1.29 cra. |
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1.29 cra. |
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16 Sep 2009, 17:06
| #41
int cras magic arrow has a boost, and has a neat effect, buff
burninng arrow has less ap cost, and has a nice pushback effect, buff frozen arrow, more consistant, 2ap all levels, buff explosive arrow, sure it doesnt hit zomgwafflesauce damage anymore, but it doesnt have that stupidly low 10 hit as well, consistancy is better than randomness, buff bow skill, crits, powerfull, distant, they havent been buffed or nerfed, they have been changed, some areas have gotten worse, some have gotten better, just because you cant spam buffs in the first turn then go nuts for 4-5, does not make it a nerf, its called timing now lets look at those other spells, which helps ALL cras, not just the ones that do int damage dispersing, 3ap, cant agrue thats a buff bats eye, does a bit of damage, even if ur not chance, u will have +dmg and powerfull shooting wont you? and i bet almost every cra would have bats eye leveled anyway, at least the ones that pvp eagle eye, less ap, buff This post has been edited by rossiscooler: 16 Sep 2009, 17:07 |
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16 Sep 2009, 17:23
| #42
I also agree that punitive is a very powerful spell but with the randomness aspect it is not overpowered. Ask any Cra who uses punitive and they will tell you that more often than not you are called a noob and your damage sucks! On the odd occassion you strike lucky and roll some heavy damage and for this reason a Str Cra really needs the class boots - to get 2 chances in the round to strike some luck. ABSOLUTLY AGREED 3 turns between two casts now? critical builds will be gone I thought the update would be good for cras but now I can only dream about killing someone >< hope they undo this by the way lashing arrow sucks now too lashing arrow was my savior in pvps with the -2mp (2 turns) This post has been edited by dedehdalaje: 16 Sep 2009, 17:27 |
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Arachnophobe![]() |
16 Sep 2009, 17:23
| #43
True.
Eagle eye, one less turn, buff. Bats eye, less turn, buff. Frozen arrow, still 3 ap. Bow skill, lasts 1 turn. "Needs timing", buahahaha... Explosive, randomness taken. Soon we won't need to fight, we'll just use calculators to see who wins in a fight. Distant, 2 turns less, TIMING! Critical, 2 turns less, much more crits.. but who's gonna need'em with the new update? |
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16 Sep 2009, 17:33
| #44
int cras magic arrow has a boost, and has a neat effect, buff burninng arrow has less ap cost, and has a nice pushback effect, buff frozen arrow, more consistant, 2ap all levels, buff Yes, these spells were all buffed. However, they all sucked hardcore before... and are now made decent. explosive arrow, sure it doesnt hit zomgwafflesauce damage anymore, but it doesnt have that stupidly low 10 hit as well, consistancy is better than randomness, buff Damage being made less random is not a buff... the average damage is still the same. A balance, but not a buff. However, with the critical rate being decreased, and the critical effect being lessened... this spell as a whole is nerfed, not buffed. bow skill, crits, powerfull, distant, they havent been buffed or nerfed, they have been changed, some areas have gotten worse, some have gotten better, just because you cant spam buffs in the first turn then go nuts for 4-5, does not make it a nerf, its called timing dispersing, 3ap, cant agrue thats a buff bats eye, does a bit of damage, even if ur not chance, u will have +dmg and powerfull shooting wont you? and i bet almost every cra would have bats eye leveled anyway, at least the ones that pvp eagle eye, less ap, buff 1. Bow Skill is useless now. It only lasts for one turn. HUGE nerf. 2. Crit Shot gives a LOT more crit now... sure... but almost all the crit rates of spells were reduced, meaning it's basically the same as it was... only it only lasts half the time. HUGE nerf. 3. Powerful is buffed. It will actually be useful now, even without leveling, which is great. The spell sucked before... but it is undoubtedly buffed by this update. Buff. 4. Distant only lasts half the time. So what if it only costs 1 AP at level 6? You won't be able to use that one remaining AP on anything. HUGE nerf. 5. You're right. Dispersing was buffed. It really should have been 3 AP from the start though... it was by far the highest-AP-cost knockback spell in the game. Buff. 6. Bat's Eye. They did not buff this spell. The effect that it was used for, and depended on (for what use it had) was nerfed. They turned it into a damage spell, and nerfed the effect. The effect only lasts about 1/3 of the time now... making it pretty much useless except for damage, even with the lower AP cost. For everyone but Chance Cras this is a nerf. 7. Eagle Eye. I will accept that this spell was buffed, even though the duration was nerfed. The AP cost was so incredibly awful before... that I am overjoyed to see it finally not waste an entire turn to cast. And at least they didn't nerf the duration as much as Distant... though it's still only able to be up 2/3rds of the time. Buff. About half our spells were buffed, and the other half nerfed. All that changed, is that now we have to use diamonds to get all the spells we need, and we lost power in the meantime. This is not a buff... by any means. |
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16 Sep 2009, 17:39
| #45
As most have said; Punitive Arrow really Didn't need a nerf. I haven't tested it out yet though. But as it is the spell rarely does extensive damage. Never mind DECENT damage.
