Posts by Starwin

    This is an old thread by now, but now that I have leveled my Iris to 55, and gotten her to about the same level of my Lilly (weapon upgraded to +7, Soulstones at level5, decent enough Akasha and Brooches) I got some more experiences to share. If anything, I would say my Iris is slightly more optimized, since by now I got more experience at the game and I never completely bothered to fix all of the flaws my Lilly has. They have very similar stats, Iris has a lot more in Cooldown and SF-cost reduction since I emphasized on that but Lilly has, unsurprisingly, much more Crit Dmg. Crit% is for both the same, though.


    First, I think the whole deal about Lilly being significantly weaker than the other characters is complete bogus. I expected a huge difference as soon as my Iris hit Lvl55 due to all the talk here in the forums, as I already had most of her equipment prepared beforehand, and surely, farming the 100% in the last Ruin Fortress areas seems a lot more efficient with Iris thanks to the high area coverage of her Ultimate skill and Bosses also go down a tad faster (though that comparison is hardly fair cause I have Big Plastika on Iris).


    When it comes to raids, though, and most notably Golden Citadel or Steel Prison Lvl15 (the solo dungeon), I see Iris' flaws, closing the Gap between Lilly and Iris. First of all, not being able to use items is a HUGE setback for Iris, not being able to heal is one thing and can easily be remedied with a Stella on your team, but well, having the need of a Stella is a problem of her class that Lilly simply does not have - and you are on your own in Steel Prison anyways. How well you fare on your own is the best, if not only way to compare the strength of an individual class in the first place.


    What hurts her even more, however, is the inability to use SF Limos. Iris' DPS greatly depends on her ability to spam skills, and the lack of SF recovery items puts a HUGE dent in that. Her innate recovery is awful, her basic attack combo is horrible and her Soulstrike as the only means to replenish it has the same problem as most of her other skills which I will elaborate further later, leaving her pretty much helpless if her Soulforce ever runs low, and with enough enemies to swarm her, that can happen quite easily.


    Another problem she has that Lilly doesn't is the commitment that comes when using her skills. Her Fire Somersault is the one exception, but almost all of the other skills require her to stand fixed in a place for quite some time, or greatly reduce her mobility. In the Lvl14 Steel Prison levels with the Taifons, you can basically not use a single skill without getting hit, and you have no way to heal. You also barely can hit Rawan without taking hits from him and the same goes for when small enemies with ranged attacks are around. I mean sure, these still arent that big of a deal, but the fact stands SP is easier with Lilly and if there is future content with these mechanics, Iris WILL struggle there, while Lilly will not.


    I also finish SP much faster with Lilly. When I enter SP lvl15 with Lilly, I do one tornado and the first wave of mobs is dead, I do triad and the second is dead, I do Guillotine for the third and when the 4th and fifth comes, Tornado and Triad are ready again - without having any SF problems, I can just standard combo the elite mob while Tornado kills him and get my SF back to 100%. Playing as Iris, I need to combine at least two skills for the same result, the only Iris skills that are on par with Lillys Tornado in terms of damage are her Ultimate and the one where she rides on her laser cannon, the latter which takes 10 seconds where I can't do anything else while Tornado kills the elite mob almost instantly. I don't think these skills are individually even any stronger than Lilly's, it's the fact you can mass-spam them as Iris that she gets a higher DPS.


    The important thing is, I can use these skills without it being any commitment or hindrance to Lillys basic performance, you spawn Tornado, it takes half a second and I can go back to whatever else I am doing, Triad is 1 second and Guillotine is 3 seconds. When I use even Plasma fire with iris, I commit myself to standing in one spot for 3-5 seconds to shoot my bullets, I can do nothing else at that time, and if I notice i messed up and the elite mob comes to attack me before I break his Super Armor, I evade out of it and have practically wasted the move, its SF cost and the 4secs of its casting time. It is even worse with the drill, the plasma sword, eruption or the laser, who all take about 10 seconds of commitment and cost much more SF. Even her Soulstrike takes about one and a half second of commitment and likely earns you a few hits when you try to replenish SF.

