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lore

Lord of Knowledge
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Everything posted by lore

  1. Tell that to the lv32 gankers Wars would be impossible since everyone would be oneshotted at once, and strong decimation power can go since in wars them will be destroyed by the hordes of players
  2. this is true and noone cant say anything aiganist it, the town guards of ashcoast are weak as hell. why? outdated, all the updates and level increased caused them to be easly outpowered by a simple player and make the player able to gank all low levels in the town as long an another high level dosent go to stop him (wich is annoying as duck) what i suggest is first to take all guards to the elite rank and to lv50, change thier deffence to 25k physical and magical deffence, and as extra an 50% of solidity. thier attack will be changed to 4k physical attack for the 1 handed and 8k physical/magical attack for ranged or 2 handed/casters allow them to see all invisible enemies in a 4 yard radius, for non invisible enemies 8 yards thier critical hit, accuracy and penetration will be 50% 50% resistance and 250% critical damage melees guards will have 50k hp and ranged guards will have 30k hp as in the end all melees will have charge 5/5 as skill and all ranged/casters will have fire arrow 4/4 or blazing ground/pool of darkness (depends) at maximun level too in war scenarios them can be outpowered and defeated by the hordes of players the stelas inside the town required for a quest will be mooved in the eastern part of em wich can be easly interacted for completetion upgrades to the fire elementals summoned trought the quests level changed to 50 health increased to 400k deffence same as the guards attack of 6k magical attack 50% crit accu and pene and as final addition kill them will cause all in area to gain 20 crimson corondums, ovewer, any npc or player killed by it will give 5 crimson corondums to the summonner and thats all, towns should be places safe from gankers, if them are not. it can easly become a terrible experience for the low level players having to be sneak killed by a ranged class/seeker/rogue or uses any invisibility item that kills em and escape to all the players
  3. no time for introductions lets start (im sorry for any grammatical error) since there was an skill update wich included new skill in my mind it came the idea of some reworks that i think would make the game more interesting and separate the classes more from eachother (and add some balance/revive classes), so as main target of these suggestions is make in way that the classes has unique skills general fixes: ANY BUFF wich increases paramaters of the characters such crit, accuracy, parry, block, dodge will be able to over cap the following stat,example: if a barbarian with 25% block chance uses scream of fury at 4/4, its block will become 34% and by so with all other buffs MOUNTAIN CLANS-LEGION FORSAKEN-LEGION FIRSTBORN-SENTINELS CHOSEN-SENTINELS please share ur opition on it but please wait a second before do it i did suggest that the shaman capable to pull the other to the same area as his but the paladin is capable to do the opposite, meaning that when shamans maybe have to attempth a pull in a heat of a battle or go back for do it when the paladins can just jump back in action with no worries so the shaman has more pulling variety but the paladin's tp can be used in a striking way, the all party pull even if paladin's one can be used at higher rate it will require the banner for be done and will need more time than the shaman, that will use way more energy for a higher efficency buff>nerf but mostly its added mehanics to the skill in case a addition to more skills or buffs to the pve creatures would rebalance all and also make the game more interesting im open to hear what u think of it, and what u agree/disagree with me, i will also ask to tell in in pve and pvp (separately) wich faction does better for me pvp: legion pve: sentinels
  4. you know that the priest has the exact skill? that is a keyskill and force to interact for get healed would make loose the sense of totem. add that also the redemption skill of the priest is kinda the same a player limit, it has weak heal but recover from the many effects mcs applies can be a battle changer u have ever seen a medium dk try to tank dagan or any huge boss? dks are mass tankers and obiviosly they are good at thier job, whiout count that the godwarden can tank more than any other tank execpt the cases of strong raidbosses wich barbs (thank god it is) has a upper hand thanks to stoneskin .-. what skill? with this change as soon he uses the skill he gets instantly raped and it will cause it to be COMPLETELY useless in pve (any high boss aoe will destroy you) the skill destroys healers like shamans, depletes darkshield/secret reserve from a deathknight, can remove all buffs from a rogue and need say more? the mage already dosent need energy regen, u want also have no need of give a crap of accuracy? tell me its a joke so 95% of times it would be able to erease alot of effort did by the legion in one click? by making possible endless like waves of elfs? the seeker is the class capable to trow the highest dps in the game ARE YOU KIDDING ME? huge deff and attack + alot of resist windows for him , that ordinary damage is boosted by 40% the ranger, the guy wich can increase its attack speed and critical hit just by attacking... able to boost alot thier attack and accu and give himself a chance to deal extra damage on each attack, + the chance of cause an aoe bleed wich by only its tic rate slows the enemy eught to make it a easy prey ITS THE TANKIEST CLASS IN THE GAME WHAT U EXPECT FROM IT? as overall, mcs has a upperhand in pvp and elfs has it in pve, with this topic u want duck up the mcs in a such a way to make em their lifes a total doom, in this whole post i dont see any look at the goddamn at the pve scenario of the game where the elfs are easly able to use 4 seekers and a warden(or even bladedancer) to complete 95% of the dungeons in a crazy time... the warden can tank nearly all dungeons whiout a healer, the seeker can do eught damage by itself to 1 stam most of em. ur suggesting to allow both elf main tank classes to continue block using a shield and destroy the tank build from the deathknight... u just looked to attempth balance the pvp scenario whiout giving an actual shit in the pve scenario where the elfs has insane powers. explain each one of the ur decisions and remember that the amount of variables in a fight are enormous from gear to the user itself... guilds that looses on porpuse exists and it has happen in the us server (perni to mercs), yinyang didnt even try place on a fight for the takedown of turtle fort (someone tell me if they already had a castle at the time and the proofs of that) the players of TU server began with #riplegion protest. in us saffire the legion is fighting off themercs+pernicius+tuanyuan with the support of nearly all the mc side + potato (elf guild) but still no hopes of win in wars (outnumber) i call on evryone to describe the sitation in thier server and to look also the pve chunk of the game and not the pvp one. and when doing so to also show on the gearup of players and thier skills in action. one thing is sure, town's npc guards in ashcoast in totaly outpowered by 80% of the players in all game. them are the ones that have to be buffed for prevent ganks
  5. i just hope one day someone eught crazy goes to calculate those odds
  6. the dark elves are the elfs of maliat
  7. it would make it viable even with many players running it
  8. retribution can be a good counter (or a trap) so i think them should be how them because if u think of it on a way retri makes barb's stoneskin totaly useless
  9. lore

