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Showing content with the highest reputation on 05/05/21 in Posts

  1. I want to know your opinion about it. In my opinion, the way they are implemented in the game right now isn't the best. Templars and Charmers doesn't have a basic aggro skill (i'll call it BAS) like the other tanks (even though they are more like off-tanks), so it opens up a slot for another type of skill. Paladins, Blade Dancers, Wardens, Barbarians and Death Knights have basic aggro skills, but besides Warden's, all of them have the same effect: Forces the enemy to attack you. Nothing special, leveling up these skills only increase the aggro points and the duration too if i remember correctly. My suggestion is: Like Warden's BAS, all the other tanks BAS should have another secondary effect, so it would give even more personality to them, because seriously, they all have the same skill. Later i'll give some suggestions.
    3 points
  2. We all know that the game have evolved lots on the last years and i don't think the current sections can hold all the information's that need to be discussed. I suggest to create a new section at the forum to discuss the Guild vs Guilds events. Why? i know they involve pvp, but they still involve lots of pve aspects and strategy's to be discusses that are not the same as used at arenas or wars. So how can we discuss a GVG event at the ''PvP and Arena'' section when its not really a Pvp battle its more a Guild team battle that includes strategy, pvp and pve.
    3 points
  3. If you are unable to comprehend what I am saying via my posts, then its no doubt pointless to have the topic open. Explanations are given and you do nothing other than question them or try to render them unusable, which cannot be. I know how Merman trial first phase works, I have participated myself in over 100+ of them, have fought tough battles and have also been the decisive person in some as a templar, to push the crown away from the center of the defense formation, then secure it. The merman video is nothing but a well played defense and a terrible offense. Even without the healing totems, I bet the sentinel side would still have lost due to 0% offensive stats from weakness totem and massive stagger from the surplus of AoEs, so more than half of the Sentinel melees didnt even get a chance to attack. In due respect I apologise for the snarky comment, it has no place in our forum
    3 points
  4. lallouss

    Unbind Books Rares

    They are called rare for a reason, making it unbind-able thus becomes not rare.
    3 points
  5. I think this is the single most important thing to be said in this thread. With 3 lines of buffs for the shaman(s) and their ally/allies, it's natural to reach silly conclusions such as stated before in here
    3 points
  6. The video was directed to a specific member who claimed that totem was not maxed. And about pots, I won't repeat everything again, I will just quote myself again: And I'll repeat again: every single class with 3 lines of buffs is strong. Everytime you put pots and external buffs to the equation you're simply comunicating that in order to be problematic, a shaman should have several buffs, thus in normal conditions this problem doesn't appear. If you want to give a sort of sense to your sentences, start removing pots and buffs from them. No, you haven't. Not when defining whether a class is strong or not. You would have a biased result.
    3 points
  7. I actually agree that they each should get a unique minor effect but it's hard to balance considering the skills low cooldown. Also completely copying the warden effect would be boring, and his effect is already weak enough that few players even bother to use it. So I would actually buff his effect in some way... As for the other classes... The paladin could have a supportive or disrupting effect focusing on protecting party members, maybe pacifying them for a short time (his skill is called persuasion) Death Knight could get a thematically accurate one like marking his target for death under certain conditions(do more damage based on missing health), as his focus isn't actually his party. (Provocation) The bladedancer is a dueling class (or so is my idea of it) so his effect could make both him and the target do more damage to each other. (Aggression) While the barbarian is one that would resort to dirty tactics mocking his opponent, maybe making the barbarian stronger if the target is not damaging him. (Taunt) At least those are the first ideas that pop in my head, what do you think? All of these could also be linked to existing/new expert skills to balance it.
    3 points
  8. There is a old mechanic on the game, it's so useful that literally every player uses it!! So if it's not about a nerf, what is the sense of this post and what are you suggesting? You made it to complain about Healing Totem but you want it to stay the same?
    3 points
  9. That won't make you immune from comments stating another point of view. The counterpart has got your same right to speak in this sense.
    3 points
  10. To emulate that you need one of the most broken books existing in this game (Magic Extension aka Orci Book). If you are rich enough to purchase that and you plan a build with that book, then yes, this is right. A druid with such book would do no different and would be as tough as a Shaman (with the only difference of the lack of Lightning Shield) Are you serious...?
    3 points
  11. Hmm clever. Though I might want to give you some little hints about my main class: The topic is about the balancement of the game, as the topic's title says, and not of the classes. Since we are theoretically going off topic I would have the full right to close it. Moreover, remember: having a main which differs from the mentioned class(es) doesn't make me less experienced about how the game works, nor does legitimate you to make (eventually wrong) assumptions about players. One friendly advice: read what a member says carefully and don't judge a book from its cover.
    3 points
  12. Hourai