    This has consequences for a few things mentioned in this thread. Some people have asked for Lilly to be able to cancel out of Triad, but HELL NAWH! That one second of commitment is a minor issue compared to other classes and must by all means stay as it is for there to be at least the slightest bit of challenge when playing Lilly, changing that will just make playing her more boring. Especially considering what range it has.

    The other thing is her Ultimate. Why indeed, Lillys Ultimate pales in comparison to Iris' both in terms of area covered and damage (though I'm not sure if this isnt just due to the fact I always use Iris' damage buff right beforehand). Still though, Iris' ultimate doesn't have any less of the 'enemies can just walk out of it' problem, and again: The skill comes with much higher commitment for Iris. Iris' Ultimate is an ultimate in every sense of the word, it's a room cleaner and responsible for a good deal of her overall damage output, especially when used with the buff beforehand (hell I don't know why you would ever use it without it). Using both together also costs you a majority of your SF. Therefore, it must be used very carefully. If an Elite mob survives or walks out of or if you have misplaced ur Ultimate with iris, you are actually in deep trouble since you barely have any SF left to cope; if you don't hit all the small fries, its just plain annoying and it takes ages to clean the rest up. Same thing happen to Lillys Guillotine, though, who cares? Its damage is a nice bonus at best, and being out of SF is just a regular occurence for Lilly. You can easily get it back with just a few standard combo hits.

    Someone did mention how good the standard combo is doesnt matter this late in the game - yes, Im still not over it - but I beg to differ here. It's especially in the lategame where that difference is a huge deal, since it's there where areas with forbidden item usage exist, and matter. I wouldnt say its the most important thing in the game right now, but this isnt unlikely to become more and more relevant with future content, and therefore should be kept in mind.


    To sum things up, based on my own experience in the game, I consider the general consensus of this forum that Lilly is considerably weaker than other characters a mere superstition. I can only compare Iris and Lilly, but if Iris is considered the strongest and Lilly the weakest, I doubt it's any different with the other characters. What's more, I can't speak for the world boss or PVP since I haven't played either with Iris, she might very well have an edge over Lilly there, though I wouldn't count on it because what I mentioned about her SF management should apply vs. Gronko as well, and with the amount of commitment Iris' skills have, how would you even hit ANYTHING with a brain in PVP.

    To conclude, I wouldnt buff Lillys skills too much, especially not in ways that increase their commitment. Rather have them work individually like I suggested before (: I still don't mind the general changes like increasing the SF-gain of her basic attacks or making her scale better (seriously, Jin can just do 1-3 hits and his SF is back to max again). And I especially like the idea of her group heal now, it would be good to have 2/6 characters with healing abilities and not just make Stella mandatory for ANY group that wants to go into a no items dungeon.

    I always thought they calculate Crit damage simply by regular atk damage + crit damage.


    I mean, this was just based on observation while playing with Lilly, as crits always deal more than double damage than my regular attacks (even back when I wasn't lvl55 and had gear actually built for crit dmg), so I just figured... is that not how it works?


    I think the reason Lilly doesn't really feel like a Crit Class is because Criticals are just generally way too important in this game. For just about any character, most recommend building them towards crit-%/crit dmg and recommend Shade as Arcana. Because of that, Lilly's Crits arent anything special.

    Also, I don't understand how Jin is allowed to have a flat 15% Crit boost in his Glacial weapon, when Lilly never gets any more than 4-5%. I also had Haru or erwin weapons dropped with 7-8% crit. Seriously. How is that fair.

    Yes, I thought about writing a suggestion like that, but then again, this is already a suggestion post, and now its written here.


    I mean it's not like this is making anyone want to buy Soulcash, if anything, it's making people quit because they can't play the way they want to. Definitely an item that needs to be added to Grutin store and/or Login Bonuses.