Most all Xelors these days ARE Wis builds. They OWN in PvP. They are RIDICULOUS at raping AP, STILL. I know you may be pissed about your nerf back in the day... but Xelors are still a ridiculously strong class. Try coping with the changes, and learn to freaking play. This is not in any way related to these Cra changes. Cras sucked. They always have. There's no disputing that. Ankama finally promises us a BUFF, and we get NERFED hardcore. THIS is a lack of justice... NOT what was done to Xelors. Total agreement. I wouldn't really say Xelors got nerfed at all. They can still rape you down to 1 AP with ease and take their time killing you. If you some how (miraculously) avoid being raped down to a ridiculous amount of AP, they can reduce and reflect any damage they incur for 4-5 turns? You end up taking significantly more damage then you're dealing on top of the Xelor attacking you. This post has been edited by Fuzzy-Nuts: 16 Sep 2009, 17:40 |
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16 Sep 2009, 17:39
| #46
i already wrote this but this topis looks like the rite one for this:
The fu*k is this... Why the hell they are nerfing cras? Ya for me it's a nerf.... Chance cra? they saw soft caps of cha? it's fu**ing 5:1 from 80cha.... Why they are nerfing agi? taking plaguing weaker Absorbtive. BUT HEY at least BOT's will be happy nd all nubs lvl 1-50........ Let's say we have an agi cra lvl 190+ He want hes spells on 1/2 and he have them. Hes base agi is 300 since its 5:1 from 300 so max he can is 32X anyway Since hes quite good and have some overmags he have items that adds 550agi Hes buffing so 26 bow skill and 200% powerfull shooting (so Critical Hit on both) Now he have 99dmg (cause he don't have perfect dmg on items) and 281%dmg Absorbtive: lvl 6 13-24 air dmg and 25-36 air dmg on CH so... 259-394 and 406-542 on CH hes dmg on full buff is 259 to 542 on 0% res air........... Is that overpowered? Once again Ankama want to force players to quit their chars or just complitly change their sets and why? Cause they just don't want to use their heads to make new areas and thats the easiest way to keep players bussy (getting new items) |
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16 Sep 2009, 17:45
| #47
Chance cra, you say? Let's see... I found 4 spells with chance damage. 1) Atonement: At lvl 5, 21-23 damage. Gravity state doesn't really matter because u can get those with every build. So you get some damage every 5 turns, at maximum of 5 range (it's not adjustable). Cool. 2) Bat's eye: At lvl 5, 12-14 damage. Rapes some range, but for 2 turns so who cares. You get 12-14 damage every 5 turns. 3) Paralyzying arrow: Now that's weird. A spell with lower damage on crit than normally. So, at lvl 5 it's 9-10 damage for 2 ap, but can be cast only twice at the same enemy in one turn. Can steal mp so it's not so bad, but still it's not high damage. 4) Slow down arrow: At lvl 5, 21-23 damage and steals 2 ap in AoE. It's for 5 ap till level 180, so let's count it as that so far. It's linear, so pretty pain in the ass to use. Assuming. You have 2 spells that you can use every turn and 2 that you can use every 5 turns. The damage output is pretty poor imo. and the ap raping/mp stealing isn't that good. (why would cra need so many mp?). And why the heck would an archer rely on pure luck? Get some skill, god dam' it :< I presume you answered to me (too) and yes, I say that chance cra is the first build now. I say that by considering that I'm a lvl 191 (so slow down at lvl 6) and that in epic lvl an int char is, at the same time, a chance char (tot or gladiator set) Moreover, the class belt (if I remember well) sacks the linear mode of the slowdown, thinking that before you needed an event belt to have your spell at 1/2, you can manage the odd belt. But what I really think is: - slowdown sacks two ap and cause higer dmg than explosive (which doesn't have other effects): good for slowdown - frozen sacks 2ap, costs 3ap, limited to 2 casts. Paralyzing steals mp - and believe me, a cra needs mp and stealing them is so much better - and cause damage for 2ap: in a word a combo slow+2xparalyzing gives more effects for just 8ap. - int spells are oddly the same for range, dmg, effects at all lvls, so you can have the "strategic" effects without lvling them - bat eye is a spell all cras uses, adding an AoE heal is, well, the top - atonement is pretty nice. The gravity state prevent sacriers from coop/trans, iops from jump, feca from teleport and xelor from fly. Just think about casting atonement and 2xparalysing: the target is there for you, just waiting to be hit for a turn. - at low lvls the chance build is bloody much easier to develop, to craft sets and to lvl up (chance and wisdom are incredibly linked together in sets) at a ridiculous costs. So, I think that chance is much better than any other build with 1.29, I'll try anyway. The intents of Ankama is clear: they have invented the chance cra damaging the str cra which is, in my opinion, the dead build now |
