Devin52992
TNT
- Joined
- Jul 23, 2011
Every class ingame can escape from a ninja easily, only melee without an actual speed buff/slow and someone sprinting away will never be caught because of lack of slows/speed boosts. My suggestion would be either turn backflip into a frontflip or just add frontflip with shared cd as backflip so they don't gain any more combat movement just allows them to better chase other classes. Currently the strategy for actually chasing some1 is to sprint, jump, Turn around midair backflip, turn around b4 u land again & try to sprint hoping it doesnt break which is ridiculous compared to any other classes movement, Or of course maybe a slow poison or something to prevent them from escaping also seems to fit ninja theme & solve problem.
Also smiths making horse armor for upcoming update would be pretty cool considering you can only get horse armor so far from either villager blacksmiths (even villager smiths get to make em share the <3) or dungeons & farmers makin saddles would be a great way to make farmers more plausible as a prof, farmers have to little as it is no 1 wants to go 1 becuz all they really get is leather, breedin horses & saddle makin would be a great way to fix this.
unrelated i guess but might wanna put a max heal amount on dmg = healing abilities like blood mages / necro / dks attack because when attributes come out they will basically be twice as effective for those skills ie if int did +! dmg siphon blood with 65 int would be 65+ dmg & dmg * 110% = 71.5 which is a 136.5 health change between player & enemy for just 65 stats while if it did same for say a wizards bolt it would just be a 65 dmg health change between player/enemy so i'd suggest either lowering the effect attributes have on these sorts of skills or just putting a max heal amount on them to prevent this.
Also smiths making horse armor for upcoming update would be pretty cool considering you can only get horse armor so far from either villager blacksmiths (even villager smiths get to make em share the <3) or dungeons & farmers makin saddles would be a great way to make farmers more plausible as a prof, farmers have to little as it is no 1 wants to go 1 becuz all they really get is leather, breedin horses & saddle makin would be a great way to fix this.
unrelated i guess but might wanna put a max heal amount on dmg = healing abilities like blood mages / necro / dks attack because when attributes come out they will basically be twice as effective for those skills ie if int did +! dmg siphon blood with 65 int would be 65+ dmg & dmg * 110% = 71.5 which is a 136.5 health change between player & enemy for just 65 stats while if it did same for say a wizards bolt it would just be a 65 dmg health change between player/enemy so i'd suggest either lowering the effect attributes have on these sorts of skills or just putting a max heal amount on them to prevent this.