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Psyborg

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Posts posted by Psyborg

  1. Agreed. But it is for the early grinders who may have invested their knowledge into some talent which now they want to use for something better.
    For example, take the new talent tree. Someone may have maxed their old tree, and now want to reset and utilise points from the old tree into the new tree. The 3skill-talent is rather expensive and worth the value. Would you rather grind knowledge points for another 2-3months or take away points from unnecessary talents and channel them to something useful?

  2. Much like resetting skills and getting back skill points, I am suggesting that the devs should allow the players to reset their talent tree via some consumable, and get back knowledge points. Sometimes we make wrong decisions or level up talents that are required at that time, but later on they become less important or useless (cap reached for a stat).

     

    Challenges to this suggestion:

    1. Creating a consumable similar to book of oblivion. - Easy enough for devs, and maybe give each player a free consumable once they release it. And also make it available in mshop.

     

    2. Redeeming knowledge points - There could be a case where the restored knowledge points exceed the maximum limit (75k as of today). Hence the reset action can store overflown knowledge points into consumable pots and send them as gift to the player (to avoid bag full scenario). And allow using the pot only if the current knowledge is below the limit. User caution and responsibility required.

     

    3. Scope - This feature must cover the character talent tree and may also cover the underwater territory talent tree.

     

    Hope you like the suggestion and implement it in the next update or as soon as possible.

  3. On 9/8/2021 at 5:16 PM, Hourai said:

     

    It's 10%. 10% of the damage they deal. It's practically negligible considering shields have zero defensive stats (aka you hit full damage). Also, 15 seconds to get a 10% of the damage you dealt in shield is enough time to kill anyone trying to get that shield. 

    To put it in an example;

    A mage dealing 50k damage to a crowd of 6 people (since aoe skills are limited in pvp) gets a shield of 5k hp, which is anywhere from 2 to 3 hits to a decent amplified character with ferocity. But before he gets that 5k shield he has to survive 15 seconds.

    If 6 people cant kill a mage in 15 seconds there's bigger issues to consider than the skill itself.

    The skill buff is fine, I would even say it needs a buff to 20% or even 40%, wardens are unused as is in the higher-end meta.

    Truly said like a champ.

    PvP situations should not be an issue with this talent as aoe skills have limited player targets. And PvE is unregulated anyways.

     

    And on top of that earning 42K knowledge for this skill talent isn't easy.

     

    If ever devs decided to nerf it, I would suggest the % to be based on the skill level of Warden's Spirit.

  4. As per the new mystic mark skill mechanism, the target receives some magical damage after the debuff expires or another mystic mark debuff is applied.

     

    The problem is when the target is under armistice, the mystic mark does not do any damage!

     

    I feel this is an incorrect logic because armistice prevents the priest from attacking (directly) to the target. I believe mystic mark damage is indirect as it is time triggered in a way. The same can be proven by an example with armistice and tears. If the target is under armistice, we can still indirectly hit the target with tears (with some chance) if we attack another target. In this case the main target under armistice still receives tears damage.

     

    So I feel the devs should allow the mystic mark to do damage even if it is under the character's armistice debuff.

  5. 5 minutes ago, Lazylion said:

     

    @Nolan@Holmes

     

     

    icon_skill_energy_regeneration.png Skills with a constant energy consumption

    • Active skills with constant energy consumption reclassified to active permanent skills. 
    • Now they will not expend energy, but instead will decrease the "Energy Regeneration" parameter of the character. 

    Explain this more please. What if i was a bd, 100 mana regen and i had heavy mermen skill and PoB maxed 4/4. How would the changes affect the mana regen??? Becuse in my mind im thinking 100 mana reg - 20 mana reg from heavy mermen - 15 mana reg from PoB =100-35=65 Mana reg left after the reduction, 32,5 in combat. Tell me if im right or wrong xd

    Yes that's right.

    I wonder what will be our resultant mana regen when we go naked. Would it go to negative?

    7 hours ago, Holmes said:

    Fortification

    • Changed the skill type from active with continuous energy drain to an active skill of continuous effect: reducing energy regeneration by 10 \ 12 \ 15 \ 27 units. 
    • Added a visual effect for the skill.

    Isn't anyone going to talk about this?

    27 units?!

