Patch notes 18/7/18

Shane/Banshee

LOMCN Veteran
Veteran
Apr 25, 2013
1,217
24
99
Doom claw now regens

Taoist now takes less damage Vs doom claw

Centurions and rotwrath now see through assassin's stealth.

Server buff back on

Banned some afk famring and there level 75 main.
 

jembob

Loyal Member
Loyal Member
Mar 10, 2014
30
1
34
any chance maybe getting some more bag slots on character or even on pig or something
 

TheRealHavok

Dedicated Member
Dedicated Member
Jan 17, 2018
53
37
45
1m i **** all tho, 10m seems fair with how easy it is to make cash these days
 

TheRealHavok

Dedicated Member
Dedicated Member
Jan 17, 2018
53
37
45
1m is **** all tho, 10m is fair with how easy it is to make money these days
 

ventus

LOMCN Veteran
Veteran
Oct 17, 2013
974
175
105
2m for second row
4m third
8m 4th
16m and so on. I think thats how it was, maybe im mis-remembering
 

benny182

Dedicated Member
Dedicated Member
Jul 6, 2006
63
0
32
What I don't understand about the Doom Claw changes is the spawn time.
We have gone from having a very high dropping boss, of 30m hp. Bring killed once a day.
Now we have a boss who drops just as much, but spawns upto 11 times in a 24hr period.
The items are going to flood the market, in such a way that every other tier of item becomes redundant.
If you wanted to make Doom Claw accessible to everyone, with a chance of anyone getting, all you need to do is make the spawn completely random. If it spawns once, great. If it spawns twenty times, great. If you want to discourage camping, you could even have a kick timer from wall two after Doom Claw dies. Say ten minutes?
Thoughts?
 

Amnesia

Dedicated Member
Dedicated Member
Jan 13, 2014
56
1
35
more spawn doesnt make the boss accessible to everyone... just the same people will get more items thats ridiculous. If you want more accessibility then you must do like 3-4 maps where he can spawn. a player can only enter this map 1 a day for example. That would be a way of letting other people get to the boss aswell
 

Shane/Banshee

LOMCN Veteran
Veteran
Apr 25, 2013
1,217
24
99
Seeing 4 different guild going to the boss now. Plus a few random groups of completely mixed guilds.

the same people who put effort Into clearing 2 maps will get the boss for sure. If you don't want to form a group to clear the maps and be sure of a boss at the end then yes changing it to 6/12 hours would mean you waste a good hour or so clearing the maps for no boss. I personally think it spawning g and being there will allow any random group a chance to clear the map and kill it.


Items are going to be common, it was either that or remove them all from the game and start again. However many have sold there lower tier kits so this wouldn't work.
 

Vyse

Golden Oldie
Golden Oldie
Apr 29, 2004
902
256
250
Manchester/Stockport
Since the changes I have seen a few things that have improved the game.

1. An increase in bosses being home.
2. New alliances being formed to stand up to THC and TGW.
3. Smaller guilds catching up in terms of gear.

Conculsion the changes they implemented worked. Yes THC and TGW still have better gear than a lot of the server but with the gap closing it's only a matter of time until sabuk wall gets challenged again.

Once this happens I would guess we might see some balance changes to PvP as the new gear and being a higher levels offer too much power to the castor classes in PVP. Don't get me wrong melee is strong but unless you can close the distance with the castors to hit them they have huge advantages, at least for now the new refinement system may change this a little but not for a long long time.
 
Last edited:

Amnesia

Dedicated Member
Dedicated Member
Jan 13, 2014
56
1
35
I can agree, this worked very well so far. The fact that the boss drops more, the more members you have contributes to the "alliances". But yeah, also agree that alot of things needs to be revised..
melees need heavily to rely on CC to achieve anything.

So For Sins: Grip needs to work on 2-3 lvl higher. (reduced CD by maybe 5 sek) And Dance needs to work on every map. A sin is not a sin if he cant jump his targets... their benefit is to jump out of nowhere and burst their targets with dance / grip ... if you cant do that, you missed the point of the class IMO.
 

rayray

LOMCN Veteran
Veteran
May 26, 2011
323
4
45
I can agree, this worked very well so far. The fact that the boss drops more, the more members you have contributes to the "alliances". But yeah, also agree that alot of things needs to be revised..
melees need heavily to rely on CC to achieve anything.

So For Sins: Grip needs to work on 2-3 lvl higher. (reduced CD by maybe 5 sek) And Dance needs to work on every map. A sin is not a sin if he cant jump his targets... their benefit is to jump out of nowhere and burst their targets with dance / grip ... if you cant do that, you missed the point of the class IMO.