    And also not all players have time or money to try different builds and decide everything themselves, so it's not fair to blame ppl when they just go for known paths.

    I haven't thought about it that way before. I didn't want to talk down on people doing that, especially since this game really does give you no choice just as you say. Heck, even I can't even fix the malfunctional skillset I gave my Lilly because skill reset tickets are not just Cash Shop only, but they don't even do what they are supposed to, they don't "reset" skills they just lower the skill level by 1. Which is useless. But I have a lot of cosmetic Items on my Lilly so I cant just switch to a new one, either.


    It's just that, when you want to go about discussing things and theorycrafting, you have to actually know your shit, and there is a lot of people who just mindlessly copied builds and still love to butt in on such topics and act like they know everything, which is really counterproductive, so you have to make sure and check the facts by yourself. For this kind of thing, the most productive thing to do is to admit when you DONT know something, and draw a line between what you know as a fact, and what is just hearsay.

    I got to level 44 and Leveled Volcano now. I'm... a bit disappointed. There is no option to right click and activate the Soulplus right away, you have to go through the whole skill. It seems to do decent damage, but its soooo slow...I mean it works in a party but even with an armor break, you like, have to use a breaker phial mid skill cause the break is over before you have even finished half of the skill.

    Whats a good skill bar/order for her useing these skills? kinda noob at iris. no clue what to use for what.

    Well, am not a pro either but I have them like this:


    Slot 1: Camel spin (just quick filler to get chain skill effects) -> Somersault -> Pulse fire


    as basic combo for use in pretty much every situation, Limit Break -> Exceed Driver for clearing a room (once you get the skill, before that, Bullet Storm can serve the same purpose), then Electric Cannon to clear up everything that's left. But imo that's left to preference. I built her on Cooldown reduction so I pretty much never use the regular attacks and just spam skills all the time, only sometimes use the Soulstrike as a means to replenish SG that's it.

    The ingame tutorial isn't exactly clear on this one. When I use a skill, the little Interface showing Chain skills appears with a time limit. I know that when I use the skill within the time limit, I get the Phase 2 Bonus, right? But if I don't use the skill right away and let the time limit expire, I can still use the Phase 2 skill for some time, but do I get the Phase 2 Bonus then, or not?


    Another thing, can you link different chains together? Let's say I have the skills A, B and C in the first quickslot, and then I have the skill C and D in the second. Now I press 1 to do skill A, again 1 to do skill B, but I press 2 instead of 1 to do skill C (within the time limit), will I still get the Phase 3 Bonus for Skill C, and start the new chain so I get the Phase 2 Bonus for Skill D?

    But by lvl 55, it doesn't matter that Lilly has the best basic attack in the game. Iris has the worst ones and it doesn't prevent her from being the best character right now.

    It's a bit late, but it does matter. It works for Iris because Iris is a skill spammer, while Lilly is not. She needs her basic Combo, and therefore, it should be useful to her and not be prevented from doing any damage just because her scaling is bad. When people talk about how to improve Lilly, they should consider how she works as a class. Otherwise, you could just halve cooldown and SF cost on all her skills to make her a skill spammer like Iris, it would greatly improve her DPS but at the cost of what constates her as a class.


    On a more general note, I watched a video showing Lillys advancement in the KR version. Was that taken into account when making this thread, or is it based on how Lilly works in EN without advancement? And to what extent?

    My Iris is currently Lvl39 and I have leveled all the skills that I want, next skill upgrade is on level 42 and I'm already sitting on 10 skill points. I found the other skills rather underwhelming personally, but maybe they get better when you level them? I'd like to hear other people's thoughts before wasting my skill points.


