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lore

Lord of Knowledge
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Everything posted by lore

  1. this can even be a basic option in the settings, just name it "streamer mode" or something like that and bam, problem sloved, this problem is not just limited to alternative accounts, it also affected to the simple change of character, you should be able to go directly to the character selection screen whiout logging out.... in short, top tier quality of life suggestion, we need it.
  2. to me it work pretty much like it should, maybe you'd better name it as a suggestion rather than working wrong, since it does what it should do. but in most cases it is not enough of a entity wich should be considered, it might give that slight boost, but meh, nothing too big to worry about
  3. these are really nice quality of life improvements the game can make use of, but there CAN be some issues implementing one of it the lifebars might cover eachother on big fights (40+ players) making it hard to calculate the amount of hp the enemies have or outright cover enemies in it, it might be an good idea to automaticaly disable in certain situation the health bars in order to keep the player still able to see (this also applies to names and guildnames), these conditions can be set up on the settings (cluster size, stacking players amount ecc) this can also help with performance, so this can also be made for some particles. out of this i would like to add something this might only be able for pc only, a quick zoom and out options for allow both an easier time in case of intense moments and also allow to focus on fewer things at a time when nedded then for help to keep on check the health there can be some form of signal (like the borders of the screen becoming red when hit with a menu open) at low hp in order to make the player atleast know they're low on hp/energy for the party, there can be some effect (similar to the one mentioned before, but limited in the small area of the screen where the party ally's info is shown) to drag attention there, this would make easier for the healers to know when someone is in an emergency and needs immediate healing, this should also be able to be modified /activated/deactivated by the player's preferences also, equipment store in avyondill along higher level versions of the nardir sard's stores equipment (or even have one with their own unique themes in maliat and their own high reputation trader in each one of the towns of avyondill) then the obvious skill point loadouts, UNBIND SCROLL, costume unbind and possibly an rework of the stores/quests in irselnort
  4. chieftain has a shield? i only remember he having an really good dr skill
  5. the fact that bleed is the basic PYSICAL DAMAGE over time effect, the strenght, power and effectiveness are based by the skill wich causes it, the fact that the barbarian is the only one being able to do such a feat as increase the damage of the skill wich applies bleed dosent make it forcefully the strongest bleeding skill. the normal, baseline, bleed came in first with barbarian and bladedancer, and since them the effectiveness of the effect were different in power, take in account wich each skill as a cost and cooldown to be taken in account, yes it is the weakest bleed skill in the game and could use a little pump up in damage to stand up the levels with the rest of the barbarian's toolkit, but it dosent has to be the strongest bleed skill. if you look at the talent, it says "increase the power of the skill from the physical strenght by the character by 5%" it says the power of the skill, the strenght of the chop skill itself, you are strenghtening the skill wich causes the effect, if you read it in this way you dont have anymore to worry about all of this, yes it is slight underpowered. but do we even need a buff to the skill? by looking at our entire skillset? is it worth to increase the power of a singular skill just because the barbarian ever so happens to be able to upgrade the strenght of the skill itself? tldr: being able to upgrade the strenght of a skill wich ever so happens to apply an effect and thats it dosent make it entitled to be able to deal more damage than all the other bleed applying skills in the game yes there is poison, but the designers are free to simply add an different effect to make it more fitting to the class (or disable the chance to combo with a certain skill of the barbarian's toolkit)
  6. the problem is that not evrything is +10 and the testing might require some time in order to find some exploit or something broken in a class, and as we have seen it takes time for them to test so we would have a hell of a time having constant tests all week, also i prefer to maximun on one balance each month/season in order to dont have the team rush always the balance and have enough data to do the thing proprely depends on the developer team and their focuses, also a weekly update is not forcefully an skill balance update different dev team sizes, budgets, goals, so the game is a game dosent matter as an argument. they can be paid like gods the same way they can be underpaid to hell, also they probaly have someone dedicated to this stuff and the the rest of dev team just implements the thing welp, they should, as they can also not, also i dont see how weekly skill balances would be good, it would end up to just make it an hell and needing rushed ideas in for balance, the only ones wich would be able to run in whiout big issues is small changes. as higs said, use the new classes to balance the situation, the best option is not always the most evident one, you can also buff an underpowered/normal class to screw over an op class, you dont need to directly target the issue to solve it, the main target is not have "god" tier and "useless trash" tiers of classes.
