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Baphomet

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Posts posted by Baphomet

  1. 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. 

  2. 8 horas atrás, Fabr disse:

    but the shield durability values are so low that It seems to have gotten worse, at least for PVE.

    No? 

     

    8 horas atrás, Fabr disse:

    Example, healers have a shield that absorbs 120% of magic power, staff users usually get 1000 magic power, so the shield absorbs 1200 damage?

    How is basically giving a tank +1200 health worse than giving them a +~3000 shield that takes full damage disregarding the players defense? 

  3. 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.

  4. 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. 

  5. 17 horas atrás, Barbie11 disse:

    They didnt even rework dead soldier skill. Do you think they will touch nightmares D:

     

    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 :sk21_2:

    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

  6. 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".

  7. 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.

     

    image.png 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.

  8. On 17/02/2023 at 05:38, Warspear Online disse:

    Panic: Deals the "Panic" debuff to all enemies within a 2 yard radius around the character. The effect forbids the use of skills, attacks and causes chaotic movement across the battlefield. Damage from auto-attack or skill causing instant damage with P% chance can interrupt the effect. 

    Forgot to mention the time the effect lasts for

  9. 2 horas atrás, Raislin disse:

    image.png Poisonous BladesDeals the “Poisonous blades” buff to a character for T sec. Any auto-attack or skill attack that deals instant damage under the effect will deal the "Poisoning" debuff to the enemy for 6 sec. The effect deals physical damage in the amount of P% of the character's physical strength every 2 sec.
     

    T sec is referring to the buff that is on your character that lets you apply the effect on enemy, not the effect that is applied on enemy. 

    Ohh true. I completely misread the description wtf. Ty 

  10. 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.

  11. 3 hours ago, coldravens said:

    Oh boy i was waiting soo much for this rebalance, and ofc devs didn't disappoint, some how they mange to make necros from worst of the worst to unlimited trash, just do you know what buffs mean? Ill explain to you, it means giveing better numbers and/or effects of certain skills which community thinks they are too week, thats what it means, so lets do little overview of the changes shall we?

    Nothing to comment here, overall more dmg is aweys wellcome.

     

    Okey finely, after 50 years we finely don't need to spam 2x eye for sligth dmg bost and hp reduce, this wouid of being such a good update if you didnt ruined it soo bad, were to start first you increase the cd from 7 to 10 sec, why not to make it still hard to consistently reduce bosses hp and have more inconsistent dmg, reduce the hp reduction debuff!? Why? This make no sence 4% is alot esspecly for high hp bosses nobody asked to nerf that was nothing wrong with it, wont comment the deff reduction thats just usless.

    I dont undertand why you give and then take just buff the skill without compensation nerfs

    Have eye to be on 7 sec cd reduceing 14% max hp and you have nice and good skill without being overpowered.

    Idk to laugh or cry or bouth, basically feels like you put this so it looks like you rework buch of skills, in real you did nothing, just wana lie to yourself.

    If they says there is nothing change i gues nothing change.

    This change i can summ up with the three employe meme were the boss slap his hands on the table and ask

    "Yo guys how shouid we change faithful connection"

    1st says" put limit ot pve targets"

    2nd says "less dmg transferd more diration ot the skill"

    3rd says" how about remake the skill to be usefull in all situations"

    "3rd one got thrown out of the window"

    Joke aside, only you can make progressively useless skill even more useless, before atleast you couid of use it in some dungs or guild events now even that is taken away, nobody and i say NOBODY will take this skill unless there are 20 memers who wants to try to blow the enemys just for fun, after update that skill will be litterly scam of 40k gold.

    First this is one of the strongest necro skill and didn't need any changes idk why decide to include it here, second only change thats nice is the duration of 12 sec at all lvls others are just stupid and make no sense at all, idk why you change the ticking speed from 1 second to 2, this basically make it like mage wild fire, one of the strongest aspect of the skill was that it was doing constent dmg nonestop, and dont get me started with the other effect, idk why all necro skills have unga-bunga effects, just state it heals for % of the magic power and vula you have nice bonus.

    Overall if you wanted to change the skill just give it the dark power combo(the one i stated) and maybe increase the dmg abit done, no need the nonsence you did.

    People wanted dmg to be counted as necros, people wanted skill to crit, 

    Here you go guys take that 2% more dmg debuff be happy overall you guys did nothing againe

    In general this skill doesn't suit the necro, i never like it, this is a skill for tank its ment to jump in the middle of the figth and disrupt  everyone not to be in fragile char and be used only when someone jumps you, in one word againe situational skill(starts to become moto of the necro tho)

    Same as nightmares you did change nothing, i feel like you guys didn't know what to do (for some reason) and just throw random stuff on skills which dont need change.

     

    Is this out of season Aprils fool joke!?

    No littlerly this is insulting to all necro mains, you guys at this point joke with us, do you know how much 25% shared status is??? If i have 50% critical strake my normal skeletons will have like 12.5% crit, thats just, shouid i say something?imagen how much mobs/players necros will destroy with 12% crit, 4% pene and 4% fero skeletons thats sooo good xdddddddddddd

    In conclusion you guys did nothingggggggggg, againeeee like last year, you didn't adress the main problem of the necro which is the weak pvp side, and did verry verry poor work of changes in the weak skills and changeing skills which dont needed change, not only you didnt buff the necro but you guys make it even more worst than before, I didn't know this was possible but apparently you did it congrats.

    Sorry for the long post but im verry verry disappointed againe(idk why, i shouid of expect this knowing our devs)

    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

  12. On 10/26/2022 at 2:55 AM, LeeLoo said:

    Update of navigation in menu

     

    Based on the results of the feedback received from the players, with the release of update 11.1, changes to the controls (drop-down list of available filters) will be implemented only in the “Menu - Settings” section.

    🥲 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 💀

  13. 4 hours ago, Ahmed Didar said:

    It has to be better or equal like, I don't see reasons for spending more knowledge on higher rank that gives lower than the original talent rank. Also there no way to avoid not spending knowledge on it because you need to complete the line of set and you have go through all of it with some these unwanted loss of knowledge.

    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

  14. 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

     

    evasionR1L1.PNG.bd82347dc40b0ea135b086e07180b277.PNGevasionR1L2.PNG.82314eeab3f467416e0d448e6516f103.PNG

    evasionR2L1.PNG.55f232cea3102770932e16428919c38c.PNGevasionR2L2.PNG.949e5accd8526bec847b18bf0252a062.PNG

     

    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.

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