner receives, but the same direct damage will be received by the summoned creature since it is stuck with same defense and same HP regardeless of the onwer 's level and gear. It means that even Tanks can kill your summon using low damage AOE skills... when facing AOE of archers, feohs, tyrs and NPCs the battle is unfair. Expected: the pet properties should scales with the owner's gear and level, something like ServitorShare + EquipmentShare. The game also lacks items for summoning playstyle , eg: there are no Greater Jewels focused on summoning / summoned creatures. The damage is not correctly transfered to the Summoned Creature, so it does not scale. Mana Barrier: The first heavy hit consumes all the mana, the second consumes HP. It means you have time to recover mana with some rebirth-like skills. Transfer Pain (Actual): the damage is not transfered to the Summoned Creature and it is 100% inflicted to the owner... the owner dies and the Summoned Creature remains with full HP. The root cause seems to be related to the Summoned Creature quantity of HP. If received damage by the owner is higher then the Summoned Creature HP, then damage is not transfered. Or, if transfered damage is higher then Summoned Creature HP, then damage is not transfered. Transfer Pain (Expected): received damage should be transfered to the Summoned Creature until it consumes all the creature HP, then the remaining damage should be inflicted to the owner. The Summoned Creature HP is too low and outdated, so it does not scale. My Summoned Creature has about 120k HP, whereas I have 200k ++ HP depending on build. The owner is a better HP reserve then the Summoned Creature, which sounds weird. The pet is 1-hited by tanks when it comes to direct damage.... unfair. The Summoned Creature dies too fast, too frequenly when transfering 70%/80% damage to it, then the other 30% or 20% damage goes to the onwer HP: The owner+pet receive all the damage together, while Mana Barrier sends 90% of damage to "nowhere" and 10%/5% to the owner. That is one good reason why that skills are not equivalent to each other. The current game includes OP damage because of dragon weapons, pvp cloaks, +30 weapons, etc. Thus, most players can easily hit much higher then 120k damage: the pet can't survive at least 2 or3 hits, so most of the time i'm resummoning instead of fighting. We are in the 1-hit era, so a summon with only 120k HP is outdated. TRANSFER PAIN: A BAD SKILL DESIGN The distance between the Owner and the Summed Creature necessary to activate the TransferPain effect is too low and outdated. I understand it cannot be too high, but it cannot be too low as it is. If the creature is closer, it is easily killed by low damage skills. If the creature is a little far, the TransferPain effect does not work. If the owner jumps forward or backwad too far, the Transfer Pain effect deactivates even jumping is a problem. It greatly limits the owner mobility in Olympic arenas, while mana-based feohs can freely move through the arenas. The same applies to Sieges. I guess it is a too dificult restriction applied to soultakers only, no other class has such a heavy limitation: esvicerators have almost perma invecibility+OP damage, sayha seers have perma hide (now mana barrier!), tankers receive almost perma capped damage, mana-based feohs have high damage reduction and can recover mana, archers and daggers can hide and dodge most hits, tyrs have OP atk and def... soultaker is the guy who runs and die . The 3-secs debuff invecibility of Sacrificial Soul is a joke when we see the OP game dynamics of other classes... It is a good 3-sec period to die while the Summoned Creature is not active, so TransferPain is not active as well. Why so many difficulties to play the Soultaker? Some dev in NC Korea hates the class, but the game is for players, not for devs. SO SOULTAKER IS THE EARTH MAGE... OK, TELL ME A JOKE As Earth Mage, soultaker should be the most defensive Feoh, however it is the most paper feoh you should rework it because it is a design and conceptual failure. As a Dark Mage, its damage should depend on weakening the enemy with debuffs, unlike archmages who are pure heavy direct damage. Where are the Soultaker debuffs? As a soutaker class specificity, it should have at least one special weakening debuff skill, which would offer some challenge to other classes. Curse Gloom? Oh common, nobody uses the Dark Stance because nobody wants to play a Single Target feoh, since it is not the feoh purposal.
  2. It is a useless and outdated skill: it is weak... frustrating damage. it is expensive because it spends Spirit Ore. The cost benefit of Damage VS Cost is terrible.
  3. There is no point anymore, just legacy items. They should automatically convert the following items into retributers: Antharas Buster Lindvior Caster Valakas Caster/Buster Akamanah/Zarich Caster/Buster These items are too much expensive to be transformed into legacy items.
  4. I made a comparison based on Dragon Weapons. Previouly to this last update, retributes were a way to lose matk and pdef, but now they are better. https://imgur.com/a/wKUAaLF
  5. I just don’t understand why low level areas (lv108-lv113) reward the same 5~6bi XP of high level areas (lv115-lv117) where mobs are stronger and need to receive more damage to be killed by players that need more XP to level up. ????????
  6. Lets talk about reallity, I guess server transfer will no be available anymore. With only 2 servers, one of them may become empty, what is a not interesting risk for NCWest. There is no technical reason for the unavailability of this service for such a long time, and there is no reason for the lack of information about it. Conclusion: it is a proposital/intentional business decision.
