Hunter Pet 5 & Electric Shot - Not tested?

Mu online season 21 - grand opening

Hastelloy

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Bit of a long post but bare with

Hunter:
  1. ElectricShot - New skill, level 26, not rare. This is an AOE spell that will be hit onto one mob and bounce off several times onto others. The amount of mobs it hits will increase with skill level: Level0- 3mobs. Level1 - 4mobs. Level2 - 5mobs. Level3 - 6mobs. Each bounce however will reduce damage by 10%.
  2. Explosive trap has been significantly increased as this is hard to land every time and requires a high drop out time of damage, this is reflected in the new damage output.
  3. Auto attack for hunters has been buffed by 40%. This is still a working progress, however will need feedback.
  4. Delayed explosion has had its damage reduced by 15% due to the powerful nature of cutting through shields and almost 1 hitting other classes when 2 hunters attack together. We are going to watch this closely and may still increase the stats once again, but we need to see pvp gameplay to be confident this is not too strong.
  5. HunterPet5 - The hog has had its hp Pool increased by 100%.

There may be some teething problems and we have the ability to change spells ingame IF we feel they are needed. so no more reboots for spell damage.

Please make sure you test everything before letting us know how you feel, as we may have lowered one area of your class but balanced it by buffing another area.

We hope you are happy with the changes.

-Apocalypse Team

Totally understand there will be teething problems and as you say there are hundreds of spells to go through with any big update like this however I don't know if all of the testing and changes that you made have gone live?

Electric Shot our AoE spell, doesn't actually AoE, there is no bounce effect at level 0 (above states 3 mobs) and the spell itself does not increase in level ie the points dont tick up.

Hunter Pet 5 (The Tank) - Does not tank at all. We had access to the pet by accident a few days ago when amulets were calling up the wrong pets and it looked really promising...before reboot last night i made a point of stating that the Tank pet's HP was not big enough for it to withstand 1 hit (2hits in very low areas). The notes above came out stating 100% hp increase and after the reboot it is no difference. Frustrating given that the main dps pet (which is high damage, low health) can take a good number of hits before it dies.

Could we also have someone spend literally 1hour or however long it would take, heck i'd happily do it on your behalf if given the adequate permissions, to update the website skills list and put them in order with the correct levels? With new spells ingame some of us have literally no idea if we are missing spells or not...for example according to the website i should have Vampire Shot (lvl 26), Binding (35) and Inner Charge (25) by now but i have not seen or heard of any of them dropping however it also says the BeastCall is level 40 when you get it at 7?

Have a few other things to bring up but they can wait. I know you guys are working extremely hard for us with updates and plenty of other things behind the scenes and it doesnt go unnoticed guys, we appreciate the hard work but given some of these things have literally only just been put into game it just feels like they have been rushed in without testing. I am always happy to help test things out re Archers or to give unbiased feedback in game if it will help you make decisions and im sure i am not the only player who would be happy to do so. As you can see i'm not making a crying post saying "omg class nerfed gief buffs" i'd just like the content available for my class to actually do what it says on the tin.
 

Aluvian

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Aug 28, 2013
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Bit of a long post but bare with



Totally understand there will be teething problems and as you say there are hundreds of spells to go through with any big update like this however I don't know if all of the testing and changes that you made have gone live?

Electric Shot our AoE spell, doesn't actually AoE, there is no bounce effect at level 0 (above states 3 mobs) and the spell itself does not increase in level ie the points dont tick up.

Hunter Pet 5 (The Tank) - Does not tank at all. We had access to the pet by accident a few days ago when amulets were calling up the wrong pets and it looked really promising...before reboot last night i made a point of stating that the Tank pet's HP was not big enough for it to withstand 1 hit (2hits in very low areas). The notes above came out stating 100% hp increase and after the reboot it is no difference. Frustrating given that the main dps pet (which is high damage, low health) can take a good number of hits before it dies.