​Is this banter?
 

Amnesia

Dedicated Member
Dedicated Member
Jan 13, 2014
56
1
35
[/COLOR]​Is this banter?[/SIZE]
no, but you can give me your feedback on whats wrong with the idea. The only banter is the current pvp mechanic where the healing class has the strongest burst and the actuall burst class cant do **** unless its a dance map and your enemy is lower lvl...

btw: Also Dark Conversion needs to be revised. Skills like this need to be scaled with the max HP. With HP of 5-7 k there is no point in 20 hp lifereg...

for Example:
Dark Conversion Lvl 1 0,5% Lifereg, lvl2 1%, lvl 3 1,5%,
4500 life on lvl 3 Conv = 67,5 Hp reg which is still not significant but helpful for sure.
 
Last edited:

WelshSteel

Hallucination Critic
Dedicated Member
Dec 15, 2016
699
203
85
no, but you can give me your feedback on whats wrong with the idea. The only banter is the current pvp mechanic where the healing class has the strongest burst and the actuall burst class cant do **** unless its a dance map and your enemy is lower lvl...

I gave solid input on Tao and PvP many months ago and it's very sad things haven't changed with this much game life, If you like the game I think you should just concentrate on what they focus their efforts on, PvE.
 

Amnesia

Dedicated Member
Dedicated Member
Jan 13, 2014
56
1
35
I gave solid input on Tao and PvP many months ago and it's very sad things haven't changed with this much game life, If you like the game I think you should just concentrate on what they focus their efforts on, PvE.

well, i dont expect much towards pvp to be honest. But it doesnt hurt to give the feedback anyway :)
 

rayray

LOMCN Veteran
Veteran
May 26, 2011
323
4
45
no, but you can give me your feedback on whats wrong with the idea. The only banter is the current pvp mechanic where the healing class has the strongest burst and the actuall burst class cant do **** unless its a dance map and your enemy is lower lvl...

btw: Also Dark Conversion needs to be revised. Skills like this need to be scaled with the max HP. With HP of 5-7 k there is no point in 20 hp lifereg...

for Example:
Dark Conversion Lvl 1 0,5% Lifereg, lvl2 1%, lvl 3 1,5%,
4500 life on lvl 3 Conv = 67,5 Hp reg which is still not significant but helpful for sure.

Explain your reasoning for being able to grip someone higher level than yourself.

As for dance , if your allowed to use that on all maps then every other class in theory should be able to use there equivalent skills therefore i don't see an issue with that, but i don't see that happening as these skills have been blocked on certain maps from basically the beginning of the server.
 

Amnesia

Dedicated Member
Dedicated Member
Jan 13, 2014
56
1
35
Explain your reasoning for being able to grip someone higher level than yourself.

As for dance , if your allowed to use that on all maps then every other class in theory should be able to use there equivalent skills therefore i don't see an issue with that, but i don't see that happening as these skills have been blocked on certain maps from basically the beginning of the server.

because the assassin rely on those 2 skills in order to be able to kill ****, unless the other player is either totally bad or underlvld/geared. Alll ranged classes can easily kite you and also deal way too much damage to allow any kind of fair pvp. Whats equivalent skill for wizzies? Teleport? Sure enable it. Doesnt have as big of a effect in pvp than taking dance and have grip not working 80 % of the time.

Because all good or relevant players are AT LEAST on your lvl. And again, sins just rely on those 2 skills. Its like taking tempest from you.. thats the relevance of the these skills.
 

Exwizz

Legend
Legendary
Feb 1, 2010
3,257
122
190
Newcastle
because the assassin rely on those 2 skills in order to be able to kill ****, unless the other player is either totally bad or underlvld/geared. Alll ranged classes can easily kite you and also deal way too much damage to allow any kind of fair pvp. Whats equivalent skill for wizzies? Teleport? Sure enable it. Doesnt have as big of a effect in pvp than taking dance and have grip not working 80 % of the time.

Because all good or relevant players are AT LEAST on your lvl. And again, sins just rely on those 2 skills. Its like taking tempest from you.. thats the relevance of the these skills.

assassins have no problems killing people same level or higher.

iv seen assassins run through 2-3 tempests constantly and it misses due to evasion.

also the new added stat you can add in refine (magic-evasion% ) sooner or later casters gonna be useless, you cant really compare all assassins if your having issues with the class or your level..