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    [PRESET] S6

    fshnchps
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    Posts : 422
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    Post by fshnchps Sat Aug 08, 2015 8:40 am

    Hello, I'm sure you new players has seen PvP Rooms named: Rules S6 in it's name.

    For your explanation, I will try my best to explain what S6 rules contains.

    But before that, I'll say this. This set of rules was forged from 2009 to 2015 of current date, by the guild CrossOrder that had a big influence over gPotato.Eu PvP community.
    It can be extremely strict and seem like a handicap, but the true purpose of it. Is to balance each class and skill, and make what is really difficult to make a play out of, into something more rewarding than a simple catch, leading to the strongest combo.

    To differentiate the difference between skilled players as much as we can, we created these rules.

    Keywords/Terms & Dictionary:
    Chain
    A chain is where one uses a skill that can (Knock/Launch) and connect another skill out of those knock and launch before they recover.
    (In most cases, these chains can be broken out of or countered)
    Debuff
    This term is self explanatory, any skills or attacks that can cause slow/reduce ATK and the sort. Is not allowed to be used in the same combo alltogether.
    Diagonal Dash
    This type of dash, is executed by some attacks and post-animation such as skills by holding the direction you want to go, then tapping up/down twice.
    This is by no means disallowed on the server.

    Faceroll
    This term is an indication of whenever someone attacks you disrespectfully with a long combo simply by following wherever you roll and not letting you go.
    This can easily be mistaken with "Roll prediction" this is where a player is moved to where they predict your roll before you have even performed half your roll.
    Snake dash
    This is a bug exploit that requires no skills and is stricly disrespectful to our players and myself.


    If you wish to do this, then meet your consequences.
    Combo
    A combo is a set of skills used in an order which is normally un-escapable
    Chain combo
    Do not mistake this for chain combo feature on dragonica. We do not have this here.

    A chain combo is a more difficult process of a combo that relies on how the enemy moves and how you chains your skills.
    It is escape-able and counter-able if you know how to deal with specific chains.

    A chain combo always starts out as a chain, then tricking you into a knockdown/stun. Leading into a different variation of a combo
    (A rather respectful opponent may use this more often than a combo)
    Clash
    A clash is when one or another performs a catching skill, but gets knocked/launched/flinched in the process but still hits the target with the catch.
    When this happen, a respectful way of handling this is by letting each other go without dealing much damage. A simple boomerang/shuriken/bear/launch/knock afterwards should not be disrespectful in any way.
    Easy Catch
    An easy catch is a term for catches where you spent very little effort into catching an opponent. Most cases is where an easy skill is used. Or an opponent is stuck in an animation/combo that has failed leading them to be an easy target.

    A respectful way of handling this, is simply not shoving all you have into their face.
    Horizontal Lines
    When you PvP I'm sure you notice you stick to 1 line that you will mostly dash left and right and stick to it with your enemy.
    If you stick to 1, you have the Horizontal Line Curse
    For recommendation, you should stick to 3 or more. Dash up and down ya know.
    Half Step
    If you have 3 horizontal lines, each one of them has a gap of 1 dash up or down.

    A half step is creating 5 horizontal lines out of those 3. Mainly when you can't walk, this is a powerful trick.

    You start dashing up or down, then half way through use X attack to stop before you get to the outer lines.
    If enemy is in the middle line or outer, they will most likely not hit you if their skill goes straight.

    Half step can be done with diagonal dash aswell.







    General Set of Rules:



    Now every class may have their own specific rules, but this is applied for every single class.

    All of these rules are created under the quote of:
    Easy catches deserves less damage. But
    Difficult catches deserves max combo damage.
    By all means this does not mean lock or any of the sort. All the combo's still follow the server's "DMG of MaxHP %" per combo.