  7. i dont think the developers consider the players having all the unique books all at once with the rates them are dropped, also it would make it too much of a power gap for the ones who haves them and who has not (especially for the ones willing to whale up for em), and a good part of the playerbase is willing to get those books from the very fact they have noone and still has free skill slots (usualy dosent happen for the f2p players due to not having the paid slots, making it even more of a p2w scenario. for short, it is still a suggestion, i think its fine how it is, i can see why collectors would want enough slots for all the skills as the same people want a way to have all costumes with em whiout invetory issues. but for skills it can cause a balance problem, but the change wich skills are active and wich are not (if done proprely) can help solve the issue while avoiding the balance issue of one single man having all the stuff and being way but WAY too strong in pvp(and pve) scenarios, since having a full set of non class books makes em already way stronger than the normal limit of the class
  8. to my eye it seems pretty regular, you simply are not able to have all the skills you want, thats a decision of the developers themselves and i dont think this has to be considered either a bug or as something broken. if you want to ask for more expert skill slots you might want to moove to the suggestion section of the forum https://forum.warspear-online.com/index.php?/forum/34-suggestions/
  9. no, you can buy all the mcoins you want and you still need the planets to align, by getting mcoins you just increase the amount of times you roll the planets
  10. the problem is you dont need a tank in the first place if you can just melt the dungeon the game needs to make in way to prevent partys to get away with speedwipe parties in order to make em desired again, for both tanks and healers
  11. beacause applying bleed is taken as a skill, they make it different from class to class to fit in with the balance, make it equal to all of them would make them need to rethink how to handle the bleed in first place since whenever you want to change it in damage for one class you get forced to think about all the others while taking in account that levelling up the skill would now require to change the period of the effect in order to get different damage values and also levelling up the skill wich can lead to long period of effect, and having multiple stacks of it wont work too for how it works since it can block the enemy in place (wich can also happen with op duration). the developers took the choice to make it in this way, since there other effects in the game such as stun wich has differrent duration but multiple skills can do it, healing and combat healing are justified since one has a starting brust and for the normal healing they copypasted the skill from start to end. also, the barbarian can combo bleed with defeat in short just because it is an "effect" it DOES NOT have to be equal for all of them if whoever designs the skill decided so. the reason behind it? balance. it is kinda a weak skill? yes. does it about the same damage of blow in total damage? they're close. and having both the duration and damage be variable skill to skill allows it for more ways to balance such skills
  12. bleed does 4 ticks on its duration, making it 460*4=1840, wich is 126% circa of the attack, an increase of 100% in damage would make it into 3680 wich is 253% of all attack circa ove its duration, basical way too much. the skill still needs an increase since 126% of attack total damage by having the skill at maximun level along relic and talent to support it... it clearly need an push up in damage, but not a big one, since 130-140% atk is what the attack skills tend to be around for in dealing damage, but also there is the need of take in account that the barbarian is still a tank oriented class.
  13. explosive rat explosive rat explosive rat explosive rat i love the skill concept, but the attack speed might be scaling too high basing on the skill level. wich is perfect because the meta is not that engaging on a gameplay level, i want more of this, even in pve. it would require an set amount of time of effect and numbers of enemies wich can be affected by it, but i honestly see it more as a barbarian skill this... is brutal... damn. but i can see in some form ideal for raids in pve, a way to block the PLAYER's resources to recovery (lifesteal included, mainly), allowing for both tanks and healers to be required again to work together and protect the team, mainly prevent the damage classes from being completely self sufficient and rushbomb all the content while rejiecting both healers and tanks
  14. the limit is the highest amount you can stack up
  15. ....what? no it isnt, it is fully possible and doable, full dodge rouges got some hate due to using a pve armor set and being able to win 1v1 encounters by just not getting hit, making useless resilience from the pvp gear, but it still is not a exploit, just smart thinking. countered. hard. classes with cloth armor sets will almost always be still squishy, unless the class itself has something to deal with it, making it always a easy prey for a burst of damage, even by pve players wich happens to have amplified their gear enought, and also, the justice of it is equal to the droprates of actually good stuff in pve.
  16. the other problem of the endgame content is that the meta now is to have as much damage as possible and with the help of lifesteal remove the needs of either tanks/healers making hard for both of them to enter in dungeons, not taking in account the absolute insane damage jump there is the underwater sections of the 5th section
  17. the problem stands in that you cant expect all seekers to have lifesteal runes, and there is to take in account that levelling up bloodthirst in case it is not possible to keep up with the life drain, wich causes the issue of having to possibly lower the dps even more unless you dont have enough resources to gain the right equipment (and from what i saw the equipment already makes the seeker have a massive dps spike in the higher levels) it is even worse for the ones who uses daggers over 2-handed weapons. making it harder to keep up whiout said runes when you reach high critical chance and attack speed. not taking in account the seeker its already extremely delicate and a short span of time whiout landing hits can completely take out the seeker (wich can be pure rng) and the only other way is to have lesser health in order to dont require either massive damage or high lifesteal to do such things for short, i dont see it as the right ansewer on a point of concept.