    Deity Statue suggestion

    Long story short, auto-attack reduce effect is not as widely used due to its rare usefulness (Orcinus tanking, anyone?) so im bringing this suggestion in hope of a future where Templars can provide more to their team except ping pong. My proposal: When the Templar puts their Deity Statue in a location, in a radius of 3 yards from the center of it, it constantly applies a defensive barrier/shield/protection buff that mitigates 10-20-30-40% incoming damage OR applies a shield that is 100-150-200-250% of the SUM of your physical and magical attack, for as long as the statue is on the field. As soon as the duration ends, all positive buffs are gone. For the duration the statue is on the field, it is invulnerable to damage. Duration: 6-7-8-9 seconds Allies affected: 2-3-4-5 Cooldown: 30 or 35 seconds With this im looking to bridge the lack of the Sentinels to provide mass protection to their allies on the defensive side, as well as give Templars one better alternative skill to use for their arena/gvg endeavors Constructive criticism will be appreciated
    2 points
  13. Думаю, у каждого есть любимая локация в игре, моя же - круг совета двенадцати на острове эльфов. Предлагаю собрать сборник аля "самые красивые локации". P.S.
    2 points
  14. Всем доброго времени суток, уважаемые читатели форума. Я создал эту тему, так как больше не в силах терпеть. Не приходилось ли вам проходить дейлы троллей/фавнов более 2х часов? У меня, увы, бывало и такое. А всё почему? Потому что время респавна засад в 4ом секторе Айвондила около десяти минут! Это ещё при том, что помимо игроков, имеющих квесты, засады могут вскрыть любые проходящие мимо люди. Напротив, на 5ом секторе приняли простое и одновременно гениальное решение - время респавна засад 1 минута, их могут вскрыть только игроки, имеющие квест на них. Несостыковка какая-то. Чем же разработчики игры обделили Летающие острова? Не понятно. Так вот, к чему это я... Считаю, что засады в 4ом секторе требуют доработки, ибо на пустое времяпровождения игроки тратят гораздо больше времени, чем на прохождение самих квестов. А вы как считаете? Делитесь своим мнением. Мне кажется, что это не только у меня накипело. Если что, мой ник Corpusnova, сервер Amber.
    2 points
  15. С последними обновами бал, придел, блаж актуальность бижы крафта уменьшилось т.к. ввели бижу бала с %, ярость и пронзой придел, автоатаками и кд блаж, и с вязи с этим актуальность бижи крафт обесценилось. Связи с этим предлагаю увеличить дд на 2% процента всей биже крафта, а именно амуль/плащ физ поднять дд до 6% а в кольцах до 5% мдд амуль/плащ 8% кольца до 7% в идеале. Ну или минимально хотя бы на 1% всей бижы и мдд и физ
    2 points
  16. This thread consists of people who are salty that a sentinel guild tried to walk into a legion guild that had a metric ton of buffs, on top of numerous fat stacks of healing/weakness totems, dark circles, infinite stagger from puddle/acid rain/meteor shower/quakes, and failed to kill more than 8. Like a rat walking into a glue trap and wondering why its stuck. Then somehow it came to be that its the healing totem alone the issue, but most people on the forum mostly think on the small scale and not the large scale. Any skill when extrapolated in numbers is ridiculous. Templar only has one aoe stun and that is flow, otherwise well said. For a start, literally not rushing into a full stack of legionnaires would be a great start to begin with. Secondly, minimum of 2 templars with enough points in flow could have altered the entire outcome of the battle by pushing and spreading everyone away to create chaos and possibly could lead to a win
    2 points
  17. Jcbref

    Unbind Books Rares

    i mean technically they would be just as rare because their amount wouldnt increase with unbinds but yeah you could "rent" and they could become like faceless costume expect that its just [none]
    2 points
  18. Please... please... don't turn every single topic to a conspiracy about legion side being stronger and viceversa. Give us a break.
    2 points
  19. Humm I don't think there's so much to discuss about it. But maybe a pinned post in the pvp section would be useful
    2 points
  20. Hourai