    These general rules are as following:

    • Do not snake dash
    • Do not bug exploit
    • Follow the damage per combo quota
    • Adjust your damage depending on the difficulty of catch
    • Do not use item/skill that heals you
    • Do not use anything that will make your opponent miss intentionally
    • Do not perform a max combo damage with an easy or medium catch
    • Do not shove shit loads of damage into faceroll
    • Have some time spacing between combos
    • Do not use a debuff and a combo at the same time.
    • Do not escape a difficult catch combo with escape skills such as moonwalk/burrow/barricade example in a netbind
    • Do not walk more than half a dash before using a skill. Well it will intentionally happen alot, but refrain from it. It's disrespectful and a easy way of aiming skills.
    • Do not use more than 1 X attack to cancel enemy motion or for motion cancel.
    • Do not catch with multiple X attacks. I didn't change adrenaline for that.


    Last edited by fshnchps on Sat Aug 08, 2015 11:36 am; edited 5 times in total
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    Post by fshnchps Sat Aug 08, 2015 8:56 am

    Berserker/Overlord


    A berserker within these set of rules have these mehanics usually:
    Fast pace chainer

    Has the best balance against any class. It does not have a serious disadvantage against any specific class at all. Very solid choice for beginners along with Savage.

    Advantages:

    • Wide variation of attacks and catch
    • Long range counter to mind-games classes. Such as Joker/Chaosmage
    • Can be played by both beginners and advanced players
    • Has high DMG output if using chains, free damage and combo
    • Primary skill (I'm gone Bro) has flinch


    Disadvantages:

    • Can be countered easily by shadow due to having to go close range with primary IGB skill. (Flinch skill)
    • All of their chain catches can be cancelled or walked out of simply
    • Has less free damage than Shadow/Savage due to old stats
    • Can be hard to land a proper catch if you're not quick witted


    Primary Skills

    1. Blow
    2. Air combo launch
    3. Cutdown
    4. Dash Attack
    5. Dashing Blow
    6. ImGoneBro
    7. IncomingBear


    Disallowed usage of skills:

    • Wyvern: In any situations. (you have stormblade)
    • Stumblebum: as a catch without using flinch/chain. Proper way of using it is to use it after they recover from your launch, and are still mid air or just landed.
    • Sword Dance: use this and you will probably be killed by Elga +20 weapon
    • Grizzly/wildRage: do not use this if your ATK is going to exceed 3900
    • Gust Slash: as a catch, use it as a "chain" catch instead.

    • Do not use any gust/stumble chain catch/combo on someone in easy situations. Where they are stuck. Refer to general rules.
    • Dashblow: Do not use this before enemy has their HP lowered to 85% of their max. As it reduces max hp by 15%
    • Do not use IncomingBear and ImGoneBro right after each other. You, have atleast 1 dash between using both.
    • Do not walk before using primary skills. Except blow/cutdown/aircombo launch


    Last edited by fshnchps on Sat Aug 08, 2015 10:53 am; edited 2 times in total
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    Post by fshnchps Sat Aug 08, 2015 9:04 am

    Paladin / Dragon Knight

    A dragoon is mostly a tenacious class that can become very tanky upon landing free debuff called WeaponCrasher.

    They are especially harder to catch due to super armor, but should not be exploited. Using your skills regularly already gives you the advantage.

    Dragoon combo damage heavily relies on the difficulty of your catch, bear in mind!

    Advantages:

    • Alot of natural superarmor in skills.
    • Has a decent amount of free damage
    • Has alot of variation of skill usage
    • Can reduce enemy damage by 60% for 10 seconds upon debuff



    Disadvantages:

    • Can be very difficult to land a hard catch which enables full combo damage. This requires a hard chain
    • Can be countered by flinch while using shoulder tackle
    • Has alot of cooldown issues in fast pace combat
    • Does not have the opportunity to deal combo damage very often against skilled players



    Primary Skills

    1. Blow
    2. Air combo launch
    3. Cutdown
    4. Dash Attack
    5. Shoulder Tackle
    6. Pressure
    7. Aerial Smackdown




    Disallowed usage of skills:

