She is the worst class in the game in PvE and PvP. There isn't a high skill class in this game ![]()
Meanwhile Lily is just the first, the other classes are coming soon.
She is the worst class in the game in PvE and PvP. There isn't a high skill class in this game ![]()
Meanwhile Lily is just the first, the other classes are coming soon.
PvE she can spam tornado she is the 1st DPS in primal by far
Not really, first you use carnage and phoon together.
Her damage is really low, and this is for upcoming contents combined with ADV1+2 for all classes.
Postion Lock [Extension] NEW
Slow effect: 40% for 3 sec.Range has been increased by 1.5 meter (0.5 per lv.)
A silence would make more sense here instead of a slow since we already have a PvP extension.
Silenced mobs makes it safe to dive in, it basically guarantees that you get to execute w/e it is that you want to follow up with after the chains.
Scythe Strike [Active] (Update)
Kill it with fire. No jk, enhance hitbox and hitbox range but don't make it mandatory for use.
QuotePostion Lock [Extension] NEW
Slow effect: 40% for 3 sec.
Range has been increased by 1.5 meter (0.5 per lv.)
This isn't PvP
You can use it for the new PvP mode maybe to be a bit annoying but otherwise its more for PvE ![]()
QuotePostion Lock [Extension] NEW
Slow effect: 40% for 3 sec.
Range has been increased by 1.5 meter (0.5 per lv.)
This isn't PvP
You can use it for the new PvP mode maybe to be a bit annoying but otherwise its more for PvE
That's the problem. It's supposed to be PvE but people will use the stun one for both.
Silence is strong PvE, it accomplishes the same thing as a stun but you also win ability range by picking the red up . At the opposite pole silence is a lot weaker than a stun in PvP.
Hmmmm 
That's correct, might gonna change it (A PvE silence, without PvP effect)
Hmmmm
That's correct, might gonna change it (A PvE silence, without PvP effect)
Yeah, if devs can code the silence to be PvE exclusive it would make the ability trait superbly balanced.
You're talking about Angel actually yes?
You're talking about Angel actually yes?
this 
angel of death is ok as it is, especially after the KR buffs
Lily is very strong she dont need a buff.
You need to play better is a high skill character with good mechanic in pvp.
Good luck for your fight
Any character with exalted abilities is instantly better in PvP in this game, skill doesn't always need to be accounted for.
You're talking about Angel actually yes?
this
angel of death is ok as it is, especially after the KR buffs
Terror and Scythe then, may gonna change Terror then (PvE exclusive silence)
Not sure if 2 is going to be enough, you might want to leave it as 3 or even 3.5. Like, you usually go in after
this and it has an execution time of its own.
PS: on top of denying the purpose of the silence it doesn't make sense to have a 3 sec crowd control duration for an environment/scenario where doing a sole Terror Cain cast, without a Death Throw follow up, is actually beneficial (PvP) but have a 2 sec crowd control duration for the envirorment/scenario where Death Throw follow up is beleficial (PvE) ... like, the scenario that needs the extra CC duration the most is the one that doesn't get it, it doesn't make sense - the trait is already balanced since we're talking about something PvE exclusive that's pure utility.
Really? I do the opposite,
Grip > Throw
Really? I do the opposite,
Grip > Throw
We do the same thing. Point is: Death Throw is not when you completely commit yourself. The part where you commit yourself to the attack comes only afterwards and that's the part where you could use some protection in order to safely deploy a melee combo.
Alright, here is my opinion on these ideas. I will go through everything that caught my attention.
I cant comment on the new passives. Would have to see them in action to judge, as they seem pretty unusual.
"Scythe Strike [Active] (Update)
Casting the ability twice increase the damage dealt of your next Carnage by 20% for 3 seconds (2 Charges, 1 Stack)"
I don't think too highly of this effect. Might be due to my playstyle, but even so - I dont think its a good idea to link two specific skills with each other, it decreases the amount of possible ways you can play Lilly with. That way, you are forcing people to always use Carnage after this move, and level both of the moves together if you want to use either of them.
In the first place, I dont see why these moves make a combo in the first place. If you charge it, you are launched in the air, preventing you from using Carnage in the first place. Unless you are thinking of the extensionless version. Which doesnt seem right, since you have to level the skill to get this upgrade in the first place. Am I misunderstanding something here?
Although, this somehow gave me another idea. Give Lilly a new skill that is basically Carnage used mid-air. Not sure it works but the idea sounds hilarious to me.
I absolutely agree on the range increasement however, and those balancement adjustments on DIabolo Spin etc. sound fine, though Im guessing you put more thought into her balance than I did and are able to judge that better than I would anyways.
