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Remove Warding?

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Remove Warding?

Postby Winter de Solis » 15 Sep 2015, 15:03

I've heard that Crag Gargoyle and Golden Weapon hunt youen were scheduled for removal a month ago, which has not occurred yet - I suspect this is due to U.S server lagging JP server by a month in terms of updates.

However, will the same apply to all the other warding dungeons out there? If so, I beseech you, CyberStep to reconsider. There are currently players who still enter the other warding dungeons, namely, Arch Death Scythe for durability tickets and aidama. (I know aidama is for magmata crafting, but also heard from someone that they are used to craft level 115 weapons. Not sure if this is true and need confirmation on this rumour).

Would like a game master response and a consensus for keeping warding dungeons permanent in game.

You can place votes in the following format, with answers 'temporary' or 'permanent':

---------------------------------------------------
Hail Tiamat:
Arch Death Scythe:
Crag Gargoyle:
Golden Weapon Hunt:
----------------------------------------------------

Edit, read this first:

Winter de Solis wrote:
AtmaMoogle wrote:Learn. To. Guard. Like really? why do you need a guide on learning how to block lol... Hard mode and normal mode literally glows for you before the attack animation so you can Perfect Guard it. Or if you wanna take a shit ton longer you can just use wand and roll around. If you die on ADS, it's literally cause you fucked up some how.


No I need a guide on how to do it solo, not specifically guarding.

As for the glowing I don't see it because I normally play hell for more drops.

Oh wait. Everyone here looks down on me for finding it hard. I see I see.
I didn't specify the difficulty so excuse me.
I was talking about soloing hell mode all along.


Can someone please tell me also if the rewards for doing normal three times (1 energy each) the same as doing hell one time (3 energies)? Also asking this on the help sticky.

Also, Deathscythe and tiamat dungeons are very overrated in terms of their and their minions' abilities to one hit ko players because 'the line between life and death there is paper thin.'

Please remove that mechanic as it is frustrating for solo players when friends are offline as one mistake can cost you the dungeon run and energies or a soul egg or 10 oc to revive. (You may use three free resurrections but you get no rewards doing this)

And guess what group players do?
They use the suicide glitch to root death scythe to his spot. If Jagex, Blizzard or Riot Games had this in their games and that everyone exploits it, they'd have steam coming out of their ears. But in this scenario, I don't blame the players. It's the mechanic that is the issue. I have not personally witnessed (Feel free to put up your examples) in other mmo games, namely Runescape, World of Warcraft and League of Legends, where an attack deals one hit KO without some form measures against that attack. What I mean is sure, you do have one hit KO attacks in Runescape, but at least you can mitigate that by, running to a designated spot to nullify the one hit KO, run a group to spread out a one hit KO attack of 50k life points evenly amongst the players or use defensive abilities to negate all incoming damage.

Here, on arch deathscythe, we have no measures to counter one hit KO attacks. Not even in a group. So I ask you, Cyberstep to take a look at this issue and make some readjustments.

Can someone please tell me also if the rewards for doing normal three times (1 energy each) the same as doing hell one time (3 energies)? Also asking this on the help sticky.
Last edited by Winter de Solis on 17 Sep 2015, 15:22, edited 5 times in total.
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Re: Remove Warding?

Postby Winter de Solis » 15 Sep 2015, 15:06

Example vote:

---------------------------------------------------
Hail Tiamat: Temporary
Arch Death Scythe: Permanent
Crag Gargoyle: Permanent
Golden Weapon Hunt: Temporary
----------------------------------------------------
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Re: Remove Warding?

Postby SupremeTentacle » 15 Sep 2015, 16:30

It's not cause server-update lag. If we were only behind by a month, we'd have 3 more major patches implemented already. They most likely forgot. If that is not actually the case, then it would probably not be incorrect to assume that they simply don't care.

Hail tiamat and arc deathscythe were never slated for removal on our server in the first place if I recall correctly.