    • Sword Dance: use this and you will probably be killed by Elga +20 weapon
    • Crosscut: Do not catch with it. You may use it as a chain catch, example. Cutdown crosscut mid air. Blow, crosscut. A hard catch with this would be: Dash attack crosscut while fallen
    • Spin it bear: Do not catch with this, can be used for low damage without stormblade/megastorm
    • Mega Storm: Do not use after aerial smackdown. Do not use it often after shoulder tackle. Do not use it with stormblade, choose either one of them.
    • Stormblade: Do not use after aerial smackdown. Do not use it often after shoulder tackle. Do not use it with megastorm, choose either one of them.
    • Spearjab: Do not use this skill for superarmor purposes, cancel it before the last hit. Do not use it as a catch, an example to use it: cutdown, spearjab enemy recovery.
    • Shield Bash: A shield bash catch is referred as medium catch, that means you can only do a little more than half the damage you can do with a full combo. Can be used as a chain catch for maximized combo damage.
    • Barricade: do not use in a hard difficulty catch from enemy, example in netbind
    • Rolling Ground: Keep at Lv.1-2. Due to its massive damage, that skill alone can deal the combo quota damage. Do not abuse for superarmor.
    • Awakening Skills: Do not use them too often or for a catch. Works well for a chain. Using both in 1 combo can easily do max of combo dmg quota.
    • JointBreak & Weapon Suspension: Do not use these skills at all.
    • Shield Mastery: KEEP IT LEVEL 0. A dragoon should have 0% block rate.
    • Parry: Oviously when I say 0% this is not to be used or even have learned.
    • Impervion and Revenge: Do not use these skills at all
    • Pressure: Don't use stormblade/megastorm right after, try to chain crosscut or spearjab instead.
    • Walking: do not walk, try to keep dashing, use shoulder tackle for movement, aerial smackdown, and dash attacks to keep yourself moving around at alot.


    Last edited by fshnchps on Sat Aug 08, 2015 10:54 am; edited 2 times in total
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    Post by fshnchps Sat Aug 08, 2015 9:04 am

    Ninja / ShadowWalker



    Shadow walker is the most newbie friendly to those who just got introduced to S6. They are the strongest free damage class that do not require combos at all.


    The most typical gameplay style for this is Counter.


    Advantages:

    • Can counter and punish when predicting
    • Has alot of free counters such as Swift and burrow
    • Has high damage with primary skills
    • Excel against short-range classes by far.
    • Has consistent knockdown for defensive purpose with daggers.
    • Can be hard to catch. (Does not apply against Joker/chaosmage)


    Disadvantages:

    • Can easily be overgeared with dagger damage. Can be fixed with lowering throwing mastery level.
    • Can easily be predicted if you do not excel at mind-games
    • Low variation of skills


    Primary Skills

    1. Cutdown
    2. Dash attack
    3. Dagger Throwing
    4. Violent Blow
    5. Mist Vanish



    Disallowed usage of skills:

    • Rocket Punch: Do not use for catch, or for chain catch. Can be used in a combo. Anyone is allowed to MatchStick freeze effect.

    • Dagger Throwing: Refrain from following up the knockdown if you only hit 1 dagger on enemy. Do not throw 7 daggers into someone who is an easy target due to animation/skill.

    • Violent Blow: do not catch with this, unless you hit all the hits right in their face and not from long range. And if you take damage while using violent blow, do not do anything after. Leave them. Do not abuse this for superarmor all the time.

    • Swift: Now swift is used for catch alot, and that is not allowed. You may example use it after dagger, once they're fallen, or from other chains. Refrain from spamming this to escape enemy.

    • Perfect strike and shadow leap: Refrain from catching with this, it auto targets for you. You know it would be pretty rude to do too high damage afterwards.

    • Sky penetration: Now suck it up, you cannot catch with this skill. You may use it in a chain combo. Be wary of your damage. Check Obligated rules combo damage.

    • Mist Vanish: Do not follow up with dagger or any high damage if you "Clash" refer to general rules and keywords.

    • Walking: Don't walk, seriously dash. I don't mind walking mid air for cutdown.

    • Walking Log: That spiking log skill, seriously do not use it at all.

    • April Pool: Just nope, don't even go there. Unless you want to get black listed.

    • Ambush: Refrain from using this as free damage or a catch. You may not use sky penetration after this. Does not count as a catch or a combo. Not even as a chain. Respectful skilled players do not even use ambush freely more than once or twice every round.