    Roles "Graphic"

    Charmer
  10. Are you aware there been added heroic armors with skills as set bonuses?
  11. At lore level its a sequel to warspear (about hundereds of year foward in the lore)
  12. The societies in warspear are magic based The floating islands are kept on by magic In skylore (wich is situated few hundred of years after ws) them des exist, u can find robots but not guns Spoier alert!
  13. You will see 100% vamp mages in the future,
  14. Yes, but the enemy might have resilience or some dmg reduction. So it has a limit
  15. Hmm nobody tought use that start topic button? @Khrone
  16. All i know at max is -75% magic and physical deffence (numerical value) for about 14secs
  17. you need calculate the deffence, may be most op flat dmg but u need calculate enemy deffence the attack boost duration is equal to goading's. but it can work if the target dosent have insane deffence as dagan (sea tramp's mytical boss) does, 80% deff (23k) nd 33% resil/dmg redu(i need check wich of the ones is)
  18. lore

    Bots in pvp arena

    @Alican u can send a email at [email protected] about it You only need to send the email with the proofs (the video) and the players that does it (out of what they do) including server
  19. i think its a better idea to rework/buff to some skill by it is now Stonebody the skill will be at time consume and during its duration the warlock gains a good damage reduction and a boost in health regen and a immunity to DOT effects at cost of thier movement/attack speed and attack range (skills too) it would be activation cost: 20-22-24-26 energy overtime cost: 5-6-7-8 energy/second skill cooldown: 40 seconds movement speed reduction: 100-80-60-40% (yes at 1/4 u will be stuck and be skill only) decrease of attack range: 3-2-2-1 yard damage reduction: 20-30-40-50% increase of numerical value of health regen: 40-60-80-100% of warlock's magical attack (combat mode dosen't decrease this amount) the thing will be that u will be able to get out the warlock will be forced into closer combat to fight while it gets a disavantage in speed (can be essential to deal with melee classes) the only use of the skill is of recover the health since keep it always active would have a cost impossible to maintain as a class that has already an huge energy use, the health regen boost can be really good once fully upgraded since magic users can reach up to 1k matk and with the health they have recover 1k each 5 seconds is a huge chunk it would give a chance to recover all hp in a pvp fight if the enemy its not too much stronger than the warlock life exaust the skill will also steal the target's energy and will avoid an certain amount of resistance energy steal: 1-1.5-2-2.5% of target's energy/tick resistance avoid: 5-7-9-12-15% (if the skill is 5/5, the enemy will need above 15% resistance for have a chance to resist it example. target has 20% resist, 5% chance to be resisted) relics that increase the effect duration will be able to be applied dark seal the skill will work on all kinds of heals included lifesteal, energy regen and skills like warden's blockmaster grimoire the skill will also decrease target's resistance if used in combo with dark seal, the amount will depend on the total level of the skills resistance decrease: 6-8-10-12-14-16-18% (if both grimoire and darkseal are at 1/4 it will be considered at 1/7, if only one of the 2 is 4/4 it will be 5/7 and if both are maxed, it will be 7/7) the combo will apply a negative effect on the warlock for 60 seconds that will cause it to loose 8% of its total hp and 5% of total energy if the combo gets done again bloody tribute 1. it wont anymore cause extra energy loss on the enemy if it uses a skill during the effect 2. it wont dissapear if the enemy uses a skill during the effect 3. the enemy will have extra pain each time it uses a skill the effect duration will be 4-6-8-10 seconds the cooldown is increased to 30 seconds each time the enemy uses a skill the duration gets increased by 1 -1.5 - 2 - 2.5 seconds (wich is dubled if the enemy attempts to heal the effect) pain to the skill spammers (mages, and whoever does stun cycles) fading now also positive effects will fade each period of time during the skill effect 1 each 5,4,3,2 seconds (it starts take a positive effect once casted) need a way to counter enemies effects p.s. apply all reworks at once may cause in creation of op lock for a duration of time
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