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About dobe

dobe's Activity

  1. dobe added a post in a topic About to join the ranks of the others who have left this class....   

    When im saying to go dp,i didnt mean for 1v1 but more for groups play and nodewars,even if you cant kill(with ap or not) anyone you will be usefull with your good capacity to cc lot of people,i can view her like a mini zerk with maybe less radius than a zerk,maybe im wrong but it is like i feel the kuno.
    Yeah i need much more xp on kuno to say anything,but the exemple from rbf i wrote is just to point out how kuno maybe usefull to your groups without having the ap as long as you dont get OS.On the exemple usually i do yolo on the side without invisibility and most of the time it is enough to caught all classe that didnt have a guard nor super armor on guard on close range when foes and allies are staring at each other right before an engagment,this is why i get the idea of the great utility of the kuno.
    Let say we are in node wars tell me how its not practical/usefull on the following setup:
    We agree most of the time witchards are standing just next to their frontline (a litlle behind) ready to teleport in just before engagement?
    Outside of timing the  concealement we say you are here ready on the side(but very close to enemy pack)  when everyone is in the staring phase (if there is one) your raid leader say go, you pop out of your invisibility dashing in and just doing stiff/stun(1cycle) at the same time the allied zerk start to engage with all the frontline +witchards,what its the concret impact of your deeds?
    Other exemple is the same as above but the enemy team engage sooner you start to realize then pop out of concealement dash in and go for 1 cycle of stiff/stun and this lead to the enemy team splitting in 2 instead of 1 block with some enemy already on youre team but you did stop for a few seconds dozen of people and maybe more if you get the attention of the enemy team you may ended up dead but wat is your contribution on the fight?
    Im not implying maehwa is under kuno,maehwa is very strong in 1v1 and ok to strong on group fight (even with our lack of skill usable in groupfight) when your target commits a misplay maehwa is here to punish and dispatch the target in no time and its pretty hard to have cced  a capable maehwa but for match up kunos VS maehwa you guys have very good tools to deal with a maehwa(tendon cutter,lunatic discus,chain crash),you just have to fish for the maewha attacks and just use one of the skills and poof maewha(well maybe not tendon cutter).And i must admit kuno is a very rare food to get on so i  barely have any xp on them(most of my encounter were people who had now clues how to pvp) but i met 2 days ago in "privatized" rbf 1 kuno that had the hand to cc me(as maehwa) even if it was on group fight she was able to reliably cc me on the middle of my frontblock attacks and removing a good chunk of my hp on the way and im not the kind to be easily cced (ok its a thing for an another topic but i needed to relate the thing).
    At 212 ap with 21 visible accu and zarka/bheg  tri,petal bloom full charge eat half the hp of ~300dp zerk on back atk.
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  2. dobe added a post in a topic About to join the ranks of the others who have left this class....   

    TLDR:grass is greener elsewhere.
    If you guys are not successfull on ap road why dont you go dp and live the life of a frontliner?
    Kuno's kit allow her to get all kind of job(maybe not assassinate as i can read?) with her massive disrupting ability aswell with long animation and all the hit that have a chance to cc can lead to more than 8 player to be cc on top of super armor,it is pretty much good or it looks like.
    I have an alt kuno with 160/180/250 which is pretty much potato(and potato skills)and when i go rbf i play the kamikaze going first on a blob fight,if im sucessfull its pretty much a win for that group fight for my team if they follow up,if im sucessful or not to cc the enemy team i end up dieing as im not very durable,i must admit most of the time its pretty frustrating as i dont have the dp to survive long enough vs 1 even if most of the enemy team is cced and i have very bad accu (pri yuria +2 tri rce and 58)so getting all cced is pretty difficult.
    I Have the feeling for the kuno to perform very well need to have the animations of some skills speed up with  better & more transition flow awk>mainhand and mainhand>awk.
    I main a maehwa(200/210/260) and if the maehwa have the sleet step (slide to side things) its because we dont have any side slice like every other class(maybe not valk) and the slide to side skills is an attempt to keep up with the side mobility of our counterpart the musa,removing the spell without adding any side slice will break the class.
    As i have some exp on pvp (nodewars t123 and small scale) i can breakdown the maehwa for you,the maehwa is not very noob friendly but is not hard to chain skills with very few cancel and speedup,every battle is  50% positioning,30% counterplay,15%chainingskills,5% misc, the behavior is totally different when you are in 1v1 as the mae can use pretty much all her kit and the more people you add on the fight(friends and foes) the more you need to restrain your kit to ultimately just using 3 skills which is petaldrill,december and petal bloom (if you go with the flow chance are high you will take a grab or massive dmg  from behind.All the skills i said have super armor, other skills have frontblock or no protection(very few) so if the maewha is careless from what is happenning from her back its a death sentence.
    TLDR:the only road as maehwa is to dealing damage as the kits have pretty much high cd with few skills usable(mainhand dont compliment much the awk and dont have protection on it)so you cant much peel for others.The kit of the kunoichi fit any playstyle you want if you have the stat to back it up.
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  3. dobe added a post in a topic Maehwa' s main weapon skill fix   

