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Baphomet

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Everything posted by Baphomet

  1. Nah. I think removing buffs that don't come from player skills would make arena much better than all of this changes combined.
  2. I think the most fun aspect of a MMORPG is the combat strategy, but how can you strategize when you don't know what your opponent has at all in terms of skills? Right now with talents, the game became too messy in that regard. Ok, some talents have visual cue, but most don't. I think we should add icons specifying which of the alternating talents the character is using and which branch.
  3. No? How is basically giving a tank +1200 health worse than giving them a +~3000 shield that takes full damage disregarding the players defense?
  4. Thanks for finally listening to Necros on the Nightmares problems, but you forgot the Panic! skill, imho. This skill shouldn't be melee ranged, it should do more, be able to cast on alies or cast it in an area, anything but melee range, specially after nerfing Poisonous shield. I like the Rogue passive change, now Rogues will be able to at least try to eliminate a target in a crowded battle situation. Also love the Shield damage absorption changes.
  5. All I see is a Necro with buffs on a near dead server were people are focusing on killing a boss, healing off of low level players and mobs with a skill that's only good in a situation like the one in the video. I say, if it were many other classes in that situation every enemy would be dead.
  6. I agree that Nightmares and Panic! needs to be improved, but just correcting a little misunderstanding, the Panic! skill no longer gets canceled by DOT, only auto or instant damage skills. The Panic! skill needs improvement in other regard, I say, make it a 3x3 area skill so you can use at a distance, or make it a buff like the Priest's exhaustive burden, so it can be used on allies. Both would make the skill usable in crowded fights and add a way of the Necro to support allies in such battles, too. Nightmares needs to be changed so it doesn't get canceled by DOT.
  7. Hum, I don't really think they will, that's why I don't even bother trying to make arguments I guess. It's just that 1% chance they might look in the Necro section and maybe consider it But yeah, there's a lot of changes this class needs to just be up to date with what other classes have right now, not only the Totem. Let's dream
  8. I know this has been discussed many times, but this skill really needs to change and I think the best way is to make damage-over-time not cancel the effect, so the necro could have a more synergetic skill set. Edit: Since rebalance is coming, I want to elaborate on why this skill needs to change. Many reasons; this skill is too "feast or famine", there are situations where it might feel overpowered or plain useless and I think that's bad gameplay mechanic specially because resistance already exists in the game so this skill can be resisted and also removed by the slightest amount of damage, and this is the main way of defense the Necro has really. So I think this skill should not get canceled by DOT, even if it's changed so the enemy receives reduced DOT damage, this skill should not get canceled by it, most of the damage the Necro does is DOT, the way it is right now, this skill is not coherent with the class gameplay "philosophy".
  9. It's basically a copy of the Priest's Exhaustive Burden, but I think it's a necessary change. The Panic! skill feels outdated. Damage creep is too high currently, the necro is the only cloth wearing char with a 4 range control, so I think this would be a fair change. The numbers are exemplary, but I think this mechanic is good for the Necro too. Panic: places the "dread" buff on the character or allied for 5/7/8/10 (based on the skill level). The next auto attack or instant damage skill is reduced by 50/60/70/80% and applies the "panic" debuff to the enemy and targets around them for 1.5/2.5/3.5/4.5 seconds. OR Make it a 3x3 selectable area, so it can be used at a distance, but by any means change it from a melee range skill.
  10. Forgot to mention the time the effect lasts for
  11. So many possibilities and they give us those, it's funny
  12. Ohh true. I completely misread the description wtf. Ty
  13. Leveling it up doesn't change the duration like the description says, only the ratio.
  14. As a necro "player" (I don't really play anymore) I kinda understand, Priest is highly focused on being a support in a game where supports aren't needed anymore, it's only defense is a few control skills and if that gets resisted it's over, same as the necro. The only thing left is being a dungeon heal pet or coordinated pvp with a friend or something. I don't think this is gonna change anytime soon, but good luck.
  15. Best update! I love the Necro changes and the menu changes are great for PC players. Ty for listening, devs
  16. This is why I gave up on the Necro and don't waste any more energy suggesting things or complaining. You said the word 'Situational', that's the problem of many of this class skills, like the only class in the game where u can spend 6 points ( making connection and totem 4/4) and go face a boss in a dungeon where there is no mobs and have two actually useless expert skills, it's insane. I guess they love the fact that the class can buff the entire party and that's all, 'cause you can remove every other skill, thanks to vampirism. Well, my advice is to give up, it's not lack of feedback. I don't think so. But good luck if you have the energy
  17. 🥲 I play on PC and with drop-down list it was much better to navigate through the bag. If you're gonna do that just for Menu, might as well not change it at all. Can't you implement this for PC only? Or was the PC players complaining too? Like do a poll or something to see if the change would be good for PC only, 'cause I know it might be bad for mobile. Sad to lose one of the few things I liked about the update RIP 💀
  18. Yes, clickbait vibes. They could just give every level a little bit more or give it another level with 0.25 and make it cheaper, it's just weird
  19. I've leveled up damage, accuracy, crit, attack speed and pen talents. All of them follow a pattern; the same value increase per level, so I assume this is a mistake? In this case, I haven't really upgraded the talent in question to level 2, these are the previews. Maybe it's just a visual bug, a mistake or it's arbitrary. I'd love an answer from the devs Edit: I tried leveling another Rank 2 talent and it's the same thing. I guess that is the pattern 😅 I thought it'd be like the Rank 1 ones, same increase every level, but with Rank 2 only the first level has a higher value, which is odd, but I guess it's how it is.
  20. Basically the talent stops the debuff when in demon form, but after that the Reaper still takes damage 🤷🏽‍♂️
  21. It doesn't. Words from a Dev. It's in russian but:
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