Could we also have someone spend literally 1hour or however long it would take, heck i'd happily do it on your behalf if given the adequate permissions, to update the website skills list and put them in order with the correct levels? With new spells ingame some of us have literally no idea if we are missing spells or not...for example according to the website i should have Vampire Shot (lvl 26), Binding (35) and Inner Charge (25) by now but i have not seen or heard of any of them dropping however it also says the BeastCall is level 40 when you get it at 7?

Have a few other things to bring up but they can wait. I know you guys are working extremely hard for us with updates and plenty of other things behind the scenes and it doesnt go unnoticed guys, we appreciate the hard work but given some of these things have literally only just been put into game it just feels like they have been rushed in without testing. I am always happy to help test things out re Archers or to give unbiased feedback in game if it will help you make decisions and im sure i am not the only player who would be happy to do so. As you can see i'm not making a crying post saying "omg class nerfed gief buffs" i'd just like the content available for my class to actually do what it says on the tin.

Totally agree and if it continues much longer people will reroll and you'll end up with a 4 class server. Archer is just plain broken at the mo, too many bits and bobs not working properly
 

Sorry

Audrey
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Apr 13, 2011
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Totally agree and if it continues much longer people will reroll and you'll end up with a 4 class server. Archer is just plain broken at the mo, too many bits and bobs not working properly


Don't wanna be rude or anything but i think they overthinked Archer and complicated theirselfs with so many things... For example on Chornicles Archers were fine imo, i think it was the only server that actualy made archers Okish... But let's keep in mind that this server is only 6 days long, people complain about alot of things, I see cosntat complains regarding Warrs / Taos / Wizzards / Archers ... it's kinda hard for them to keep changing things, once they change something someone will be unhappy, and they have chance that something again, or rethink - rechange it ... People need to be more understanding and see how things will work out when server is a bit older and people a bit higher lvl, curently we all are low lvls and all these changes cant come forever ... I do agree some things need changing and others need looked at, but i guess we have to bare with the server team and expect the best on the long term
 

Jicaa

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Don't wanna be rude or anything but i think they overthinked Archer and complicated theirselfs with so many things... For example on Chornicles Archers were fine imo, i think it was the only server that actualy made archers Okish... But let's keep in mind that this server is only 6 days long, people complain about alot of things, I see cosntat complains regarding Warrs / Taos / Wizzards / Archers ... it's kinda hard for them to keep changing things, once they change something someone will be unhappy, and they have chance that something again, or rethink - rechange it ... People need to be more understanding and see how things will work out when server is a bit older and people a bit higher lvl, curently we all are low lvls and all these changes cant come forever ... I do agree some things need changing and others need looked at, but i guess we have to bare with the server team and expect the best on the long term

I actually find it annoying the amount of moans Taoist are getting, I play as one and find them very good, a lot better than my experiences in other servers.

It's the one class that actually doesn't need many (if any) changes.
 

Aluvian

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Don't wanna be rude or anything but i think they overthinked Archer and complicated theirselfs with so many things... For example on Chornicles Archers were fine imo, i think it was the only server that actualy made archers Okish... But let's keep in mind that this server is only 6 days long, people complain about alot of things, I see cosntat complains regarding Warrs / Taos / Wizzards / Archers ... it's kinda hard for them to keep changing things, once they change something someone will be unhappy, and they have chance that something again, or rethink - rechange it ... People need to be more understanding and see how things will work out when server is a bit older and people a bit higher lvl, curently we all are low lvls and all these changes cant come forever ... I do agree some things need changing and others need looked at, but i guess we have to bare with the server team and expect the best on the long term

Personally I'm not overly fussed with buffs/needs etc at the moment. All I want is for the class to function properly and as intended. This server has been 3? Years in the making, it's not overly greedy to expect all of you classes skills to serve a purpose and function.

Archer has so many silly little issues, such simple things as giving archers Meditation at a low level and it serving absolutely zero purpose whatsoever until you get skills 15+ levels later just doesn't make sense to me.

The only good thing I am seeing is that they are at least trying to fix things in a timely manner.
 

DiabloVodkaShot

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Hi Guys,

My term, to reply to the threads. Hany and myself personally coded the Ai's and Electric Shot. We are aware of the level up. We missed the levelmagic() in the code. Simple error will be fixed on reboot.