    The skills I haven't leveled are the Drill, the Plasma sword, the Earthquake and her aerial move. The Drill just seems like a worse version of the skill where she hops on her weapon, Sword and Earthquake seem decent in damage but standing around for several secs seems pretty bad for Iris, the Earthquake especially seems slow as hell. I use the aerial skill a lot but it seems more for utility than for damage in my opinion. Which would you recommend investing in the most?:/

    While the possilbity of shift-cancel I greet with open arms i have a feeling that I am like, the only one who understood the design. I didn't die mid-cast once. It's supposed to be high risk-high reward skill NOT for when enemies are in the AoE cone but when enemies ARE COMING to the AoE Cone. That's the agree on disagree on speed. While I see everyone's point, that the skill should be faster... I never really DIED from the cast. Got hurt, yes, but it's a risk with any skill. There is a reason for 3/5 in control, there will be tough elements like these that you gotta consider.

    +1 on this. I actually agree on most things Lezionyx has said, but especially on this.


    Oh right, one more thing, I would like the ability Death Throw to not cancel when you evade during it. It always vexed me how the thrown weapon just magically disappears when you do that, it doesn't make any sense, once it is thrown, it should complete its animation regardless of what you do.


    Also, I haven't seen anyone use its other extension. You could maybe expand on that. After it is thrown, you can hold the left mouse button to keep it in place, meanwhile move around, and when you let go of the button, the scythe returns quickly to wherever you are currently standing (even fly a light curve when Lilly is running). I think that could be fun to use in PvP.

    Zur Aufklärung: Jemand hatte die Inhalte der Turbulenten KLeidertruhe mal im englischen Forum gepostet. In den Truhen ist KEIN Bikini drin, sondern ebenfalls nur das Zeug, was man sich direkt mit Melonen kaufen kann (also der Schulbadeanzug etc), oder misc. items wie Veredler oder sowas. Gameforge hatte auf den Post geantwortet und sich entschuldigt, also vermute ich stark, dass diese Angaben stimmen. Ich empfehle absolut gegen den Kauf dieser Dinger.


    Die Schwimmschule und turbulene Waffen-Truhe gibt euch immer das Outfit/Waffe für eure Klasse, jedenfalls habe ich beide mit mehreren Chars geöffnet und immer das richtige bekommen, glaube nicht, dass das nur Glück war.


    In der Bauplan-Truhe sind die Inhalte dagegen random - ich finde das ist sobald man alle Items hat die man will die sinnvollste Investition, da zum Teil Baupläne rauskommen können, die man für sehr viel Geld verkaufen kann oder an die man sonst nicht mehr als 1x im Spiel herankommt. Grade Iris-Baupläne können einige Millionen wert sein.

    Lilys scaling is absolute terrible and her abilities are completely fail designed. (I can say that, I'm playing mmo's my entire life and I'm working in this branch).

    Well, I can say I feel like I do less damage than I should in GC, i have a +7 weapon with not perfect, but pretty good gear and Akasha and aside from Tornado, nothing seems to do decent damage (especially against the Lion Boss) there, so poor scaling sounds true to me.


    Another thing I noticed is none of her attacks can do more than 1 damage on the enemies in the event dungeon, my friend is playing Stella and says he can oneshot Hot King Dynamite with one use of his Bass Boxes. I know this is a special case since its at lvl26+ but the speed and attacks of the enemies make clear it was originally designed for the point of the game KR is currently in (the mobs are level60 also). Even so, I find that place pretty relaxing to do with Lilly thanks to her supreme coverage and attack speed. It's a pain to run after Naran with Jin who cant counter almost anything in that area.

    Quote

    The other classes are kinda balanced in PvP (Jin and Stella are a bit broken, and Iris deals a bit too much damage for now but otherwise it isn't too bad)

    That really surprises me. Like I said, I don't have any expereince in PvP aside from occasionally getting attacked or attacking people in District 6, which usually ends up either one getting oneshot by the first skill they make. Like one tornado and you have immediate armor break, the game just doesnt seem to be designed for PvP at all, which is why I never bothered with it in the first place.