    Unbind Books Rares

    You literally have to CONFIRM that you want to use a book, there's no such thing as "using a book by mistake"
    2 points
  21. I remind everyone that in order to see your comments approved in the international section (at least in this topic - after an Admin's clarification) it's necessary to write in English . You can of course even use a translator for this purpose.
    2 points
  22. Let me meddle a bit in your dialogue, I will explain to you how the castle relic works, first what it does, does it apply a healing aid of 20% to everyone in the group, how does its activation work? When the user uses his skill, the relic is active on everyone who is about 2 meters away, what is the effect of this aid? Well, it increases the amount of "Base" healing of allies by 20%, remembering that it has no effect on the user, and just as the description says, it is influenced only by basic skills, its effectiveness is best proven with a second healer in pt, as other classes like a tank do not have the same.
    2 points
  23. @Beowullf Warspear Online_2021-05-05-14-45-35.mp4 That being said and proved, hope you'll behave yourself next time. Because you are not giving suggestions for a better game but just giving reasons of why Shamans ought to be nerfed, at least when it comes to their healing totem. You claimed that people who were speaking of the healing abilities of other classes were going "off topic", thus I changed the topic's name and its location. The alternative was keeping the title but closing the topic, as litterally no comments (not even my own - I admit it) were about giving suggestions to improve/balance the game, therefore resulting on a massive "off topic"
    2 points
  24. They cry about shaman because in their guild have 50 mage DPS, low number of support/control/debuff class and don't know why always lose in the gvg strikes. 🤣. First, change ur guild comp to a good dmg and sup classes to after talk about nerf.
    2 points
  25. I understand, so let's discuss more deeply in relation to the data presented, I believe that the main point commented on is the healing calculations present in the post, well, in relation to group battles I believe that more points should be analyzed, such as the calculation of damage generated in a group combat, which includes the sum of several classes present there, even the calculation of individual cures for each class and damage absorption calculations, another attribute present that would also influence this calculation would be vampirism itself, which it is a cure based on the damage caused, in short, several factors must be presented in a discussion of this type, I understand that you have exemplified it with a group battle, however simple selected data cannot be analyzed like this, the guild in question itself has low healing classes in your team, I believe that in order to reach a conclusion of readjustment in the group skills of the Chief and Shaman together we must first do er tests with other combat classes don't you agree?
    2 points
  26. будем надеяться на это)
    2 points
  27. Во избежание того, что "АдМиНы ИгрАеЮт ТоЛькО за ГоР" скажу, что эта локация очень сильно понравилась моему племяннику
    2 points
  28. have you ever thought that the real problem is your inability to strategize? sentinels have many classes that have group control skills and area damage, for example the Templar, which was made specifically for group events with varied group control skills and group support. Your disability is largely responsible for your failure in group events
    2 points
  29. paladin healed 6000
    2 points
  30. 2 points
  31. Крч предложение: добавить не маловажных деталей в описание прислужников. Нигде не пишется о скорости прислужника, атакует он противника или нет, и другие не маловажные подробности. Вот на скорую руку слипил скрин. . После нажатия на осмотр внешного вида и пета (верхний правый угол первого скрина) открывается окно осмотра. После нажатие на иконку навыка пета в описании прислужника, открывыется описание этого навыка.
    1 point
  32. As a templar main I agree wholeheartedly with this as of now deity statue is almost a useless skill there is not really any situations where I Find myself using it. I think this is a great suggestion and I will follow with interest
    1 point
  33. good afternoon, all that you said seems silly, it wasn’t you who changed factions because you thought that the gm favored the elf side and were on the side but stronger that couldn’t take it but lose? so you guys lied about the real reasons for leaving mc? just want to create a vast confusion on the mc and elf side?
    1 point
  34. Скажу больше, я с твина до сих пор фармлю нубоостров
    1 point
  35. Выдох мрака, и вправду , очень легко обходится всеми защитными статами в игре, так еще и применяется с автоатаки, в будущем хотел бы увидеть нормальную механику этого навыка-нажал кнопку и применил, а не ждёшь удара своим оружием. Насчёт нитей- это не основная их проблема)Основное направление навыка- пвп, в котором эти нити отчасти лишь вредят
    1 point
  36. I believe they have not tested it, because even today the Ancestral guild has been building its strength with its 40 magicians, if they have tested it, I would like them to bring the results here to have a better visualization of the data.
    1 point
  37. ну, это на практике надо будет проверить еще, если введут такую механику, конечно. мне не кажется, что навык сделает из дк имбу- у мобов как-никак сейчас есть контроль, и это будет мешать серьезно рыцарю смерти хилиться.
    1 point
  38. Как раз хп и будет выводиться в плюс, я написал, что проблем с хп не будет Но все же это только теория, на практике это ещё не тестилось , в будущем все увидим , если админы все таки решат переработать его по этому подобию)
    1 point
  39. lore