  18. seekers would kill themselves
  19. rogues would like to have a word with you
  20. pvp, dmg reflect or give some class the ability to continuosly hit the barb by bypassing block/parry, even with a low damage, both of these options counters their stoneskin, give priest/necro more options to cleanse their allies from controlling effects, probaly having both a single and a area target skill would be usefull pve ? bring back mass fights, barbs used to have enourmous problems when dealing with groups of enemies for how their stoneskin used to work (no way to charge back with blocking) now it is again back present as a weakness (due to the cooldown) and bring back fights aiganist masses of enemies will make deathknights and aoe dps more relevant. balances is not always about changing how the specific problem works, you can also make changes to other classes in order to counter back the problems of the others, the main target should be of not having god tier classes and as less as possible useless tier classes being honest, screw this meta, make in way to shift it in way tanks and healers are again required in pve... (i will write later my idea for it) well, they can have some uses on bosses with big deffence in order to allow the party to gain an damage boost o- *penetration is now easy to get high* to this day i still dont understand why they have relics for mostly dot/direct damage skills on a summon weaken it/give enemies the ability to decrease the healing recived on the enemy they're attacking in order only tanks can carry it on can be a good idea on my opinion, or even weaken the dps of the one them are attacking, it is gonna make in way lifesteal is not strong enough to basicaly heal it back and only allows chonky classes that can take much whiout healing to stand.
  21. nice guide, i would add some suggestions to the skillsbuilds based on how it is the state of the game now for example to keep lastwish at 1/4 in order to have it trigger only when it is nedded and give that clutch since the 50% damage reduction is still a considerable amount of damage reduction another general note, i'd not include the talents as a build but rather more as a suggestion of where to go how you are building, them are mostly for minmax the character than anything else. for those who dont have much knowledge of the game: this post is not pinpoint accurate in its translation in the english version of the game, so i point the ones i notice (Strymor i hope you dont mind, you have a good english) this refers to parry, blocking (obiviosly) and solidity statistics this refers to warcry i'd rather say that having a massive amount of deffense is no more the same thing once you reach the 9k/10k physical deffence treshold, making parrying and blocking way more effective, unless you're a deathknight, a minor amount of lifesteal can be used in order to get very valuable selfsustain, even while full defensive skillbuild i personaly prefer use berseker since it garants attack speed and is a great damage boost when using a 2-handed weapon, i would say that its not completely neccesary to have combat fury at its maximun level, you can trade a single point to moove it to warcry in order to keep up aggro with stronger dps yes, yes i can see whats the point of it, same point for the normal hybrid in order to hold the aggression of the boss yes. even if i dont agree on piercing wich could be used for some different stat. ok, on a basis level it can find itself in difficulty for how much damn effective atk speed is, never seen something close to this build in action, would like to see. - dodge its a odd stat in pve since the enemies will have a huge amount of accuracy in the endgame wich will make possible only with some debuff to the enemy's accuracy in order to make the stat reliable again, or even better than parry since it can work on ranged attacks too... in the end, yours is a great guide to help people understand how the barbarian is a versatile class even if there is a lack of pvp builds (even if there'nt that many that i seen...)
  22. so far i didnt see any trace of the developers of having intention to add a new weapon type, since it would be nedded in order to make em be fist in their hands classes. it can be a nice idea but there would be the problems of the weapons (especialy if only one faction had said classes causing the joke of getting a bow as a legionare in a new form) and maybe make even harder to get the desired item you want from a dungeon. good idea, but on basis can be difficult to implement in the game
  23. i agree on your point, one of the problems (this applies HEAVLY to warlock and templar) that by being weaker on the pve side of things they require more work to be effective and level up, while elves.... *looks at p2w seeker, basicaly bladedancer's versatily, warden's armstrong energy(if you are patient enough)* but it isnt said for all legion classes, as example, the charmer makes a joke out of levelling up thanks to their summons.
  24. actually, im here from a few days asking myself on wich term people are saying it is broken, it dosent respond to the description in some way? it is too strong? because from the whole thing it is that people are saying both or one of them i can see why it can seem/be too strong in terms of dps for the class it is but i see it its a class wich is a filler to a party, in pvp battles it can s- *aoe the life outta em*. i would suggest to request to have the dogs itself either: -have 100% crit on it only when summoned while rage is active -inerth the rage stat from the summoner, and have the relic active only when rage is active (at this point we better just make it inerth evrything thinking about it lol) -make solidity apply to the crit damage recived from the summons, but also keeping the damage reduction from resilience from the summons too, (in short make their hits count as both PLAYER damage in terms it is reduced by resilience, and as MONSTER damage in terms that solidity decreases the critical damage takes from it)and if they're not already, let the summons do not count as players while in aoes solidity automaticaly grows with the physical deffence.
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