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16 Sep 2009, 17:55
| #48
Yeah... look at the previous power ranking for competitive cra elements at epic level:
1. Strength - by far the strongest 2. Agility - versatile and strong when done right 3. Intelligence - not versatile at all, but good AoE 4. Chance - by far the least versatile Now the roles will be completely reversed: 1. Chance - by far the strongest and most versatile 2. Intelligence - quite versatile, but mediocre AoE 3. Agility - somewhat versatile, and pretty weak 4. Strength - by far the weakest They pretty much turned every class's weakness into its strength, and every class's strength into its greatest weakness. If this isn't turning the class upside down... I seriously don't know what is. |
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Arachnophobe![]() |
16 Sep 2009, 17:55
| #49
To be honest, I'm really pissed bout the changes because lately I decided that I want to make a str cra. Got it leeched to 8x in few days, still leeching it but now, Ankama decided to completely destroy the build I was really looking forward to. I don't like the idea of chance cra, sux for me. Str was a really fun, random build. They're gonna make it pathetically unplayable.
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16 Sep 2009, 18:02
| #50
And about the overall spells, like eagle eye, bowskill, distant shooting, critica hits and so on, nothing to say: I don't like the changes, ankama simply decided to impose losing time and ap for buffing each two turns. Cras have never been loved by Ankama and that's real.
I just think that, looking at these changes, the less bas build is chance. The best idea would be to delete a cra and play a iop, which are never never never nerfed |
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Arachnophobe![]() |
16 Sep 2009, 18:02
| #51
Yeah I've started working on my Iop about a month ago. I can see where my Sram is headed;Eventual deletion due to nerfing so bad that no one wants to play a Sram. I've already seen many established Srams move on to other characters all together as well.
To be honest, I'm really pissed bout the changes because lately I decided that I want to make a str cra. Got it leeched to 8x in few days, still leeching it but now, Ankama decided to completely destroy the build I was really looking forward to. I don't like the idea of chance cra, sux for me. Str was a really fun, random build. They're gonna make it pathetically unplayable. If you're still leeching it, you can't honestly be too bothered by this. Your Cra wasn't really entrenched in it's build like many others. I doubt you'll have to shell out kamas in the 10's of millions just to make your character viable This post has been edited by Fuzzy-Nuts: 16 Sep 2009, 18:06 |
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16 Sep 2009, 18:07
| #52
Agree with this statement, I do. Seriously? Why the hell couldn't they just buff the existing class, instead of scrapping it and making a new one based around Cha spells?! All they needed was some tweaking, and some slight buffs here and there. They increased damage on most spells, that was good... pretty much every spell will be useful now. But the spells that were good before were either nerfed to oblivion, or nerfed a small amount. They went WAY overboard on making spells' damage dependable... we went from being the most random dealing class in the game to by far the most dependable. Seriously... NO ONE has damage spells that are THAT reliable. Not that I'm complaining about this... but it really just seems like Ankama is being an ass about these cra "buffs". To the people talking about the Crit spell... it might be nice, but you're forgetting that almost every cra spell has a LOWER crit rate now, and that the crit effects are pretty much no better than the normal hits... so it will be completely pointless to EVER get 1/2 on ANYthing now, unless they make some big changes... "Lower Crit Rate"? WTH man?!?! u forgetting the Agi cras dammit!, 1/50 CH rate on absorptive arrow, that basicaly killed the agi build. and lower dmg on absorptive normal and crit, wtf is the point of making an agi cra now, ITS USELESS. |
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16 Sep 2009, 18:12
| #53
"Lower Crit Rate"? WTH man?!?! u forgetting the Agi cras dammit!, 1/50 CH rate on absorptive arrow, that basicaly killed the agi build. and lower dmg on absorptive normal and crit, wtf is the point of making an agi cra now, ITS USELESS. By "Lower Crit Rate" I mean "Lower Chance of Crit", in other words, worse, a nerf. So yes, I completely agree. |
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16 Sep 2009, 18:18
| #54
haha Strenght Cra. I alwayus thought when your'e stron youre strong but- french math frw strong = weak.
