Recent posts by atreylune on Kongregate

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Topic: Wartune / It's been a good run.

But I guess it’s goodbye for good, all.

I know it’s sudden, but for what it’s worth – it’s not because of the patch, and it isn’t because of the cash additions, either. Beating people in full level 3-4 clothing in arena was kind of a blast, actually. :P

But logging in and doing events/mp dungeons to keep up has felt more like a chore than playing a game for fun for a while now, even pre-patch. Event timings here meant staying up past 1 AM every day for Redoga Drake, and post-70 there’s been pretty much nothing to do besides DT over and over and over… and over for not much gain (and there’s no way to level down to make things more worth doing again). Maybe new content will arrive in a few weeks/a month/even next week, but I don’t think I have the mental stamina to keep grinding away at the same stone for that long.

Chaos, thank you for being such an awesome guild. Hanging out with you guys is what kept me around for a long, long time after I hit the grind-wall, and I’m going to miss you all. Had a whole lot of fun – ups, downs, all the weird sideways tangents too. I know a lot of us are leaving over this patch and believe me, I feel pretty guilty about leaving too. But you guys deserve a better leader than one that goes “oh god, I gotta do the same dungeons/events again” when he logs on and goes on through the motions with his heart not in it any more. I feel myself becoming that guildleader that will eventually go “eh fuck it” when I accidentally miss a tree or altar and that’s not fair to anybody.

I trust Rakar with leading from here. I trust all the rest of you to keep on being the great players you are. And I believe Chaos can keep on being that random casual guild that could. We’ve come a long way, huh? :P

Everyone else on S1, thanks for being cool. Have to say I heard some interesting stories – I’m sure lots of it was exaggerated through all the telling and re-telling – but all of you were pretty nice to me all the time. Keep dominating those cross-server ranks! :)

Anyway, TL;DR: Wishing you guys all the best. I won’t be logging back into Wartune again, but go ahead and reach me over kong PM or something if there’s anything you need or if you’d just like to chat.

- Bryant

 
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Topic: Wartune / World Prosperity change... ARE YOU $%#*ing insane?

Tossing a few more numbers out here… level 60 gets ~40%, level 64 gets 0%.

 
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Topic: Wartune / World Prosperity change... ARE YOU $%#*ing insane?

Originally posted by maecenas:

why is this something they would fail to mention in patch notes.
this is the single most significant change they could have possibly made. Bar none.

a lvl 59 on s1 can now do over 20mil daily gain…. and camp doing talents.

sound fair to you? no, sounds like a stupid amount of luck.


Yup, that’s why I’m wondering if it’s intended or a glitch. Such a huge jump from pre-patch with no official mention of it seems to point to the latter. If not, well… hope you were under 65.

 
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Topic: Wartune / World Prosperity change... ARE YOU $%#*ing insane?

Unless the top 100 has gained 50 levels overnight, something weird’s definitely happened. People in guild are reporting 77% at level 50 (from 12% pre-patch), and 55% at level 56 (from 4% pre-patch). Nobody is sure if this is intended or not.

39 – 128%
50 – 77%
56 – 55%
58 – 48%

 
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Topic: Wartune / Problem with Knights

Originally posted by alveolate:

seems almost every knight has ignored my comments about knights being able to catch up in WB simply with a good rotation and hitting delphic every round.

perhaps we should wait for a new server and i can test this again.

I think most of us have ignored it because it’s not really possible. If the Knight had cashed more than the other classes, sure. At equal levels of cash? Pretty much never happening, even if you do delphic every round (and most of us do, that is the most basic strategy here).

Originally posted by Mits1:

Hmmm. Then, how about gradually increasing WB’s attack as like in Arena battle? Increase only WB’s attack gradually so that no one can stand forever. The drawback of archer would be less defensiveness and this is not obvious in such a short period battle of current WB system. And stopping the battle within 5th turn is the most disadvantageous feature especially for the knights. This is the problem, right?

So, my thought is to make defensiveness of knights to be somewhat meaningful in WB.


