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Avernal Needs some fixing up

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  • Avernal Needs some fixing up

    Ok so it seems that archers have decided if they cannot win with attacks and damage they will purposely move around to push the bosses into portals causing melee toons to portal out. The problem with this is 2 things, 1st there are no monsters on the islands they toon is portaled to and second is the fact that the boss can be placed on a portal. In order to fix this all you would need to do is make a wall over the portal or a leash on the boss that prevents the monster from moving over onto the portal. Until it is archers will continue to exploit this causing an unfair gain that is not promoted by the game it's like several other glitches but this needs to be fixed.
    Server: Starglade
    Name: Lotussin
    Plain: Eidolon
    Lvl: 72 and more
    Guild: GM of DethKlok
    Class:Rogue
    Skill Tree: Shadow
    Pet: Demon King Gen 2/5 +13

  • #2
    Or as the obvious strikes a normal mind, the knock-back skill is the most powerful skill nature-type has so yes it's being used. What you can do about it is use a pet with drag-skill to get the boss out of the portal and against a wall. Since you are the one with threat on the boss usually in the Avernal you could just stand against a wall, and the boss will come to you out of the portal instead of typing this during the Avernal.
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    Server: Windshear Peaks
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    • #3
      The name of the game is dps in avernal and I'm not suggesting something irrational by saying disable the push back skill nor am I suggesting a nerf. It's an easy fix to place a barrier on the portals so the boss is unable to move over the portal or even onto the portal. you would still be able to push the boss into walls of either direction but you wouldn't be able to push on a portal or to corners, the other solution is to reset the boss and it's hp every time it is pushed onto the portal. Either solution is good and would not cause any disruption nor unfair advantage one way or the other. And while it's true I get and hold the aggro my character runs to the mob in order to continue attacking regardless of movement.
      Server: Starglade
      Name: Lotussin
      Plain: Eidolon
      Lvl: 72 and more
      Guild: GM of DethKlok
      Class:Rogue
      Skill Tree: Shadow
      Pet: Demon King Gen 2/5 +13

      Comment


      • #4
        Using the portals is a great strategy for knocking the actual afk people out of the fight. If you are there and watching, you can pull your character away from the portal, to the side of the portal, or behind the portal, and you won't fall into it nor will you lose any damage points. The portal is a risk, adds a slight amount of challenge to an otherwise boring event.

        I hope they leave it as it is.
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        • #5
          Memory there is one thing you don't seem to be considering, even if I am not afk if there are more archers and they have the boss pinned on the portal it doesn't matter if I pull back or not I cannot attack and continue adding damage without going through the portal regardless of afk or paying attention. So suggesting I move around the portal is dumb melee as in on top of as in within 1/2 square as in there's the enemy RUSH TO THE PORTAL. If that's not clear enough I don't know what is. Knights & rogues must be right on top of the opponent in order to attack a ranger is capable of pushing the enemy onto the portal and locking it there or purposely pushing from one portal to another and afk or not a knight or rogue toon will run to catch up and attack before the command to run away. Lets think about that for a moment, then after you've thought about it get back to me and fix that. Now if you wanna be extreme why not take out the push back from tidal and make it that much more of a challenge you have traps use them. You have slither which you use and constant tick + heal take the heal off while you're at it. >.< On second thought LETS NOT!
          Server: Starglade
          Name: Lotussin
          Plain: Eidolon
          Lvl: 72 and more
          Guild: GM of DethKlok
          Class:Rogue
          Skill Tree: Shadow
          Pet: Demon King Gen 2/5 +13

          Comment


          • #6
            traps dont do any thing or dmg. slither u gotta be right on it and when it only hits 2-5k dmg not much dmg at all. when yours skills hit 40k+ i think it is fine the way it is. it a way rangers can keep up with rogues

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            • #7
              my skills hit 30k and I'm A ROGUE I hit 10k normal come on think about it really it's fine?????
              Server: Starglade
              Name: Lotussin
              Plain: Eidolon
              Lvl: 72 and more
              Guild: GM of DethKlok
              Class:Rogue
              Skill Tree: Shadow
              Pet: Demon King Gen 2/5 +13

              Comment


              • #8
                i agree with MemoryLane i think avernal is good as it is and one more thing is hybrid or protection knights can pull the boss with dragon hook so knights r not in a disadvantage and neither r rogues u just need to be patient and wait for the tidal rush skill to cool down once it goes into cool down mode u can attack the boss all u want
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                • #9
                  This needs to be fixed, its obvious abuse of game mechanics in order to gain an advantage over certain classes. any GMs gonna respond to this thread? or are we tacitly permitting game mechanic abuse now?

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