"Deathly Triad [Active]
Personally, I don't see a reason to being able to cancel the ability if you make the animation finish faster, but that depends on the actual speed. The animation isnt that long, in my opinion, and being able to cancel it just makes Lilly harder to control since you have to judge within a mere second whether you executed that skill at the wrong time or not - I think you are more likely to "chicken out" and miss out on some good damage even though you would have been perfectly fine. Whats more, if you execute it at the wrong time and get hit during it, then that's simply the just result of your own mistake.
Unless this is meant to make her more viable in PvP. Then you can ignore that, I have no experience at that.
"Guillotine [Active]
I have no idea what Slow is actually supposed to accomplish on Lilly. Lilly is a close ranged fighter, she doesnt need to get some distance between her enemies to give her casting time, and by the time you get her to proc a skill like Guillotine, you are already closed in in the first place.
Unless this is another PvP only effect. At least I see no point in this extension for PvE.
It says the idea is just a gap closer, so maybe I can fuel your imagination a bit. Here is my idea:
Consecutive Strikes (Extension) - The skill executes normally as before (complete with the fixed animation and temporary invulnerability). After its execution, the guillotine stays on the field, repeating its attack three more times, but with reduced attack power. Lilly can act individually during its duration. This may or may not be combined with the "The chains coil around all enemies within 15 yards, pulling them back into the area whenever they try to flee" effect, depending on if that would make it too powerful.
I think Lilly's greatest strength is that she can activate the Die-phoon and move around while it does its job, maybe you can emphasize on that by giving her new skills that work similarly, letting her cast different skills that execute on their own while Lilly can move around freely and already prepare for the next attack. Like letting her summon the Reaper who acts individually for 10 seconds, moving around and doing different skills that he appears in (like carnage and death throw), at a fragment of their strength of course, or simply like a version of Culling blade where the reaper stays there as an immovable tower, doing carnage-like strikes at everything coming in its attack range (without moving).
I think that's all I can say, you already heard of my idea using the combo counter to scale Lillys damage, which should have nice synergy with autonomously executing skills. If 1% dmg/spd per 100 strikes is too weak, you could always have the first buff activate at 20 or 50 hits, or throw armor break or penetration into the equation. Like I said, I have put little thought in how balanced these ideas would be, they might not be working at all, but maybe they can at least serve as inspiration for more viable ideas.
I agree with all the above comment's but i would like to see more #lilys #players saying their opinion .
By far most of the players who really spend time on her they do know that she have tons of negative things aka long animations/long cd/broken skills (aka ulti)/non def skills/Eating SF like diesel .
She doesn't have burst dmg imo but shes a spammer .
From my POV i would like to see improvements
1. On her Ulti > at least be able to lock the target aka ROOT him/disable him.
2. Enchant the hit box on her skills if not all the basic AOE skills .
3. Not be independent by her stamina aka cause luck of hit box(hit area) she have to cancel the skill use evade all the time to approach the target and use another skill .
4. Def's skills aka disables or skills that grand SA since shes so squishy
5. Mobility and not sacrifice aka evade . We need something like dash or tp.
At the end of the day thats my opinion , many will say that all this things will make lily the most OP class ,
haters will say lily shes alrdy OP Class and she needs nerf 3:) !
But lets face the facts ! Lily shes weak but funny to play class .
Lily's basic attacks have a chance by 35% to empower her weapon, dealing 260% additional damage for her next attack and drain 15 stamina from her target. Her movement speed is increased by 35% for 2 seconds whenever the effect is active.
(6 seconds cooldown)
Lily's attacks have a 35% chance to empower her weapon, dealing 260% additional damage on her next 4 basic attacks and drain 7.5% stamina from 1 target, per hit. Her attack speed is increased by 35% for 2 seconds whenever stamina is drained.
(6 seconds buff duration, 15 seconds cooldown).
It would be better because it almost perfectly mimics the amount of SF sustain provided by a maxed, Hidden Grand Blaze Taifon akasha and imo that's the perfect amount of sustainability she needs. On top of it, it encourages people to do proper animation cancels and mix basic attacks with ability casts.
Display MoreAlright, here is my opinion on these ideas. I will go through everything that caught my attention.
I cant comment on the new passives. Would have to see them in action to judge, as they seem pretty unusual.
"Scythe Strike [Active] (Update)
Casting the ability twice increase the damage dealt of your next Carnage by 20% for 3 seconds (2 Charges, 1 Stack)"
I don't think too highly of this effect. Might be due to my playstyle, but even so - I dont think its a good idea to link two specific skills with each other, it decreases the amount of possible ways you can play Lilly with. That way, you are forcing people to always use Carnage after this move, and level both of the moves together if you want to use either of them.