Screws over mages again. Can’t leave them out to just compare Knights/Archers. ):

Originally posted by Askmepost:

I’m only talking about WB. Also, I’m a knight.
Why not just lower the 1, 2, and 3 bonus in WB? The archers will still more get the gold and daru than other classes, but the other classes wouldn’t complain as much… Please note that most knights, archers, and mages that are not in the top 30, don’t care about bonus since we have no chance of getting it.

But it’s not the bonus that people are talking about, it’s about comparative overall damage and gold/daru gains of class vs class as a whole. The knights below the top 30 are still getting less than the archers below the top 30, so removing the top 3 bonus doesn’t do anything to help them…

 
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Topic: Wartune / Problem with Knights

Originally posted by Mits1:

I’m surprised that no one mentioned about stopping WB’s special attack of 5th turn. Knights will stand longer than other classes, resulting in deal more damages in each round and less spending time (or balens) to revive.


Boosted 50%, the WB takes maybe 1-2k hp off me per hit (I block heal more than he damages me for). The ulti is there for a good reason – to force people to wait for respawn or spend balens to do it, or else I could literally go the entire WB in one fight doing constant damage. And I’m not even in the top 10 on the server.

Our highest archers also have 50-55k HP and probably take 1-2k damage as well. Basically, removing the ulti would make the top end players OP beyond belief…

 
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Topic: Wartune / Problem with Knights

Originally posted by Skywatcher:

Easiest way is to add in 20 percent of damage taken to go with damage dealt. Then the Knights get more for HP than archers, and the mages just do one of those big heals right before last round and they get a big boost, and the archers will be getting equal gold and daru to the rest of us. Problem solved with damn near no coding required.


I don’t think the numbers for that don’t work out too well. At max it’ll give Knights maybe 10k more damage than archers (with their max HP) which translates to what, 2k more a round? It also screws mages since A) they can use their big heal but it doesn’t matter since their max HP is lower and the WB ulti kills them in one hit B) not all mages spec for Blessed Light, especially not in World Boss since it’s completely out of their dps tree. Also do you count in troop HP? (if so, that would negate the HP differences even more)

 
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Topic: Wartune / Problem with Knights

With the top 3 of each class thing, I just feel like everyone else but the top 3 get shafted – it’s not a fix for the overall class problem, just for the top 3. KE, san, jaymz, quint, I could probably get in there if I chose to revive (generally I get 15~20 with no balens spent, with revives I’ve hit… 4? 5? been a while) – but even so, Knights as a class don’t get helped, just us. The level 54-, the whole rest of our class, are still being outdamaged like crazy, nothing in it for them. ):

Hmmm… instead of instancing the WB by level / doing top 3 of each class, what about going the whole way and instancing WBs by class? So knights only compete against knights, archers against archers, mages against mages, and so on, and each WB has a set amount of HP. The knight WB would be the slowest to fall by far, but the comparative rewards would be greater for all of us – and in terms of % the archer one wouldn’t suffer too badly – it’d fall fastest, but it’d be the same total amount of damage done and gold/daru dispensed.

The low end archers would have to compete with Smiddy/Dink/Pernilla/et al, but – well, technically they currently have to compete with them and Gruntar/Halc/Chomo/et al and KE/san/et al already anyway and the comparative gains would probably be similar…

(Wrong account, deleted to avoid confusion. :P)

 
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Topic: Wartune / Problem with Knights

Originally posted by KnowingEyes:
Originally posted by atreylune:

Every other solution favors Knights too much while leaving Mages in the dust, makes everything hinge on RL schedule/event timings and which you can get to, et cetera.

I’m not picking on you here, but can you explain the quoted part? Did you mean this in relation to my bulleted suggestions?


Not yours in particular, just ideas I’ve seen thrown around before. For example, “Knights do no dmg, buff Knight PATK/buff Knights only in some way” is kind of unbalancing all around (and screws mages), and I remember other people suggesting things like “segment the WB into separate level tiers” – except in terms of damage, archers would likely still lead every separate tier even so.

Out of yours… the randomly weak to a certain class really does make it difficult for people who can’t make all three WBs due to work/class/etc. Huge cashers would raise a storm about damage caps, if they put them there (and would you get 4-5 people tied for 1st then? S1 has a LOT of people hitting 1%+). Ulti/shadow being faster would hurt everyone else in PvP; top rewards for each class only benefits the top 3 knights/mages, and every other knight/mage below the top 3 is stuck right where they were before.