Bow Skill AHHAAHA ..... (-__-) 2AP (like it was) and 1 TURN? This spell is COMPTITLEY USELESS NOW I dpn't have str cra but making Punitive like that is nonsence it never was overpowered and now?... Froend told me that with hes over 1000str that 2nd max hit was aroung 800... pfff And all this just to make lvl 1-50 happy? what about 180-200? The higher lvl cra have the weaker he is.... Whats the point of Critical Hit in the game if nothing special happening when you have it? what's the point of having Turqoise Dofus?.... |
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16 Sep 2009, 18:19
| #55
its more than 30 damage per turn obviously, your opponent loses 30 damage per attack, per damage hit and who is "we" do you speak for the entire cra population now? Destructive Arrow: The spell costs 4AP at all levels. Damage is less random. Damage is increased at levels 1 to 4. The maximum range of the spell is now 6 at levels 1 to 5. The minimum range of the spell is now 2. As well as the initial damage, the spell now applies an additional penalty of fixed damages of 6, 7, 8, 9, 10 and 15 at levels 1, 2, 3, 4, 5 and 6 to the target for a period of one turn. The spell is limited to two casts per target. EDIT: Forgot to say that Frozen arrow lvl 6 is definitely nerfed: 2 casts per target instead of no limit and dodgeable 2 AP drain instead of 1d2+1 AP. Also if you must spend more AP to get the same effect for the same number of turns it doesn't called "timing", it's called "nerf". And if you can have crits only half of the time it's called nerf as it makes the spell useless as you can't use it for weapons and spells are no different on crit and non-crit. About everything else Dr-T already explained. This post has been edited by Nikto: 16 Sep 2009, 18:27 |
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16 Sep 2009, 18:38
| #56
As a str cra i want to chime in that i couldn't be happier. i am sick of going for entire fights and not hitting more than 130.
But really the thing i am most pleased about is that there is a time and place for every spell on my list. Punitive is nice if you keep up with it (i think it might need a tiny bit more damage added on subsequent hits, but that's it. Destructive is even more reliable, and will not be ignored just because i have punitive arrow. (before i always felt like there was almost no point to destructive because i should always be using punitive arrrow. boring.) Lashing is actually more powerful now, but requires upkeep (yes, before you could get -4mp on a target with 2 crits, but you had to get 2 crits, now it is nice and steady very reliable mp loss. very nice. also the 3 ap at all levels, means that non str builds have a reason to use it as well) and homing arrow is actually quite good as well. a decent starting spell that has a nice unique ability. I'm very happy as a str cra to be able to get rid of my crippling crit gear and be a usefull party member. no more being asked to bring my iop instead. Small things i'd like to note: Bow skill needs to either drop to 1 ap or maybe 1 ap, +1ap like roulette. Alternately it could give +%damage as well like mutilation. currently it just doesn't do enough for the cost. distant shooting needs a special effect on a crit like critical shooting does, or even with it's lower cost, eagle eye will be preffered. Absorptive needs to have it's crit rate put to 1/35 as it's just a bit too nasty for a spell that is in the unusual agility soft cap. I'm not sure about atonement arrows damage. It seems like it adds too much on the subsequent hits. But it is in a VERY off element spell type, and it's range is not very compatable with the rest of the water spells. Thus i'm witholding judgement. Although i do think it has too much range. with all it does, it should be 4 range linear at level 5. That's my thoughts |
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16 Sep 2009, 18:46
| #57
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Thrower of Barbrossa![]() ![]() |
16 Sep 2009, 19:25
| #58
I assume they are trying to do away with as much crit dagger play as they can also. Too bad crit shooting won't last as long as weapon skill anymore. So you get the choice of sacrificing more stats for crits so you don't need crit shooting, or you put up with more turns without 1/2 crits.
I hope they give all cras an orb with the update. I know I will need it...... |
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16 Sep 2009, 19:46
| #59
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16 Sep 2009, 19:57
| #60
I think Cra's are going to be a lot more fun the way they've been changed.
Opening up the other elements, and making them easier to play was a good idea. Sure there's going to be a lot less Str/Crit Cras, but I think they were pretty overpowered tbh. |
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