    Why maehwa mainweapon is pretty weak compared to kuno main hand?Because maehwa was design to be a cc machine with narrow targeting ability skills before the cc patch nerf went live and way before awk release, the kuno/ninja was design to fight awakened people aka ccing people while dealing massive dmg and having some skills sa after the cc patch nerf.
    tldr:kuno/ninja is a latter and better version of musa/maewha rolewise preawk.
    if it is not for the one trick pony guaranted kill every 30 sec with mid tier gear for the maehwa(and sa chase), the kuno/ninja will do the job much better preawk.
    -A random maehwa passing by.
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  4. dobe added a post in a topic Maewha vos combo depuis l'eveil   

    Je pense qu'il voulait dire qu'au lieu que de reculer en utilisant la compétence il est possible de le lancer tout en restant sur place en faisant sleet step> stigma.
    J'espère que les futures maehwa ne suivront pas les combos de Muzichan qui sont clairement mauvais pour le pvp  et pour ceux de Nutoboni il y a à redire:
    Les initiateurs: l'auto attack et oppression ne devraient même pas être qualifié d'initiateur, vous pouvez initier avec n'importe quelle sort rapide ayant un contrôle + une protection(super armure ou blocage)car 8/10 fois vous allez vous faire contrôler si le sort n'a aucune protection alors autant engager avec un skill de l'arme principal .
    Les combos:le stun du petal drill après un stiff ne passe pas sauf si vous avez au minimum 15% de vitesse d'attaque(20% pour être sûr) en + de vos 5 vitesse d'attaque,oppression>moonrise est une mauvaise chaine(sauf si rage absorbé+le buff e) parce que vous allez faire un stiff avec l'oppression et un stiff avec le 1er coup de moonrise comme le float ne prend effet qu'a la 3eme phase de moonrise la chaine de contrôle est brisé,pour le dernier combo si la cible est au sol autant faire le plus de down attack possible et du coup sticky snowflake>petalbloom(pas chargé) et a ce moment la si la cible a pris l'écrasement au sol faire le frost pillar.
    Alors pour ma petite liste de combo pvp,je vais commencer par vous remettre en mémoire les bases du pvp qui sont les chaines de contrôles.
    Pour faire une chaine de contrôle vous devez alterner des types de contrôles différents par exemple knockback>stun>knockdown>grab.
    Les contrôles sont classé en 4 famille qui sont:
    stun,stiffness,freeze.|étourdissement,rigidité,gelknockdown,bound.|trébuchement,fauchagegrab.|prisefloat,knockback.|poussée,repoussementLa différence entre les contrôles d'une même famille peuvent être minimes comme elles peuvent être fondamentalement différente.
    La rigidité est une perte de contrôle qui ressemble a l'étourdissement mais ayant une animation différente et durant beaucoup moins longtemps que l'étourdissement généralement le temps de faire une seule autre action rapide.L'étourdissement qui ressemble à la rigidité et durant 2 fois plus longtemps.Le gel est une perte de contrôle qui place la cible dans un glaçon(une autre forme de stun) pendant la même période qu'un étourdissement suivie d'une mise à terre.Le trébuchement et fauchage mettent directement la cible a terre,elles ne  possèdent pas de différence visuel,mais mécaniquement différentes du point du vue du code car l'un peut être sujet au mauvais calcul de position de la cible suite a une desync alors que l'autre non.La prise traverse toute sorte de protection(iframe?) possible pour faire une mise à terre.La poussée envoie la cible en l'air et se fini sur une mise à terre.Le repoussement fait reculer la cible avec un temps d'effet semblable a la rigiditéTant que la cible n'est pas encore a terre vous pouvez enchainez différent type de contrôles qui peuvent être de même famille ou pas.Lorsque votre cible se prend un contrôle,il y a un timer de quasi immunité déclenché sur votre cible  pour le type de contrôle effectué et dure la totalité du temps de contrôle de ce type.
    Du coup vous pouvez alterner rigidité,stun,repoussement pour empêcher votre cible d'agir.La prise ne provoque quasi aucune immunité donc vous pouvez vous faire grab tout de suite après un autre grab.
    Il y'a aussi ce que l'on appelle un écrasement, si vous faites un skill ayant la mention écrasement lorsque la cible est a terre ou en poussée vous pourrez avoir un proc qui prolonge la durée de la poussée ou de la mise a terre.