    • Shuriken with Upgrade: The bleed effect reduces max hp by 15%. That means, do not use this before their HP is lowered to 85%.

    • Katar Mastery and Block: These passives, keep them Lv.0. If it's a pre-requisite, then keep it Lv.1

    • Throwing Mastery: Make your choice, if you want to catch and combo, stick to 3 daggers. If you want to have free damage, stick to 5. Situationally if your damage is low, then 7 would be fine.



    Last edited by fshnchps on Sat Aug 08, 2015 11:14 am; edited 3 times in total
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    Post by fshnchps Sat Aug 08, 2015 9:05 am

    Joker / Masquerade


    The class for the more advanced player that do like to think and play more intellectual in PvP.


    This is the master of mind games. Fitting for a joker.

    Advantages:

    • Has extremely high DMG output on a Full Combo by quota
    • Can be extremely hard to play against if you're smart.
    • Has alot of area control with mind games.


    Disadvantages:

    • Can be very hard to get a clean catch which is the only way to do max dmg in combo
    • Has no free damage
    • Lacks in range
    • Usually very low amount of variation


    Primary Skills

    1. Cutdown
    2. Dash attack
    3. Air combo launch
    4. Final Decision
    5. Cossack
    6. Upperscrewdriver


    Difficulty Catches with FD (Final decision)
    ::::
    Hard:
    Also known as a Clean catch, this is where you predict the enemy movement, and land atleast 80% of your FD on the enemy without taking any damage/launch/knock.

    Combo DMG: 22%
    Medium:
    A medium can be done several ways such as, predicting a roll or recovery. Perhaps even after they get out of their own combo, they will dash 1 time, backwards, and you FD them there. That can be seen as both medium or easy-medium
    Combo DMG: 15%

    Easy Medium:
    This is where you follow their roll instead of predicting it and moving before they even roll.
    Or, you only land half of your FD on enemy.
    Cossack catch is regarded same difficulty here
    Combo DMG: 10%

    Easy:
    The enemy is stuck in an animation and is in a situation they cannot escape, and you simply FD them.
    Or, walk then FD.
    Combo DMG: 6%

    Really Easy:
    This is like, when you hit only 1-2 hits of your FD. You're not suppose to follow anything up, but using a boomerang or small time skill won't really be disrespectful.

    Incases of "clash" refer to keywords. This is where you have to follow. After FD clashes, you leave them alone. Well boomerang won't hurt.
     
    Combo DMG: Minimum!



    Disallowed usage of skills:

    • Rocket Punch: Do not use for catch, or for chain catch. Can be used in a combo. Anyone is allowed to MatchStick freeze effect.
    • Final Decision: Do not use this without following the Difficulty rules explained for FD. Many people can't tell the difficulty of their own catches. Hence why it is explained.
    • Headspin: Do you really need to use it? If you want seven to give a debuff I don't mind you hitting 1 hit from headspin in mid combo.
    • Cossack: If you use this mid combo and the catch is not clean, then you have to regulate your DMG. If it meets quota from difficulties, then you have to launch them out of it.
    • Moonwalk: You may not use this in middle of enemy combo.
    • Burrow: You may not use this in middle of enemy combo.
    • Mind Reading: this is mostly regarded as ESP on some servers. It adds evade rate, and what does Obligatory rules say? No missing. Exactly so don't use it.
    • Provoke: This shout skill stuns, with it maxed it will most of the time. You may use it, only under few circumstances. They recover from your attack and are mid air. This will be regarded as a medium catch.
    • Crazy Soul: This skill, you keep it at Lv0
    • Claw Fishing: Do not use this for catch, predict a roll and you can do a medium catch combo. Use it after they roll from boomerang, that means you initially caught with boomerang, you may do a full combo then.
    • Walking: Don't walk, seriously dash. I don't mind walking mid air for cutdown.


    Last edited by fshnchps on Sat Aug 08, 2015 11:32 am; edited 2 times in total
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    Post by fshnchps Sat Aug 08, 2015 10:13 am

    Sentinel


    This class is a mobility class, they really excel at shoving out free damage that does not include combos.

