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DECOY SHOOTER NERF @.@

Discussion in 'Toram Online General Discussions' started by Haroshi, May 22, 2019.

  1. Haroshi

    Haroshi Well-Known Member

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    Is this the end of the decoy shooter meta?
    are they gonna buff it or nerf it?
    share your thoughts about this upcoming change.

    also new combo system!!!
    cant wait for them to fck this game up bro
    wkwkwkwkwk.
     
  2. MetaFlux

    MetaFlux Well-Known Member

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    Hmm i think they should make it bg/bow only no need to nerf and buff.
    Hmm impact should be staff/md too uwu just make game bit harder and more creative all i see decoy sc spam tenryu spam dt spam meteor spam chariot spam till boss dead *sigh* got tired of seeing this nonsense over and over
     
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  3. Kaejuda

    Kaejuda Well-Known Member

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    *git guds intensifies*
    tenor.gif
    well even if they leave it,buff it or nerf the sht out of the skill i'll be fine,only filthi normies will whine about it.

    kairiki > backstep > shukuchi
    kairiki > rampage
    kairiki > trigger slash
    ..etc..etc..

    like i always do.

    and then they complain about why only bow/bowgun can use it > thanosuzuki p. snapped cf out of existence.

    need more sufferings and memes.
     
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  4. Zephyr666

    Zephyr666 Well-Known Member

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    The combo system is really rigid and forces everyone to follow the same chain. Im glad theyre redoing it and the guard evasion system as its too luck dependent as well.
     
  5. Haroshi

    Haroshi Well-Known Member

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    i can play whatever . you want it class locked yeah sure. hahahaha
     
  6. Haroshi

    Haroshi Well-Known Member

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    i think they gonna do the longer combo the stronger it gets. they will probably reverse the effect of cons. instead -dmg per cons it will be +dmg l
     
  7. Haroshi

    Haroshi Well-Known Member

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    gg normies hahahaha. this is a huge nerf on normies for sure.
     
  8. ItZNeroX

    ItZNeroX Well-Known Member

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    Decoy only can be used for bow/bowgun? Ds still have x2 ampr, shadow step, and saber aura

    Impact only can be used for staff/md? Ds still have spinning slash for maintain proration

    What about other class?
    Hb will be crying because of high mana cost and low ampr (And miss too). Maybe after this hb will be using chronos drive for ampr
    Knuckle? Almost same with hb
    Katana? Katana already have high ampr with low mana cost

    So, ds player will still great even without decoy and impact. Its all about playstyle tough
     
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  9. Haroshi

    Haroshi Well-Known Member

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    i
    i like how this rebalance will kill halberd. if they will fck up decoy bigtime there will be no more fast kill HB ulti solo xD

    1hp challenge they say lol
     
  10. Soul Nomad

    Soul Nomad Well-Known Member

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    "What's your thought on decoy nerf?"

    Mages
    [​IMG]
     
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  11. Kaejuda

    Kaejuda Well-Known Member

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    legend foretold somewhere a gei shivers when you said that.
     
  12. Komibii

    Komibii [TITLE] Elite Member

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    Haha, well I don't think they have a reason to buff decoy, so I'm sure "balance adjustment" means nerf regarding decoy.

    What I'm really interested in is what they do with all of the loser skills no one ever touches. Holy fist spam, anyone?
     
  13. Soul Nomad

    Soul Nomad Well-Known Member

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    Finally I can show those filthy rakua pagans the power of our divine lord Sololo
     
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  14. Zufeng

    Zufeng Well-Known Member

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    Tbh,im kinda wished they buffed some unpopular skill so they deal viable dmg.
    Like Knuck,gattling knife,Bg Cf,etc
     
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  15. HoboOnline

    HoboOnline Well-Known Member

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    [Decoy needs a complete change]

    IF: It is weapon exclusive.
    It should either be exclusive to bow/bow gun.
    - Fast skill
    - Should be able to generate aggro towards it.
    - Be able to be destroyed.
    - Mimic the skill attacks of the caster, at 10% damage.
    - Generate normal hit proration.
    -Ampr +100%

    IF: IT IS GENERAL USE....
    - Shadow clone that generates aggro towards it.
    - Not static, actually moves. Maybe behaves like a merc
    - Set Ampr based on MP pool only.
    - Fast cast
    - Can be destroyed, deals magic damage on its destruction at a small radius.


    My only issues with it are that it:

    -Undermines the Ampr stat line, making it almost redundant.
    -Encourages people to spam, ruining proration. Often making battles no more efficient or longer than normal. Because 90% of builds are physical skills.


    [Leave Guard and Evasion alone]

    These work well, and if people want a manual guard and evasion then use Perfect defence and Backstep. Stop complaining about the random effect of guard and evasion.

    Rational. The randomness is important as it makes combat unpredictable, but manageable relying on the player to check the risks and benefits of applying the skill.

    In addition, the enemy has an opportunity to actually injury the player.

    If we provide manual guard and evade, we'll end up removing two skills (perfect defence and back step).

    It's basically dumbing down the game, as it would give the player a 100% chance of guarding an attack. Where in reality your puny tank probably couldn't guard against a 1000000 damage beam of death and should have died.

    [New Combo System]

    It needs an update, to provide different combo chain effects. Maybe more some adjustments to how combo chains work. And maybe some weapon specific combo tags to differentiate between weapons.
     
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  16. HoboOnline

    HoboOnline Well-Known Member

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    DS will be less spam based, as they will have to generate more mp now. But that class is getting nerfed too
     
  17. RyeUshio

    RyeUshio The Blue Bull Super Likable Elite Member Epic Member

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    Longer combo has always bern stronger, proration wise.

    Upon reversing cons effect, instead of;
    -80% / -60% / -40% / -20% / 0%

    it'll be
    0% / +20% / +40% / +60% / +80% / or so +100%

    Mp usage should be taken to consideration and prolly a rework on smite tag.

    ^_^
     
  18. HoboOnline

    HoboOnline Well-Known Member

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    I doubt that they would make longer combos stronger. That would be too linear.

    They're probably going to adjust the following:

    - Combo tags: Modify the effects of existing tags. Add new tags, potentially weapon specific tags.

    I'm expecting more customisation for MP investment to damage outputs. And new tags that effect defensive skills. Rather than all tag being exclusively around damage.

    If consecutive increased damage, that would make less sense, since your character would be expending less mana to increase damage.

    Tags:

    [CON] Probably unchanged
    [Smite] I'd say they will add new variants of smite (Original Smite(+50%), MPSmite(+100%@+50%mpcost), HPSmite(+100%@+% of MP as HP)
    [Ten] Adjustments to how much - HP to DAMAGE. I think there will be a few tags based on this one.
    [Invincibility] Probably able to use this, but there is probably a huge trade off.
    [Peirce] Probably a new one to increase skill pierce.
    [Anticipate/Guard Break] Increase the chance of having a skill avoid an enemy's defence counter.

    In terms of combo points. I'd say they would adjust this. As currently there are way too many skills to set with our limited combo point pool.
     
  19. -wreckz-

    -wreckz- Well-Known Member

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    I want tag-team combo tag XD (the motion that we can see on anime series/movie, where 2 characters share same action(skill) or combine different actions(skills) that result to greater damage or different effects) XD

    Its just a fun/crazy idea that i want to experience, with this you have to communicate more/well with your teammates
     
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  20. HoboOnline

    HoboOnline Well-Known Member

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    I think that's a good idea. They implemented that team attack in Alchemia Story. But, it just seems to annoy people with the animation haha
     

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