Let's not make assumptions about what Aidama is and is not used for. Whoever is spreading information about aidama usage needs to kill themselves right this instant. That's one of the few things that's not google translatable, so I'd prefer to keep it a secret... Seriously, don't spread free info, you're literally throwing free money out the window for no reason.

The minions on hail tiamat's dungeons do not one hit kill you. They deal a percentage of your max death as damage, which indirectly makes things easier for lower leveled players. This makes sense as these players should be less used to the game in general. Honestly, sufficient skill should make the dungeons fairly easy. A mix of just-guards and rolls should let you ace these dungeons fairly easily. The only issue with them is that they're time consuming, which honestly cannot be flat out classified as a problem seeing as how it'd only take 15 minutes or so to solo Arch DS on hell anyways.

Suicide glitch people are nublets that have no pride.

As for counter measures... Onigiri is not a game that involves tanking damage as an option, so the stuff you've mentioned about the other games is not relevant. Like I've mentioned before, just-guards and rolls can counter one hit kill attacks. Just-guards completely negate all damage, whereas rolls move you in addition to giving you invincibility frames. Getting an SS in these dungeons is honestly very easy if you bother to take a few minutes, sit down, observe the boss and figure out it's attack patterns and cues.

The only issue that really comes into play here is the fact that incoming damage is server sided as opposed to client sided.
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Re: Remove Warding?

Postby HelixDraxzonyx » 15 Sep 2015, 17:06

I only made one attempt at Hail Tiamat before giving up, but if Durability Tickets are up for grabs then I might try again. I'd like to get some of those if I can. I just need to work on my reflexes, and I'm planning on getting VPN as well. (I think Supreme recommended one the other day). My reflexes aren't as good as they once were, so guarding/rolling at the right time is pretty tricky for me.
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Re: Remove Warding?

Postby Winter de Solis » 16 Sep 2015, 03:11

SupremeTentacle wrote:
The minions on hail tiamat's dungeons do not one hit kill you. They deal a percentage of your max death as damage, which indirectly makes things easier for lower leveled players. This makes sense as these players should be less used to the game in general. Honestly, sufficient skill should make the dungeons fairly easy. A mix of just-guards and rolls should let you ace these dungeons fairly easily. The only issue with them is that they're time consuming, which honestly cannot be flat out classified as a problem seeing as how it'd only take 15 minutes or so to solo Arch DS on hell anyways.

Suicide glitch people are nublets that have no pride.

As for counter measures... Onigiri is not a game that involves tanking damage as an option, so the stuff you've mentioned about the other games is not relevant. Like I've mentioned before, just-guards and rolls can counter one hit kill attacks. Just-guards completely negate all damage, whereas rolls move you in addition to giving you invincibility frames. Getting an SS in these dungeons is honestly very easy if you bother to take a few minutes, sit down, observe the boss and figure out it's attack patterns and cues.

The only issue that really comes into play here is the fact that incoming damage is server sided as opposed to client sided.


The problem with rolling is, you cannot eat, drink or attack. In fact I have met cases where eating a sushi while rolling will not heal you, will not consume the sushi but will put the sushi onto cool down. The same with attacks and abilities, no attack gets used, no sp or durability is used but the ability goes on cool down. These glitches or poor coding is caused by rolling or even walking while performing aforementioned actions at the same time. You have to stop for one second before you can attack or eat or drink then continue moving or rolling but in that one second, you're dead, or if outside of one hit k.o, suffered an attack already.
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Re: Remove Warding?

Postby SupremeTentacle » 16 Sep 2015, 07:28

Honestly, there's only one thing to say in response to that...

Use your god damn head.

First of all, if you time your rolls, you can actually have certain skills deal damage without consuming durability. It really depends how early you roll. If you needed to cancel a skill in it's immediate startup frames, then it means you should not have started casting that skill in the first place, as, if not rolling at that exact point in time would get you hurt/killed, the monster would have probably already long completed it's pre-attack movements. That is to say, you either missed or ignored the indicator and attacked anyways, meaning that all fault lies on the player's side. Likewise, even if you did have to stop for an entire second, you would still be totally fine. The arch death scythe, for example, has openings that last upwards of five seconds.