Seriously though, I’m not really arguing for any particular change, just… questioning the general approach of the solution, I suppose? What everyone seems to agree is that “archers as a class lead WB damage,” yet most of the solutions seem to be about “making Knights better” or “stop the cashers/reward more of them” instead of “dropping archer WB damage a bit to make them more even with the other two classes.”

 
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Topic: Wartune / Problem with Knights

Originally posted by Silverfire:

That’s one of the dumbest idea’s I’ve heard. Sure Archer’s get an advantage in the WB, but you are suggesting putting the higher archers on an even footing, and completely SCREWING archers that don’t have those top end stats. What happens when that number gets to 30%, 40%? Will you strip the crit percentage enough that you are getting more value with will destroyer than we would with sniper’s edge+determination? You might not realize it, but archers have to rely on those crits to have enough rage. If it was knights, would we start stripping extra rage per hit? The normal rage generation of an archer in pvp gear non delphic rounds can be anywhere from 25 to 65 and on delphic rounds from – 60 to – 20 depending on crits. If you make it so archers lose crit related to the top archer, it could get to the point where low level archers don’t even get 2 crits with multishot which is normally 120% crit chance base. Now take your idea back to the drawing board.


Calm down. Did you miss the part where I said I’m not suggesting they do this? Because I made sure to have that in there. You even quoted it! :P

What I did say was that that’s the only way I could think of to make only archer WB gains drop while leaving the rest (PvP, PvE, etc) alone, as archers are clearly the class that are most advantaged in WBs. Every other solution favors Knights too much while leaving Mages in the dust, makes everything hinge on RL schedule/event timings and which you can get to, et cetera.

The only way the number would get to something insane like -40% anyway, is if the average archer was already making 40% more than the average mage or knight of comparative BR, which hopefully isn’t true. Realistically it’s probably like 5%. :)

(No idea where “lose crit in relation to the top archer” came from, that was nowhere in the post.)

 
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Topic: Wartune / Problem with Knights

Originally posted by Atombender:

That doesn’t decrease the comparative gap. It just means everyone makes less overall.

Em, no? Archers and Mages would still earn the same money and Knights would earn 25% more.


Ah I see, I misread. I thought you meant for all classes. :P

Still, I don’t think it’d be fair to give only Knights a boost like that, though. If you look at the mages who make the top 10 on WB lists (halc, gruntar, etc on S1 at least), almost all of them are big cashers. But the average mage seems to struggle as much as Knights do, because their big hits are either huge rage drainers or AoE. It’s not unusual to see 1 or 2 mages in the top 3, then everyone 4-10 is an archer, many of whom are not at all near the top 10-20 players. ):

 
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Topic: Wartune / Problem with Knights

Originally posted by Atombender:

Since upping Knight damage so that they would be closer to Mages would cause balancing issues in PvP, the easiest way to close the world boss cash/daru gap a bit would be increasing the damage to gold/daru ratio from currently 20% to 25% or so.


That doesn’t decrease the comparative gap. It just means everyone makes less overall. Archers would still dominate, and get more than everyone else.

A much simpler way to even out the difference between classes would be to give every WB “-X% reduced chance of receiving crits,” same as the Guardian Angel astral by whatever % the average archer (huge cashers will always dominate anyway) is leading the other two classes by. This way it evens the comparative score, which is what people complain about. Not saying to make the WB impossible to crit, but if the average archer is leading the average mage/knight by 20%, they could make it 20% harder to crit the WB, and so on.

Am I suggesting they do this? Eh, not really. But that’d probably be the only way to make world boss damage more even without impacting PvP/PvE/every other event.

(In before “but huge cash mages dominate in my server!” If they paid $3000 they damn well should. :P)

 
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Topic: Wartune / Wartune Community Leader Needed

Originally posted by adv0catus:

I posted a link to the 02/07 and 02/14 maintenance thread in the main, stickied/locked maintenance thread. As for the individual preview threads, if KnowingEyes wants to make one thread about it (locked or unlocked), that’s fine. I don’t see a problem with how they are now, though.