In the first place, I dont see why these moves make a combo in the first place. If you charge it, you are launched in the air, preventing you from using Carnage in the first place. Unless you are thinking of the extensionless version. Which doesnt seem right, since you have to level the skill to get this upgrade in the first place. Am I misunderstanding something here?
Although, this somehow gave me another idea. Give Lilly a new skill that is basically Carnage used mid-air. Not sure it works but the idea sounds hilarious to me.
I absolutely agree on the range increasement however, and those balancement adjustments on DIabolo Spin etc. sound fine, though Im guessing you put more thought into her balance than I did and are able to judge that better than I would anyways.
"Deathly Triad [Active]
- Lily is able to cancel the ability
- Casting speed scales with 41% of your current attack speed (exclude Akasha cards)"
Personally, I don't see a reason to being able to cancel the ability if you make the animation finish faster, but that depends on the actual speed. The animation isnt that long, in my opinion, and being able to cancel it just makes Lilly harder to control since you have to judge within a mere second whether you executed that skill at the wrong time or not - I think you are more likely to "chicken out" and miss out on some good damage even though you would have been perfectly fine. Whats more, if you execute it at the wrong time and get hit during it, then that's simply the just result of your own mistake.
Unless this is meant to make her more viable in PvP. Then you can ignore that, I have no experience at that.
"Guillotine [Active]
- Slow effect 70% for 5 sec."
I have no idea what Slow is actually supposed to accomplish on Lilly. Lilly is a close ranged fighter, she doesnt need to get some distance between her enemies to give her casting time, and by the time you get her to proc a skill like Guillotine, you are already closed in in the first place.
Unless this is another PvP only effect. At least I see no point in this extension for PvE.
It says the idea is just a gap closer, so maybe I can fuel your imagination a bit. Here is my idea:
Consecutive Strikes (Extension) - The skill executes normally as before (complete with the fixed animation and temporary invulnerability). After its execution, the guillotine stays on the field, repeating its attack three more times, but with reduced attack power. Lilly can act individually during its duration. This may or may not be combined with the "The chains coil around all enemies within 15 yards, pulling them back into the area whenever they try to flee" effect, depending on if that would make it too powerful.
I think Lilly's greatest strength is that she can activate the Die-phoon and move around while it does its job, maybe you can emphasize on that by giving her new skills that work similarly, letting her cast different skills that execute on their own while Lilly can move around freely and already prepare for the next attack. Like letting her summon the Reaper who acts individually for 10 seconds, moving around and doing different skills that he appears in (like carnage and death throw), at a fragment of their strength of course, or simply like a version of Culling blade where the reaper stays there as an immovable tower, doing carnage-like strikes at everything coming in its attack range (without moving).
I think that's all I can say, you already heard of my idea using the combo counter to scale Lillys damage, which should have nice synergy with autonomously executing skills. If 1% dmg/spd per 100 strikes is too weak, you could always have the first buff activate at 20 or 50 hits, or throw armor break or penetration into the equation. Like I said, I have put little thought in how balanced these ideas would be, they might not be working at all, but maybe they can at least serve as inspiration for more viable ideas.
That's a lot and I'll keep it in mind, thanks a lot ![]()
About your "PvP" yes many stuff is for PvP too to make her viable, actually she is just a victim, no matter how good your gear is.
Don't forget the changes aren't for now only, it is for the future (1st adv, 2nd adv.) that means all classes get more stuff and she'll fall behind more and more (especially in PvP, but also in PvE)
The changes for her ultimate are kinda important since she have the worst ultimate in the game.
the range indicator is very important (the current range is tiny) and the damage is almost 0 for now.
1 important fact for every class > new updates > keep them exciting and enjoyable otherwise you'll see many rerollers.
Korea and Japan have almost no Lily players anymore, the same happens in EN more step by step.
First, nobody was playing Erwin but many players realized how fun and strong he is ![]()
Erwin, Haru, Iris share the top spot in case of DPS, Stella and Jin aren't too bad either for now.
At the end of the day thats my opinion , many will say that all this things will make lily the most OP class ,
haters will say lily shes alrdy OP Class and she needs nerf 3:) !
But lets face the facts ! Lily shes weak but funny to play class .
I'm guessing you mean newbies, its kinda difficult to show them the truth and the maths since they dont really care maybe.
But yes I know what you mean.
About your point above, I like it that Lily is kinda squishy as "FAKE"-glass-canon (her damage output isn't good enough in the end).
But yes she need some utility and sustain like the other classes (Therefore the first step > Ignore Pain)