  7. I ask myself if complainers that say "good party times should be back" are composed by: People that never drop a cake for the party People with no occupation who can stay for hoooooours waiting to complete a party... it includes teenagers who have a lot of dummy time. Support classes who believe that DD players should afford their game... like children that say "my parents should pay my bills, i'm a victim". Some more truths about l2: N-account limit isn't related to botting, the botters will continue working normally... are you surprised? Ohhhhhhh People will continue duo or solo in areas like Tanor, and they will continue far away from party matching. Adults who work during the day (or night) have little time to play. They are the ones who have money to afford the high prices of this pay2win game ... Do you really believe that a game that decreases XP as party size increases is a social / group game? I don't agree ... Games like D3 increase XP as pt size increases, it is a real group / social game. Korean servers have no account limit, it was posted some time ago in the official Weekly Update Log at https://lineage2.plaync.com/board/l2awknupdate/list. Queues, account limit and other restrictions are workarounds for this legacy game that can't scale to higher demands ... imagine modern online systems like Google Search displaying a message to you: "you can't query now because there are too many users logged in Google, please come back later" It is a shame... Based on other successful online RPG and MMORPG games, I agree that solo play should exist, be possible and good, while pt farming should exist as a more efficient alternative. But not all people have time to waste waiting for PTs or not all people have good social skills to develop an efficient gaming friendship network and enjoy the game.
  8. You could keep the big vitality pack along all the 200% boost event duration, just a Tip.
  9. Prepare to lose all 1st 2nd 3rd Job skills they all are going to be deleted and replaced by "novice" versions of awakened skills. Sad but true The end of tricks with 3rd Job skills hahaha. Patch Notes [Skill] 1. Classes 1 ~ 85 level with the reorganization of the skill, including a special skill, including a number of skills have been deleted and reorganized. Korean Wiki Below, links to updated korean Wiki about 1-85 Skills, look as they have been simplified: Soultaker: http://lineage2.power.plaync.com/wiki/소울테이커+스킬 Sagitarius: http://lineage2.power.plaync.com/wiki/사지타리우스+스킬
  10. Hi, I’m soultaker107/storm105. The greatest difference from soultaker to other feohs is that it has no mana barrier (95% damage reduction), but has pet+transfer pain (70% damage reduction). Transfer pain is better for PVE, Mana Barrier is better for PVP. Consequences: * Soultaker is the best class for solo mass PVE: I can solo groups of mobs in high end areas, what was not possible to do as Storm with same gear, even with a healer. That is possible thanks to Tranfer Pain (high survivability) + Knock Down (the best AOE crowd control). No mobs in L2 map resists to knock down, while most are imune or resistant to storm faint effect (EV/SoS) or mystic muse stun effect (GC/EV/SoS/AltarOfShilien), making impossível to kill groups of mobs alone. Soulhounds and Archmages can’t control mobs. Also, Feohs with mana barrier have the mana drained too fast when receiving mass PVE damage, soultaker just re-summons a full hp pet for transfer pain and continues alive and kiling. * One of the best classes for party PVE: not the best but really descent AOE damage, the best crowd control what means tank can agro more mobs what means more XP, also you may invite weaker tanks to pt. Soultaker will not keep dying (even with bad gear) or losing all mana as other feohs do: dead mage can’t kill. * For Oly pvp soultaker has high advantage against Iss, Tank, Summoner due to its debuff immunity and can drain pet life to regenerate full HP as many times as it wants. However Mana Barrier would be more effective against archers and other feohs. Tyrs are not an issue. He has the higher single target damage (Dark Stance) due to its skill power + curse gloom that ignores debuff resistance. * For Siege PVP, not the best because the pet is easily killed and, even if not killed, if soultaker receives a damage higher then its total HP, the damage is not transferred to pet... many dragon weapons in siege Mana barrier is better for PVP than Transfer Pain, soultaker needs much more gear for PVP. Anyway, since you can use jewels to increase knock down chance, you can easily knock down ppl in siege while your party kill them... usually ppl resists to stun and silence only, but have no knock down resistance.
  11. Replace: * Frintezza > Valakas * Dark Caster > Bloody Caster * Caster+Sigil is better for solo PVE, matk increment given by retributer is irrisory, I would even say it is a preciosity. More: * Always use paagrio, Pom and Wiz2 if possible. * Increase element attack * High matk for pve is mandatory, don’t use SA for mana or HP. * Augment your wpn with 15% critical damage * At least a sapphire/opal lv3 * All dyes for INT Im Feoh Soultaker and do kamaloka solo in 7min to 10min. I use Earth Element, not the best for kamaloka but I need it for hunting grounds pve. Dual Skills for 18% matk and 5% critical damage instead of Master Rage: kamaloka time is the same, critical is constant but master rage 27% is not and has a bad activation rate, so don’t get impressed by this number cause the final damage (sum of damage in a period, like 1min) will not be 27%.
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