It’s not strictly necessary, but I’m sure having one main thread would be appreciated by the playerbase. The main problem right now is – well, the big non-stickied spoiler post with literally 90% of the available patch info just got dropped to the 2nd page where people will have to search to find it/know beforehand TO even search for things outside the official Patch sticky, and the official Patch sticky has … 2 items in it with no links to anything else. ):

(Maybe link the other threads in the patch post? Or if it’s moving the formatting that’s the problem, it’d be easy enough to hit “quote post” and grab the code from within the blockquotes.)

 
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Topic: Wartune / Wartune Community Leader Needed

Originally posted by adv0catus:

I sticky/unstickied the threads as requested. I can’t merge threads, though. :(


Thanks for that. The Valentines event thing is way easier to find now. :P

If you can’t merge threads, can you copy-paste posts into locked/stickied threads? Or maybe unlock them and let KE post them (since he can just hit edit and c/p the coding easily), and lock them again after or something? It’d be much neater to have all the Patch 1.5 info in the one stickied thread.

(Links on the original post should be fixed now, sorry. Got lazy with my HTML.)

 
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Topic: Wartune / Wartune Community Leader Needed

Oh, nice! Mind if I get you list of things that should be stickied/moved/organized?

Unsticky:
(Patch 1.45, outdated now) here
(Troop count; already in the Guide thread) here

Sticky:
(Valentine's Event) here

Merge into 1.5 Patch Preview thread:
(Clothing) here
(Ultimate Spoiler) here

Merge into Maintenance thread:
(2/7 & 2/14) here
 
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Topic: Wartune / Wartune Community Leader Needed

I’d be willing to help as well, even if it’s just organizational work. All the important patch and event info getting lost / separated into a billion different threads because nobody can perform mod functions is ridiculous. The valentine’s event thread is already in danger of being pushed to the 2nd page where most people won’t even see it. ):

Is there any way we can get Kong to assign us another forum mod? Even one who doesn’t play Wartune? They can at least fix the thread mess for the players, even if they don’t know a thing about the actual game.

 
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Topic: Wartune / Willing to Buy Better AI

Originally posted by TarkkaBear:

if you’re a reflect using knight (shame on you btw), take it off your hotbar before going to sleep otherwise your AI is likely to re-cast it every 2 turns XD


Hey, reflect is pretty awesome until you hit 55! (Then it’s useless…)

Take Agoran Shield off, too. Almost always casts it first turn, usually uselessly. Basically remove any skill that requires timing or tactics (AoE, shields, debuffs), because the AI has zero of either. :P

 
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Topic: Wartune / Knight Gems HP vs PDEF

Like you said, HP is useful for more things.

PDEF affects: being hit by PATK (… yeah, that’s it)
Max HP affects: shield HP, block-heals, Suntoria-heals

I stuck to 4/4 I think, then after getting legendaries went 8HP/4PDEF.

The thing is – it’s not just PDEF vs HP. It’s when you get a ton of block (gear, astrals, gems, or PVP med) that max HP starts to really shine, as you end up healing for almost as much/more than what you get hit for, especially if you have an Illusion on and dodge/block proc at the same time. Nothing like having an archer crit delphic you, dodging for 1 damage, then block-healing 2k+. Block/heal also mitigates mage damage by a lot (you know, assuming similar BR).

 
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Topic: Wartune / [Guide Request] Arena Rewards listing

14th – 315k
8th – 360k

 
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Topic: Wartune / Talent System Discussion

Originally posted by KnowingEyes:
Originally posted by Lunto:
Originally posted by Bev0:
Originally posted by shozeg:
Originally posted by Bev0:

Does it let you know the % chance when you get the skill or is it just known as a ‘chance’ the skill will work?

only “Has a chance to reflect 10% damage…”

Well that’s ridiculous. Is there any reason they can’t tell us the likelihood of that talent working?

i agree, i learned the “puncture” talent yesterday (has a chance to cause bleeding on whirlwind) and it almost never triggers. i was expecting it to “eventually” activate every now and then, but it seems to be more likely to dodge 6 attacks in a row than to get ONE bleeding effect for me.

for example: in 20 solo arena attempts yesterday, using ww on turn 3 each battle which hit the opponent as well as his knights/angels it triggered twice on one single target out of three (if you use ww/puncture and FINALLY get the effect, it does not add the bleeding to all targets that were hit but instead every single one has an individual chance, making this skill even worse yet again).

overall i hope that they adjust the skill description/translations in the near future for more clarity on how exactly the machanics work because as of now it just seems like a huge waste of gold, exp and in the end vouchers if you learn a skill just to realize it does not work the way it is intended to or is obviously crap on low ranks.

