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please back the knockback of wand

cuesta998

cuesta998

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please back the knockback of wand EmptyPosts : 20
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cuesta998
  
my friend mentalist are quitting now because of that Sad

##1 - Posted Fri Sep 12, 2014 9:43 am
Nowaki

Nowaki

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please back the knockback of wand EmptyPosts : 193
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Nowaki
  
Actually yes, is a big bad new for us(mentalist), none expected that one of the less played clases (and underpowered in comparation) will going to be nerfed :/

##2 - Posted Fri Sep 12, 2014 10:30 am
Amnesty

Amnesty

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please back the knockback of wand EmptyPosts : 188
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Amnesty
  
https://mazeyflyff.forumotion.net/t4865-mentalist-update#33048

Amnesty wrote:This change isn't unwarranted at all. Let me explain.

You say basic attacks deal "160m" with STA gear and "450m" with INT gear. For one, this statement isn't definitive. Basic attack damage is calculated by your Attack and your opponent's ADOCH. Therefore, damage is always variable.

This makes the basic attack of Mentalists easily the best attack in-game. No other attack increases with relation to your opponent's gear and not your own. This has not changed.

Let's say you're going against a full donor. From cards on Weapon/Shield, that's 300% ADOCH. Harlequin's armor adds another 1200% ADOH. GT adds another 200% ADOCH. Against an FM or any other class, they'll have ~300-500% ADOCH at minimum. Against a Harlequin, they'll have 1500%~1700% at minimum. This is what guarantees the ~100m damage you see from basic gear in STA equipment. This has not and will not be changed.

The thing that has changed is knockback.

This is the knockback that makes you fall on your back and not the one that simply pushes you back, mind you.

The greatest issue with the high knockback is as you say: it allows you to completely take down close-range classes. The problem: it completely disabled them after you landed a single hit.

When hit once and knocked down, it was previously close to impossible to get back up without being knocked back once again. Even if you did, chances were that the following attack would again knock you down.

While you could run away and come back to attack (as you mentioned), the fact that it was impossible to get back up after being hit once made the attack very broken.

This was causing many problems, both inside and outside of siege. Not only did it prevent close-range classes from being able to attack a Mentalist, it also caused players to end up being hit over the siege walls, preventing them from re-entering.

To add: it was very rare that you could target a FM that was actively targeting you in siege. If you were, then it is as you say: you could take care of them quickly. If you weren't, the number of magic attacks would accumulate and thus knock the FM out of the arena when the FM stopped/the attacks caught up to them. This was a lose-lose situation, to say the least. The only way to escape was to keep running around until they lost their effectiveness or the Mentalist was killed by the FM (who was actively monitoring the trailing magic attacks and able to target the Mentalist) or another sieger.

This is why knockback was reduced (NOT removed).

It still has a chance to occur, and it still does the same damage as ever.

---

Mentalists are also not underpowered nor do we not want them in siege. They have a one of the best rooting skills along with a high amount of HP and reflect. They will excel in the new "No Skill" siege types where players will likely adapt to ADOCH builds as well as others. This alteration in no-way prevents them from being able to compete.


##3 - Posted Fri Sep 12, 2014 4:02 pm

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