We didn't over think the archer we in visioned the archer, being more than just another clas that spams AOE. What we are trying to do is draw a fine line between a class that just sits there with their pet out and a class that takes skill to play.

I am going to test further this afternoon the companion and also start updating the skills page for everybody.
 

LightBringer

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Not tried Electric Shot but it is a way forward as it does hit multiple targets which is a good sign.
Possibly also make delayed explosion, if it pops and hits another enemy it then applies to that enemy (can only chain to each monster unaffected once)

I feel Archers would have benefited more using a different pool (energy build up rather than mana) as they are MC based they are like a very bland wizard at the moment.
 

Demus

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Possibly also make delayed explosion, if it pops and hits another enemy it then applies to that enemy (can only chain to each monster unaffected once)

That sounds like a great, and possibly incredibly broken change. Fun, but needs a lot of testing.
A slightly less drastic alternative would be to simply have it go off when the mob with the debuff dies, would already make it more reliable.
 

Aluvian

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Aug 28, 2013
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Hi Guys,

My term, to reply to the threads. Hany and myself personally coded the Ai's and Electric Shot. We are aware of the level up. We missed the levelmagic() in the code. Simple error will be fixed on reboot.

We didn't over think the archer we in visioned the archer, being more than just another clas that spams AOE. What we are trying to do is draw a fine line between a class that just sits there with their pet out and a class that takes skill to play.

I am going to test further this afternoon the companion and also start updating the skills page for everybody.

It's a fine line between being too simple and too clunky and overly skill or cooldown based, if you are not wanting the class to be aoe based then single target needs to vastly improve. Archers, unlike Taos offer nothing support wise to a group so they need the capacity to compete with the other DPS classes or they will end up left behind.

Please look to sort eshot out and live at your earliest at the very least to ease the pain!
 

jsyphon

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Hi Guys,

My term, to reply to the threads. Hany and myself personally coded the Ai's and Electric Shot. We are aware of the level up. We missed the levelmagic() in the code. Simple error will be fixed on reboot.

We didn't over think the archer we in visioned the archer, being more than just another clas that spams AOE. What we are trying to do is draw a fine line between a class that just sits there with their pet out and a class that takes skill to play.

I am going to test further this afternoon the companion and also start updating the skills page for everybody.

I think you are over complicating it and by adding another aoe you are shifting it in the direction you said you didn’t want. If you just fixed their initial skills a little, they become viable instead of adding another skill.

Fire trap: the thing doesn’t need more damage, it just needs a slightly better area system unless you are just wanting it to be single target dps. Or make it add some debuff or burning in a small aoe in addition to damage.

Delayed explosion: the delay is too long in pve, better off just doing single target and using this as a minor gap filler while waiting for double shot CD - although we got torpedo at 25 which can be spammed and makes this obsolete unless you really need the aoe damage (maybe group play when aggro is managed well?). I know this skill can be a pain for PvP balance though.

Fire wolf: up aoe proc rate so it hits more consistently. I am fine if he dies, I can re summon and this might be a reminder to hunt easier things. Plus I am hopeful he will keep pace with mob damage as my MC increases. Heck I think if you fixed this pet, I could probably live with the other skills being bad until I get Naphalm...
 

LightBringer

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That sounds like a great, and possibly incredibly broken change. Fun, but needs a lot of testing.
A slightly less drastic alternative would be to simply have it go off when the mob with the debuff dies, would already make it more reliable.


I'd prefer this to my idea, I was thinking this before, as then you can somewhat control its detonation, put it on a low hp target in a pack and take it out do some AoE DPS
 

Demus

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Fire trap: the thing doesn’t need more damage, it just needs a slightly better area system unless you are just wanting it to be single target dps. Or make it add some debuff or burning in a small aoe in addition to damage.

Yes please! It would be awesome if the traps would trigger independently from each other, rather than at the same time. You could even reduce the duration of the traps to help balance this, but right now it's purely a single target skill unless you cast it at melee range.