    Le résumé avant d'attaquer le détail des combos est que lorsque vous faites un contrôle il faut faire attention aux type de contrôles infligés ainsi que le temps d'exécution du prochain skill pour prolonger(ou non) le combo.
    Je traiterais uniquement des combo en 1v1 qui commencent par l'arme awakening et en donnant le nom des skills en français pour un lv 60,si vous n'avez pas les skills en question vous n'avez qu'a skip le skill ou le couple de skill suivant.
    Il y a aussi des combos qui est uniquement faisable en combinant l'absorption de rage et  le buff awakening mais je ne les traiterais pas car la vitesse d'attaque est telle que vous pouvez enchainer 2 attaques  de même types de contrôles et passer a un autre type de contrôle sans trop de souci.
    Combo downattack:
    kd/float > flocon de neige collant > éclosion de pétale >flux:sprint du clair de lune(si écrasement on continue) >pilier de givre >pointes de l'iceberg.----------------------------------------------------|> éclosion de pétale(si écrasement)>pilier de givre >pointes de l'iceberg.
    Combo simple:
    Exercice de pétale > lever de lune > flux:coup de poignard du nuage > flocon de neige collant.Exercice de pétale > éclosion de pétale full charge > flux:sprint du clair de lune > pilier de givre > flux:pointes de l'iceberg.Lame tenace > coup blanc+avant > flocon de neige collant >lever de lune > pilier de givre >flux:pointes de l'iceberg.Combo moyen:
    Lame tenace > Exercice de pétale > flocon de neige collant > lever de lune > flux:coup de poignard du nuage >éclosion de pétale >>flux:sprint du clair de lune(si écrasement)>pilier de givre >flux:pointes de l'iceberg.Vous pouvez aussi faire la même en inversant exercice de pétale et lame tenace ou bien en ajoutant stigma(pas de neige>stigma) à la place de lame tenace et en mettant lame tenace juste après exercice de pétale et en continuant le combo .
    Lame tenace > Exercice de pétale > lever de lune > flux:coup de poignard du nuage > combo downattack.Lame tenace > Exercice de pétale > éclosion de pétale full charge > flocon de neige collant >lever de lune >pilier de givre >flux: pointes de l'iceberg.Combo max efficacité avec général abricot ou absorption de rage:
    Lame tenace>Exercice de pétale > coup blanc +avant > lever de lune > pilier de givre >flux:pointes de l'iceberg > éclosion de pétale >flux:sprint du clair de lune >> flocon de neige collant.Combo avancé avec switch d'arme:
    Exercice de pétale > tigre fantôme > taillade rétrograde > décapitation >switch d'arme "c" avec la camera tournée ailleurs pour éviter de hit la cible avec le switch >> éclosion de pétale full charge > flux: sprint du clair de lune > pilier de givre >flux:pointes de l'iceberg.Si vous êtes aussi sous général abricot ou absorption de rage juste entre le flux:sprint du clair de lune et pilier de givre vous pouvez mettre flocon de neige collant.
    Important a savoir:
    Les links de contrôles de certains skills a certains autres skills est grandement dépendant de votre vitesse d'attaque.
    Vous devez avoir au moins  15% de vitesse d'attaque en plus de 5/5 atk speed pour linker lame tenace>Exercice de pétale sinon le combo se casse la figure.
    Vous devez avoir au moins 20% de vitesse d'attaque en plus de 5/5 atk speed pour linker la rigidité de lame tenace à la poussée de lever de lune du combo lame tenace > flocon de neige collant > lever de lune.
    Chez moi,j'ai 10% atk speed en addon sur lame tenace et j'utilise le buff de royal rage pour mes combos.
    A savoir également que vous pouvez faire dans le vide les skills offrant des buffs pour le perso pour les récupérer avant d'engager sauf tout ce qui est addon où vous êtes obliger de toucher la cible avec.
    Voila pour l'échantillon de combos il existe plein de variation mais j'ai juste listé ceux qui représentent ,pour moi, un feeling différents plutôt que de mettre beaucoup de combo presque jumelles a 1 skills près,tant que vous avez conscience du temps d'exécution de vos skills et que vous linkez vos combos avec des contrôles différents alors vous pourrez générer n'importe quelle combo.
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  5. dobe added a topic in In-Game Bugs   

    Crash on alt-tab afking
    When i alt tab from the game and leaving the windows not active some time and when i go back to the game i see the splash from the starting game and then the game crash.
    The game dont crash like this when its reduced on background from the quit button.
    Its really annoying and hope it will be fix soon.
    • 11 replies