  6. 1 hour ago, coldravens said:

    looks like yea as i understand it block you from geting any healing from your skills and lifesteal but i think you still can recive heals from other players and minions, probley everyone will want it cuz it make healers wortless for 6sec i hope its not too broken

    Wondering, if it blocks passive heals the warden heals from blocks or heals from minions/skill minions, or even basic hp regen (5s tick), etc

    4 minutes ago, TheCaster said:

    Is there a minimum amount of points that members should earn to qualify for the reward assuming their guilds are in the top of their respective troupes?

     

    Sorry for the 100 questions. Thank you for being patient. xD

     

    5 hours ago, LeeLoo said:

    And besides, only those players who have contributed (at least 1 point) to the victory of the guild in the qualifying tournament can participate in the event. 

    1 point. And yes we all know your intentions... 🤣😅 Rhyms with ...

    Spoiler

    chest farming

     

  7. Thanks.

     

    Yes the 38% makes sense to me. Which is fair considering the OPness of this relic.

     

     I did another test session lasting 5 stams (roughly 40-50mins) on the wheelchair boss only to see NO TRIGGER of the relic on him.

     

    But I would still love to hear from the devs about the chances of it working on dungeon bosses (yellow big crown) and raid bosses (red big crown).

     

    If it is cleared up that they will resist it always then that's fine. At least there will be some clarity. I can assure that this works on everything that is a red small crown and below in the enemy tier list. Of course the chance of it working on (say) Pirate captain (lv6 elf i1) is much more than working on (say) Rotten Ashud (t3 elf worm boss) which I did notice after testing.

     

    I would appreciate any more inputs from my fellow players. Thanks!

  8. Hi I ran a lot of tests on the newly released terrible relic of sickness on my mage chains. Here are some issues that I observed.

     

    1. I tested this relic on dummy, regular blue crown adds, yellow crowns, red crown bosses, yellow big crown bosses. (but not on big red crown raid bosses). The relic seems fine on all the above except big yellow crown boss (eg. dg wheelchair boss). I literally spent 20mins chaining that guy but the relic did not trigger AT ALL!

     

    Can anyone (devs) clarify the chance and the possibility of it working on big crown bosses like dg bosses or raid bosses?

     

     

    2. As per the description after the debuff is applied, the enemy loses 2% of max hp every sec. As the debuff stays for 20sec total the total hp lost should be 40%. In most of my tests it has always been less than that. Even the dummy loses only 38% hp.

    So either the loss occurs during activation of the relic or maybe the chains skill does push the dummy causing that 2% loss because of movement. Can anyone else confirm?

     

  9. On 8/27/2018 at 2:41 PM, Aкasha said:

    Thank you so much for posting this guys! I'd love to talk more about guild castles with you!

     

    Whose idea was to create such guide?

    Thanks. This guide was originally my idea. 

     

    On 8/27/2018 at 9:10 AM, Игорек said:

    This is very bad post. Delete this "how do the craft"

    A bad post!

    No one else has provided this amount of detail on castle relics. Why such hostility?! Explain your words clearly man.

    On 8/27/2018 at 12:37 PM, IrishBoar said:

    How do you mean?

    I'm confused too lol

  10. 21 hours ago, Bdsc said:

     

    It was 50% at 4/4 but it was reduced to 35% after many ppl complain about it and you can confirm that at update posts 

     

    I said it's 12% in my post but it's limited to 1 heal per sec which is why you can kill warden after update

     

     

    Man you gave me a heart attack. Its still 50% at 4/4...

  11. 9 hours ago, Jeanne said:

    In addition, the mechanics of aggression skills have been changed. Now the skills applied to the specific enemy do not remove the current target of the attack when imposing aggression. To apply this skill to another person, you need to reset the current target of the attack by clicking on the empty spot on the location or on the opponent himself and use the skill 

     

    This one?

    OMG not how the agro is used on the UI client. Is the actual agro power/count weaker than before?

  12. 3 hours ago, Jeanne said:

    What kind of nerf do you mean? Wasn't it a change of mechanism? 

    Agro seems weaker now. Even with 5/5 and Agro relic I was losing agro at times where it never happened in the past.

     

    3 hours ago, Higgings said:

     

    It was indeed

    Was there any announcement of it getting nerfed (weaker agro)? Can you please link it?

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