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Miiks

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Posts posted by Miiks


  1. I can't vote since I wanted to vote "NO", but then it says I have to cast my vote in each question of the poll.

     

    Yes I think they are bit too overpowered in pvp, but fine in pve. But in overall I don't see them being "too OP".

     

    Edit: But well actually it wouldn't be bad idea to add some penalty for dragon armors when they are used in PK.


  2. BoD and scythe are ok in every situations imo.

     

    And actually I think same way about brod. I don't really care if someone randomly brods everyone without reason. Personally I wouldn't do it, but if someone thinks it's fun, it's completely ok for me.


  3. This change makes little if any difference if you train monsters around your level. If you multi lower level monsters, oh wll.

    Oh, and 10 damage from some monsters is BS, this is not what this change added.

    I think feroses are around my lvls (I'm 103/125 a/d, still can't train fcw properly) and they still hit me about 4x more damage than earlier.


  4. I may not understand this completely. As I see it both combatants take crits to stop this afk training. So, those that don't afk train will die faster and have their mob die faster too. So, more HE/SRs expense for the trainer and less xp per hour. Not a great idea to me.

     

    Why not have the combat level the mob ignores at more dependent on def level or def difference. As the problem is the def level of the afker doesn't allow the mob to hit often enough.

     

    I already have to do a ridiculous "flee" every 50 hp to the mob, I don't want to suffer more.

     

    -- Zoot

    At least for me it didn't affect the damage I made to mobs I was hitting.


  5. well i can, but i haven't trained them in a long time so i have no real comparison... i guess i have some basis from the kj fluff.

     

    edit:

    interesting; just boxed the fluff @ yeti spawn... lucky lil guy got 3x crit-dmg on me...

     

    20, 19 and 24 damage... definitely seems high, from what i remember like 11 or 12 would've been absolute max before.

    So practically they hit you as hard as me. I tested few fl00fs too and got crits between 17 and 20 (killed like 5 fluffs, might have gotten higher crits if I stayed on them longer).

     

    I just don't see what's the point in this. Atm it seems 100 def char with decent p/v gets same crits than 150 a/d char with full p/v if they're killing fluffies.

     

    Edit: Speaking of high lvl chars, it would be nice to hear 150's a/d+ players comments about this and also test lower lvl mobs to see if my supposition is right.


  6. Skeleton critted me 12 hp, PWs crit at least 15-23 hp 50 % of hits (earlier max. 1 hp really rarely), feroses 15-23 hp (earlier 1-13).

     

    Also heard rat hit 4 damage to my 120's def friend.

     

    So it seems there's really is some kind of minimum crit to damage hits now. I can't say I really like it...


  7. Total exp: 209075515 (sum of exp from all skills)

    No reset.

    Combat: 95.69% (Att+Def - 200069819 exp)

    skills:

    Defense: 71.06%

    Attack: 24.63%

    Harvest: 2.53%

    Magic: 1.36%

    Alchemy: 0.23%

    Summoning: 0.14%

    Engineering: 0.04%

    Ranging: 0.01%

    Potion: 0%

    Tailoring: 0%

    Manufacturing: 0%

    Crafting: 0%

     

    :whistle:


  8. Anyway I don't really agree it being OP.

    You don't think the perk that allows a 140's a/d'er to solo kill 6+ 120's a/d'ers, in an MMORPG, is OP?

    You don't think the perk that means being jumped by many great beasts (such as Yetis, Cockatrices, Arctic Chimerans, etc) and not definitely have it equate to death (for anyone) is OP?

     

    Guess we just have different definitions of OP then.

     

    Fear not though, it won't get removed, no chance. lol

    Which is fine by me, the day will come that i'll take it and go kill an army of people only slightly lower a/d than me all by myself and i'll feel like Mr. Ownage... lets just hope those I kill don't think "this is just ridiculous, it's an MMORPG and teamwork isn't counting for shit, screw this game" and quit.

     

     

    EDIT:

    Actually thinking more about it, I take it all back, it's not OP it's just fine... and i'm not just saying that because I want to make instances much easier for myself or so i can turn invasions into a def exp fest, that's definitely not why i'm saying it, no chance, no way.

    Yeayeayea, I was actually trying to say it's OP in those situations :P But imo it's not that bad since you can get benefit from it so rarely and it still costs 7 PP.


  9. And make TINF-perk (almost) useless? No thanks... I have it and I don't even afk train.

    TINF perk is OP though.

    Don't get me wrong, I plan to eventually get it myself, of course I do, it's OP. :P

    If radu wanted to remove it from the game i'd vote yes.

    Well it's better be good since it takes 7 PPs :P

     

    Anyway I don't really agree it being OP. It's useful in invasions (even OP yes, but invasion happens pretty rarely so it's not that high benefit) and in PK if you fight multiple opponents or the person you're fighting summons zoo whole time (still you "lose" 7 PP), but that's all for a person who has normal build.


  10. To stop fighting against 8 monsters afk, well, maybe change the combat system a bit. it's quite unrealistic, that you can fight against 8 enemies the same time. Maybe the first 3 enemies damage can be absorbed by armor or you can try to defend an attack, enemy 4-8 attacks cant be defended and they do full damage no matter what armor youre wearing.

     

    This might ppl be even more careful in invasions too.

     

    Piper

    And make TINF-perk (almost) useless? No thanks... I have it and I don't even afk train.

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