    Basic Aggro Skills rework

    yes, it is still usefull for alll classes, due to the relics that may trigger and also for pulling an single target when nedded, and increasing thier level indeed increase thier duration and aggression point done by it and during the duration the caster will do 3x more aggression points on said target. alone (out of warden) them may be useless (but still can help for get that one enemy in a group safely, since u cant do ranged attacks), but in team where u need probaly to hold on a boss it is really helpfull due the immense damage the dps classes are reaching, wich is a ton of aggression points but on any point, i think them should get some secondary effect at the cost of a bit longer cd and higer cost (like warden's) to make it more helpfull in solo scenarios and in overall
    1 point
  40. Você deve dar os devidos créditos nas publicações Esqueci de por o criador do outro post, obrigado a observação.
    1 point
  41. If you don't like this game then why are you here?
    1 point
  42. Механикой от этого способа обмана никак не защитить. Это обман чисто на внимание. Договариваются например на 2 пака карманов за 160000. Мошенник заполняет сумку хламом. Продавец кладет в слоты карманы, мошенник вводит 160000 голд, продавец видит сумму, оба они подтверждают обмен, но обмен не происходит, нет места в сумке. Мошенник снова кидает обмен, кладет в обмене какую-нибудь фигню типа банки маны( якобы чтоб освободить место) и вводит 160000, но освобождается только одно место и обмен снова не происходит. И снова мошенник кидает обмен, кладет уже 2 фиговины и.. вводит 16000. И обмен происходит. Чисто психология и внимательность. Человек уже торопится быстрее завершить этот обмен и жмет быстрее. Он несколько раз видел в обмене 160000, потому через несколько сорвавшихся обменов он менее внимательно следит за окошком с суммой. К тому же отвлекающий момент фигня которую кладет мошенник в обмене, человек рассматривает что ему там такое дают и отвлекается от окна с суммой.
    1 point
  43. Я вот тут че придумал благодаря такой неординарной теме, а что если сделать склад видимым ток в пределах того, что ты можешь взять в соответствии с рангом? И с голдом так же, если лимит у тебя 10к, то 10к на складе и увидишь. Это спасет нервную систему многих новичков, и обезопасит от тех из них, кто пришел в ги с темными намерениями.
    1 point
  44. Давать бафф крита, когда рей юзает уклон, ведь увеличение Крита в озлобе показывает, что это вполне норм идея.
    1 point
  45. Eu não sei se isso vai chegar na akasha mas ok! Bora lá. Meu nome é Lucas e sou dono de um pala chamado "punhestos" (ignore o Nick), enfim, eu tenho uma ideia sobre uma nova habilidade para as classes Ranger e Hunter (os atiradores do jogo de ambos os lados). Bom de certo modo essa nova habilidade seria uma balestra que essas classes poderia sumorar no mapa "tipo a bandeira do pala", ela teria um raio 3x4 ou 4x4 e atiraria em qualquer alvo que entrasse nesse raio de forma individual, teria uns 2,500 de vida e o dano seria baseado nos atributos dos personagens herdando no máximo até 50%-70% desses atributos (eu deixo uma média porque gostaria que os adms fizessem suas modificações de uma forma que essa habilidade seja forte mas n roubada ), ela teria uma taxa de 2-3s de velocidade de ataque padrão e desaparecia quando o personagem se afastasse muito da torreta fazendo ela desaparecer, essa habilidade teria de uns 30 a 45 segundos de cd pra ser usada novamente e eu acredito que ajudaria ambas as classes a serem mais respeitadas dentro das guildas, hoje no jogo temos uma preferência muito grande nos gvgs aos Palas, magos, priests e templários paras os gvgs (falo isso dentro das classes elficas) , e essas habilidades ao meu ponto de ver tornariam os Ranges e Hunters mais necessários nessas guilds, fazendo com que os jogadores tenham que fazer estratégias mais rápidas nos confrontos porque agora quanto mais tempo se passar, mais balestras os arqueiros poderiam botar, tornaria mais difícil atacar um castelo porque a área do trono estaria cheia balestras apontadas pra qualquer um que metesse a cara, as Wars se tornariam mais competitivas e assim vai... gostaria de uma habilidade que devolvesse o brilho dessas classes as tornando melhores tanto no pvp quanto no pve.
    1 point
  46. Higgings

    Debuff druid

    + 1 root/disable, + 1 sleep, + 1 root which they can endlessly cycle. Moving the topic elsewhere; nothing is being suggested here.
    1 point
  47. Нужен ответ администрации( @Holmes можете помочь с этим вопросом?
    1 point
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