Dear Admin Team,
I am writing to you as a veteran Lineage 2 player who has returned to the game after a long hiatus due to real-life obligations. Now that my circumstances finally allow it, I joined your server hoping to relive the joy and nostalgia of the gameplay we experienced 15 years ago. However, playing exclusively as a Mage, I am reaching out to express my strong concern and disappointment regarding the current balancing, specifically the hard caps on Magic Critical Rate and Magic Critical Damage.
When I first started PVE on this server, I found it strange that despite having full buffs for critical rate, I rarely landed critical hits. Initially, I assumed it was due to my gear. Consequently, I decided to invest heavily in my character to fix this:
I acquired a Valakas Necklace.
I optimized my setup (Dyes/Equipment) to maximize WIT.
I spent 2 full days using Life Stones, trying to catch a passive or active Magic Critical skill on my weapon.
After achieving all of the above, I still felt something was wrong. That is when a clanmate suggested I check my detailed statistics using the ".stats" command. The result was shocking: All my effort and investment in gear/LS were essentially wasted, as the Magic Critical Rate is hard-capped at 16%, regardless of what I equip.
To ensure I wasn't mistaken and to verify this before I bring it to your attention, I conducted a direct comparison test:
I created an Archer with zero investment. I gave him a simple Icarus Spitter (Focus), basic dyes (DEX+4 / CON-5), and?ironically?I left him wearing a Karmian Set (not even light set). With full archer buffs plus Berserker Dance (removing Song of Earth), the Archer immediately hit the 500 Critical Rate cap.
I went to the Training Dummy in Giran to test the output, and the results (which you can see in the attached screenshots) highlight a massive imbalance:
Mage (Full Gear/Epics/Life Stones): Max Critical Rate 16% ? Critical Damage multiplier approx. x3.
Archer (Karmian Set/Basic Weapon): Max Critical Rate 50% (500) ? Critical Damage multiplier reaching approx. x8.
You can see in the screenshots the difference in action. I even continued the hits with the mage until finally there was an MC to show the damage multiplier.
This disparity makes Mages practically obsolete, not only in PVP and Sieges where the disadvantage is clear, but even in Raid Bosses?something I never imagined would be the case.
Under these conditions, there is absolutely no incentive for anyone to play a Mage. The gap in performance is chaotic and nullifies any effort put into gear progression.
I kindly ask you to review the attached evidence and rectify this injustice by adjusting the stats to more reasonable levels. Not everyone enjoys playing Fighters or Archers, and I sincerely hope your goal is not to run a "Fighter-only" server.
Thank you for your time, and I look forward to a fair resolution.
Sincerely,
DarthVicious
https://imgur.com/a/n3QmsMF