The thing is.. you don't have to stop though. There's no real reason for you to have to stop before you attack, literally none. You can roll or walk and then immediately begin attacking.

The sushi eating cancel was to prevent an exploit with other consumable items. I'm not particularly content about how CS goes around "fixing bugs" either, but, let's set that aside for now.

As for skill canceling via rolling... yer doin it wrong. Wait like five more frames, which is literally less than a tenth of second, and you should be able to get off the skill's damage without consuming durability.

tl;dr

git gud
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Re: Remove Warding?

Postby Winter de Solis » 16 Sep 2015, 13:56

SupremeTentacle wrote:Honestly, there's only one thing to say in response to that...

Use your god damn head.

First of all, if you time your rolls, you can actually have certain skills deal damage without consuming durability. It really depends how early you roll. If you needed to cancel a skill in it's immediate startup frames, then it means you should not have started casting that skill in the first place, as, if not rolling at that exact point in time would get you hurt/killed, the monster would have probably already long completed it's pre-attack movements. That is to say, you either missed or ignored the indicator and attacked anyways, meaning that all fault lies on the player's side. Likewise, even if you did have to stop for an entire second, you would still be totally fine. The arch death scythe, for example, has openings that last upwards of five seconds.

The thing is.. you don't have to stop though. There's no real reason for you to have to stop before you attack, literally none. You can roll or walk and then immediately begin attacking.

The sushi eating cancel was to prevent an exploit with other consumable items. I'm not particularly content about how CS goes around "fixing bugs" either, but, let's set that aside for now.

As for skill canceling via rolling... yer doin it wrong. Wait like five more frames, which is literally less than a tenth of second, and you should be able to get off the skill's damage without consuming durability.

tl;dr

git gud


Whoah
WHOAH there
Cut out the insults there. I'm pretty sure I refrained from being demeaning in my stipulation in response to your proposal that rolling is a countermeasure. Call me new or inexperienced with rolling if you like but the contempt can be removed thanks. If you want to give me an advice feel free to do so since you can see my account is only two months old and 3/4 of that time I've taken a break due to tests, assignments and other mmos that have taken my attention.

Also, after searching arch death scythe solo on youtube
I end up with this, a video of you completing death scythe in a 5 man team:
https://www.youtube.com/watch?v=jrvbfgvVtGo

Since you affirm you can do it solo, can you upload a video on how to do it solo then please?
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Re: Remove Warding?

Postby SupremeTentacle » 16 Sep 2015, 14:33

Flaming people is kind of my thing, not that you were really even flamed. Bit of talking down at you since you didn't use your head or actually experiment sufficiently, but that's about it. ohnowhatdoheactedcynicallyandtoldmetogitgudomgomgomg

As for the video... I'll actually solo it and upload a video in a few days. But, since I don't happen to have it pre-recorded, have this instead. EDIT: Nvm too lazy since they buffed the health of the regular monsters.

https://www.youtube.com/watch?v=dQw4w9WgXcQ
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Some skill card 7's, ougi, orna'd maga and other stuff too!
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Re: Remove Warding?

Postby Winter de Solis » 17 Sep 2015, 05:36

Well, as someone in game affirms that warding won't be closed, I won't be panicking as much. Hopefully, I can use all the time I want to enter in groups or practise a bit. I've tried soloing the dungeon on hell difficulty and only managed to get 1/10 of death scythe's health before I gave up, having run out of free resurrections and used two soul eggs.

And also in response to your second video, I was not saying I've given up on the dungeon, but rather need a guide to do it solo.
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Re: Remove Warding?

Postby AtmaMoogle » 17 Sep 2015, 08:40

Learn. To. Guard. Like really? why do you need a guide on learning how to block lol... Hard mode and normal mode literally glows for you before the attack animation so you can Perfect Guard it. Or if you wanna take a shit ton longer you can just use wand and roll around. If you die on ADS, it's literally cause you fucked up some how.
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