    They can be a very powerful counter if played correctly and is one of the most balanced in terms of close combat and long range.

    A usual mindset for this class; fast reflex intuitive person that can reflect well on enemy behaviour in terms of speed and wits

    Advantages:

    • Large amount of flinching skills making them hard to approach for close combat classes
    • Can deal alot of damage if you play it using 'counter style'
    • Has a very good catching ability using 'Arrow Shower' Flinch and 'Netbind'
    • Is the hardest class to catch for the enemies


    Disadvantages:

    • Is very hard to play unless you have atleast an average level of prediction skill making it possible to land most of your skills and arrows
    • Doesn't have any ways to get down after 'Air Recovery' quickly
    • All the skills are horizontal, can be outwitted if you don't have an extra plan to counter it


    For doing COMBO:

    Combo isn't always necessarily the thing to go for with a Sentinel.

    You can launch enemies and Maximum go for (5 x AntiAirShot [PRESET] S6 Antiairshot)
    Time them right and you can kill their 'Air Recovery' and then go on with your semi combo.
    Then just land some skills that can hit them mid air or fallen on ground.

    The most common way of a Comboist as sentinel:
    [PRESET] S6 Netbinder The Netbind
    The netbind binds them to the ground where they cannot jump or move and can only face 1 direction. While the target is netbound, you can only use each skill once. But don't go overkill, you should only be doing 17% of their MAX HP.

    After finishing your combo, you should let them go by simply making a distance between you two.
    Allowing the enemy to atleast use skill twice and dash twice before going for another Combo-catch.




    [PRESET] S6 MultishotThe face counter style
    The multishot at Lv 5 or higher has a super armor while casting it. This means you cannot be launched or knocked. And can be used as a very good counter. It doesn't have a very long cooldown either.

    Note: this skill scales on attack speed, meaning more attack speed means less super armor time.

    After using it in their face by a simply quick prediction, they will be 'Flinched' and that can disrupt their skills and attacks, and even dashes.
    You should be quickly following this up by using [PRESET] S6 WolfRush[PRESET] S6 Arrowshower which is the primary catching combo, that can be followed up with numerous ways as for example: [PRESET] S6 Netbinder or the quick Free damage combo. Such as [PRESET] S6 Acidarrow[PRESET] S6 Doublestrike[PRESET] S6 Risingarrow then creating distance allowing them to breathe. And allowing you to prepare a new set of counter strategy.

    A secondary free damage combo in sticky situation:
    In close combat, you can quickly get in sticky situation when multishot is on cooldown, the following action recommended by Mink is as following:

    [PRESET] S6 Shotdown Start of with a shootdown, this launches them. And since they are so close, all close combatiers will probably 'Air Recover'.
    [PRESET] S6 Acidarrow Land on the ground and use 'Acid Arrow' and follow it quickly up with [PRESET] S6 Doublestrike Doubleshot
    Then a Rising arrow [PRESET] S6 Risingarrow. However by this time, you should have your multishot up again, you could use this, and you will already maximise your counter-semi-combo in their face.

    The following skills have information you are to follow about their usage:

    [PRESET] S6 Shotdown Shootdown
    - Keep at Level . 1

    [PRESET] S6 Antiairshot Anti air shot
    - Do not shoot more than 5 shots

    [PRESET] S6 Book Bleed
    - Do not use

    [PRESET] S6 Sharp Sharpshooting
    - Use level 4 or less

    [PRESET] S6 Arrowshower Arrow Shower
    - Make sure the enemy has some kind of breathing room

    [PRESET] S6 Teslacoil Tesla Coil
    - Do not use within netbind.
    - Do not use as catch.
    - You can use this right after the Primary Catch combo as an example.

    [PRESET] S6 Untouchable Untouchable
    - Are you retarded?

    [PRESET] S6 HookShot Do not use as catch
    - You can wisely use this as repositioning the enemy as they travel in 'NetBind' or combo.