    I dont think people playing are a clear indicator at how viable a class is. You probably all know how much of a big deal bandwagoning in online games is. It takes 1 popular person on the internet to say "this is the optimal gear/build" and you will see literally everyone walking around with it, despite being clearly not experienced enough to know what the best gear is. In the same way, it takes 1 popular streamer or whatever to say "Lilly is bad, play Erwin instead" and 80% of his followers will stop playing Lilly, without any of them actually having an idea of how strong any of the classes actually is. I dont want to accept something as a fact unless I have tried it out myself and not just because a famous KR player said so. People may respect their opinion but they are still human and can make mistakes, and if noone is there to counter-check them because noone even tried, that makes mistakes just all the more likely. Long story short, I hope you are basing the thought that Lilly is weak on your own experience, and not because it just is the general opinion shared in this forum.



    That said, I chose to play Lilly because I like her as a character and wouldn't just switch even if she turned out to be the weakest. I have only played her to Lvl55 and beyond, so I can't really compare any of the characters that well in the endgame. What I do have however is played with every character up to lvl26 (safe for haru) via alt char farming, using pretty much always the same gear for everyone, so I can at least compare them on that level pretty well.


    I liked playing Haru the least out of all of them, her basic combo has like no reach nor speed and I just kept chugging down meds one after another, her first skills didnt change much so I prioritized other characters over her. Played her only up to lvl13 so I basically have no knowledge about her at all.


    Lilly is my Main and this is a Lilly thread so I'll use her as comparison for all the other characters. Out of all the characters, imo Lilly has the best basic combo by far, having a great reach with almost perfect 360° coverage just by spamming left click, which is a thing that I feel is being overlooked a lot in this thread. Because of this, her playstyle becomes very different from all the other characters since you can practically ignore everything that doesn't have super armor since they will just run into her basic combo and die. All of her skills at that point basically just serve to pull enemies together to make her basic combo more effective (Terror Chain, Scythe Throw) or act as an enhancement of her basic combo (Diabolo Spin, Scythe strike), this slightly changes with Culling Blade and Carnage, but she basically remains all about her basic combo all the way until she gets the Die-phoon - and even then the high cooldowns and SF cost make it so that playing Lilly still mostly consists out of doing her basic combo to get her SF back up while the cooldowns are ticking down. This is why I think basic changes like extra damage and attack speed based on your combo would work the best for her.


    Hm next, let's compare her with Stella. If there is a bunch of small fries with an enemy with S Armor, using Lilly i completely ignore the small fries and take on the S Armor enemy first. With Stella, it's the opposite, first, you take out all the small ones with her great AoE skills, so they are out of the way and you can 1vs1 the big one and hit him with your zap guitar. Overall, Stella seems much better at killing small enemies than Lilly, but far worse against S Armor enemies so I think it balances out. Her AoEs easily oneshot small enemies, which is something Lilly doesnt have, and her Zap guitar can break the S Armor in a single use, but she doesnt have the means to make much out of that armor break imo. Stellas basic combo has great coverage, but seems super bad against elite mobs so I basically followed a hit, run and spam skill from afar strategy with her. Her skills are much better than Lillys, but she needs that as her basic combo is lacking and most of her skills require her to stand in a place for several seconds to use them properly.

    (Until she learns her Ultimate, that skill seems incredibly overpowered to me)


    Iris seems kind of similar to Stella in that regard, I basically don't use the basic combo at all when playing Iris and just spam all her skills all the time, only using her Soulstrike at times to replenish SF, making her the polar opposite of Lilly in that regard. I haven't played solo with Iris a lot so I can't make more accurate comparisons with her.