It also gives a very low damage output. Bryant’s AI does 105 points per round. Not sure how 20% works into that figure but it cemented the deal for me not to use it in its current state.


Yep, ditched that thing by now. Seems best to grab Iron Wall and put everything else in seal. I said it weeks ago, but Knight talents are just as useless as everyone else’s. No idea where people thought they were overpowered. I still don’t see it.

 
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Topic: Wartune / [Info] Bugs

Has anyone mentioned the WD bug in solo duel arena yet? Every so often it seems to not kick in for the AI, and the character you’re fighting does less damage/does crits when it shouldn’t be doing either. AFAIK it happens to knights, not sure if it happens to mages as well, but it’s definitely a WD astral thing seeing as there are crits where there shouldn’t be any.

 
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Topic: Wartune / Talent System Discussion

Originally posted by Tetsuo_Shima:
Originally posted by KnowingEyes:
Originally posted by Tetsuo_Shima:

As far as I can tell, the archer talents are pretty lame, the mage talents are marginally better and the knight talents overpower both other classes’ talents by a pretty big margin.

How so? Explain.

Well, I’m not an archer, so just going by your explanation of those, but it would seem archers get 1 useful skill, mages 2 and maybe one more. Knights on the other hand have at least 4 very potent ones.

Four very potent ones? Huh? Which are those? I only see two – maybe three – worth getting for Knights, unless I’m missing something.

 
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Topic: Wartune / [Info] Suggestions (#2)

Are there going to be a 61-70 / 71-80 world map areas? Not that the 51+ area is heavily populated or anything (lol…), but higher mines/mobs would be nice.

 
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Topic: Wartune / Guild Battle: camping inside opponent spawn zone

Originally posted by KakkoiiBishounen:

It’s been asked and while you guys are players in the game, I got an answer from a GM. That’s pretty sufficient for me, since we’re pulling rank into this and all.

And for the sake of clarification, I asked the GM about intention, if you bothered to actually look at the picture.

You aren’t breaking any game rules by spawncamping, no. The guild leader/assistant guild leaders are also not breaking any game rules by removing you from the battle if they choose to do so. These two things may be related, but there’s no rule against that either.

So:
1. Spawncamping is allowed by R2’s official rules.
2. Guilds are allowed to make their own in-guild rules, and enforce them.
3. If you don’t like a particular guild’s rules, perhaps you shouldn’t join it.
4. Many top guilds disallow spawncamping by their own in-guild rules.
5. If you want to spawncamp, perhaps it’s best to find a guild that allows you to do so.

If we’re all in agreement about these points, which we seem to be, I don’t know where the argument is here any more. What point exactly are you trying to make, KB? “You disagree with some rules that some guilds have made?”

That’s fine. Go ahead and disagree and disapprove from afar, and we’ll carry on doing our own thing over here.
 
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Topic: Wartune / Guild Battle: camping inside opponent spawn zone

Originally posted by KakkoiiBishounen:

you as the guild official should take more accountability than just expelling the player from the guild

Huh, hold up. Where did anyone say expelled from the guild?

Originally posted by atreylune:

Can confirm that Chaos already does this (we stop at the spawn entrance, but not inside) and also kicks from GB for violating that inhouse rule.


Emphasis mine.

We boot them from that battle, not the guild entirely (people have ragequit on us for it, but that was their choice, not ours), and let them back in after sitting one out, if they agree to not spawncamp. Is that unfair somehow?

When I say our guild might not be the guild for people like that, I mean maybe they shouldn’t stay in the first place if the “no spawncamp” rule is so hard on them. And should they choose to ragequit because they can’t follow that one rule, no problem for us.