    [PRESET] S6 IceStorm Ice Shower
    - Enemies are allowed to use 'Matchstick' to cure the freeze if you use this in 'Netbind'
    - MAKE SURE you do less than 17% dmg per combo of their Max HP it's easy to outdo that damage with this skill.






    CREDITS:

    SubZero and Mink for rules and tips about using the class and skills


    Last edited by fshnchps on Sun Oct 25, 2015 6:09 am; edited 1 time in total
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    Post by fshnchps Sat Aug 08, 2015 10:19 am

    Bombardier/Destroyer

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    Post by fshnchps Sat Aug 08, 2015 10:20 am

    Chaosmage / Archmage

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    Post by fshnchps Sat Aug 08, 2015 10:20 am

    Cleric / Oracle

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    Post by fshnchps Sat Aug 08, 2015 10:21 am

    TwinFighter / Fusion Fighter

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    Post by fshnchps Sat Aug 08, 2015 10:22 am

    Summoner

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    Post by RedHarmony Thu Jan 07, 2016 7:28 pm

    Nice job ^^ can you add the chaosmage and Summoner rules please ? Even if no one want to PvP Summoner , i want to x)
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    Post by ViveLaTrance Wed Feb 10, 2016 2:27 pm

    If you ever plan to update these rules, I would like to get this out of the way.
    Jokers CAN have quite a lot of variation. However, since their main catcher is so much easier than the rest of their skills, most jokers just dont try using anything else. Also, there are quite a few ways to catch with FD that get the discussion of how clean it was out of the way.

    Not sure what makes Joker so outstanding in zone control. The only zone control there is to them is cossack (which i think is pretty retarded to throw out randomly) and like... "do not come near me because i have a deadly close range catcher". If anything i'd say bombardier and archmage have better zone control than jokers. If there is any advantage in the mindgames you mentioned, it would lie in the seven abuse.

    Btw, in the berserker section you mentioned it being a beginner-friendly class alongside with Savage. I guess you meant Shadow there?
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    Post by fshnchps Fri Feb 12, 2016 8:47 pm

    Savage is a name for the class for Shadow in gPotato european translations. So yes that is what I meant.

    It's true Jokers have alot of variations, but most of them are too slow, hence the recent patch was to increase the speed of specific to make more chain and variation possible.

    Joker has the best zoning due to FD/Boomerang/cossack.

    Chaos mage has even better, if played outside rules. Which is aimlessly summoning skills that has no accuracy whatsoever, which is very disrespectful in S6.

    Bombardier has snipe and auto system shot, although, these are very "noob"'ish skills to abuse in such a manner. Snipe in general here, is only to be used as 1 shot or chain.

    ___________________________

    Alot of people stick to using few skills that are more efficient, easy. But that's why we made S6, to separate the people who aren't very good but uses easy skills to win their way. With those who are using more difficult skills and chains to have a more clearly difference.

    Although alot of players like to play to win, or halfly. What we really want, is people who play for the excitement and the action for the fast pace PvP. Dragonica has so much potential, but the community and balance of skills made it too bland and boring.
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    Post by ViveLaTrance Sat Feb 13, 2016 5:45 pm

    In EU they were called Shadow Walkers, there was no class called Savage. Savage was the Dragon Saga version name for a Joker.

    http://www.playdragonsaga.com/gameguide/classes_thief.aspx

    The sped up boomerang has been a great success for more variation so far, but it wont hurt to bring the damage down again. However, I havent really used aerial kick and seven for anything but cancelling, so I cant really give much feedback on that.

    I have my doubts with the zoning capabilities of the current cossack, tho.
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    Post by fshnchps Sun Feb 14, 2016 12:25 am

    yes, I've had feedback about the cossack range being too shit for zoning. So there will be some changes there. However I also strongly suggest to the server that boomerang range will lower with the new changes.

    Seven can be exploited however, according to the feedback it can be used for more than just cancelling. Instant recovery from knock-down to standing with just a seven.

    The next patch I will try to update cutdown to really have superarmor, since all thief are struggling too much against overlord making overlord the top class due to not having superarmor or semi superarmor on cutdown.

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      Current date/time is Wed May 15, 2024 5:44 pm