    Jin works similar to Lilly in that he ignores small mobs and goes straight to fight the elite ones. However his basic combo is more similar to harus in terms of reach, while Lilly just kills every small fry that doesnt have a ranged attack, Jin just accepts taking their hits with his superior defense while he 1on1s the big mobs. While Lilly has to evade their attacks, Jin is all about the counter in combination with his powered up skills, killing the small fries as collateral damage most of the time. This changes at level 21 when he learns his aerial skill which clears the room before taking on the elite mobs. I think Jin is better than Lilly against bosses since he rarely ever runs out of stamina, but it's a situational thing. If the enemy doesnt have moves he can counter, Jin quickly becomes powerless. Like, the summer event dungeon is a huge pain with him since most enemies are using element moves.


    Lastly, Erwin. His basic combo hits in a rectangle in front of him, the reach being surprisingly small considering hes using a gun, in fact the hitbox seems to expand more to the sides than in front of him. Erwins playstyle seems to revolve around dancing the enemies to get a good shot at them. While Lilly uses her skills to force the enemies into her reach, Erwins skills are designed to move himself into the right position to use them or his basic combo. He has similar ranged skills to stella to fight elite mobs, but his AoE skills seem lacking compared to her. His aerial causes an immediate armor break on Elites, which I find rather useless tbh as by the time you land the armor break is already half over. Honestly, I see no reason why Erwin would be significantly stronger than Lilly other than maybe just having flat more damage, especially so since neither of his Extensions seems very appealing and the only moves left to learn are his Ulti, and a skill that buffs fucking movement speed. At the same level, I can use Terror chain + one more skill to have one of the GOlem enemies armor broken and completely at my mercy when I play Lilly, with Erwin i have to Jump around and carefully shoot them from a distance, which takes more time and is more dangerous. Erwin's skills look more flashy and are more fun to execute though, this is something I would criticize at Lilly: All of her skills are just different scythe slashes everytime and don't feel very special when used, dont have to charge, aim, or click anything, basically just 1 press of a button and that's it. She revolves more around her basic combo, after all.


    This probably got way too long to read, Tl;Dr: At least at up to Level 26, I think the characters are pretty balanced, maybe Iris is a bit OP. If Lilly becomes comparatively weaker endgame, focus should lie more on giving her passives that increases her performance overall, and not just buff some of her skills (like attack speed boosts), since Lilly is not as much of a skill-based character as the other classes.

    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]

    • 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.

    Vor der Bannwelle hat im Mikrofon-chat niemand überhaupt mehr Soulcash angeboten. Dauerhaft haben nur Leute "kaufe X für mehrere Milliarden Dz" im Chat gespammed, Preise die eigentlich nur durch illegale Aktionen bezahlbar sind. Inzwischen sehe ich aber hin und wieder einen SC-verkäufer und auch wenn die Preise deutlich unter den letzten Wochen gelitten haben, ist das Meiste jetzt wenigstens wieder bezahlbar.


    Ich finde aber auch, dass solche Banns permanent sein sollten und solche Spieler erst recht nicht auch noch Soulcash geschenkt bekommen sollen, nur weil sie im Forum herumjammern sie wären unschuldig. Das ist das absolut schlechteste was Gameforge machen kann, schließlich sollen Banns die Spieler nicht auch noch zum Missbrauch ermutigen, weil sie ja nur zu jammern brauchen und dann auch noch Cash geschenkt bekommen, das sie auf sonstigem Wege niemals bekommen würden. Ich fand es gab kurzfristig Besserung, aber auf diese Weise wird das schnell einfach nur noch schlimmer werden. Ich hoffe Gameforge ist sich bewusst, was sie da angestellt haben und dass das nicht so bleiben kann. Ist doch immerhin nicht deren erstes Online Game, das die publishen...

    Well in that case, how about letting Lillys damage scale with the combo counter? It doesn't have to be a lot, like just adding 1% damage and 1% attack speed for every 100 Combo, but unlike the existing combo buffs, those don't activate at random and remain permanent until you break the combo, so you want to reach high combos fast and keep them up as long as you can. I believe that would fit her character the best while increasing the worth of certain abilities such as Carnage, as well as helping deal with the weaknesses of skills like Triad and Guillotine by making them execute faster.