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lore

Lord of Knowledge
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Everything posted by lore

  1. healers became useless in general (for the sentinels) since they warden came in, once gm will rebalance its ass off in order to need a heal priest will be good again remember that you have the ability to heal from effects in area,as example u can heal ur teammates from the series of mental pits caused by the tormentors in invasion of chaos, heal from barb's roar, heal from a 4/4 death sentence grimoire, delete the new death knight's skill, delete almost anything the warlock does (note that old inker can use dark seal wich decrease healing recived by 80%, priests can heal from that, sadly seal dosent apply on that cursed skill named blockmaster) the problem that in pve you have an tank capable to tank almost evrything (out of guild events and raidbosses like blackelm/giant cotopus) whiout an healer.
  2. need try it with a partial magic dmg and then full magic dmg builds for see how is better
  3. by looking the test log, shaman new skill is gonna be nerfed too badly, from 80% to 50% dmg redu, if make a comparons u will get more tan double the damage u used to do under the effect, and it lasts 8 seconds, yes the cd was buffed form 35 to 32 seconds but its not eught as my opinion, 10 sec duration or 30 sec cooldown
  4. for me the rogues shoud've have got the smokebomb skill i suggested or something similar, the new skill is yea but placed behind a tough barrier. also as seen the rogues expected a difensive skill (and also seekers) and instead rogues get a sorta of mix and the seeker the opposite (more overpowered damage skill), this update may be a issue. rogue's only way to survive is to hope kick in the back works and dodge works at the same time, other case the huge accuracy of the sentinel classes will simply bypass it and make only a 10/15% chance to dodge, by making the rogue weak to resist, suviving in group fight (even with the help of the weakness totem) here where i suggested it
  5. i dont mean use a full magical dk, but a weapon that also posses magical attack would make it handy
  6. I ask you to check 2019's data results(check bellow), the post i did about aoe stuns and ask yourself why the warlock dosent have a skill like dragon eye too (wich decreases by alot the energy use)
  7. it still need something to die, that makes it good in mass pvp and pve
  8. can send description now? guys lets send here skill descriptions at 4/4 here all i got ill now (between skill info and gear) light armor: cloth armor: new barb skill at 4/4 new castle pot (+exp in t5) new event rewards stage1 stage2
  9. it resists 4 effects but still for too long with short cd
  10. i saw barb new skill is +20% pene, 20% atk speed or phy atk for 16 secs -10% max hp and +10% dmg recived
  11. Now legion can win war unless mages get in Can send me skill description at 3/4?
  12. my opinion on that passive that it should be increased to 15%, extra energy at some levels helps much
  13. attualy is some device there isnt the space, make that way will e fair for also the ones that cant have them in the already existing hotbar, but from 1 to 2 touches changes nothing so a good idea is to give it as option to have the new hotkeys there please dont quote the entire update post, you can choose the part u want quote in order to make it easier to understand just choose the part and then touch/click on "quote section", it works on both mobile and pc (view image bellow)
  14. now considering it the forsaken its the only faction with a flat number in its passive skill, i hope devs changes it in a 15%+ energy regen or something othercase the use at high level its inexistent (at low level helps since its 60% more energy regen at start)
  15. want talk of the paladin or of the bladedancer? increase the life duration can allow it to live more time to summon more and deal more damage, thats the part where it get usefull, but its also true that there are better skills but also having it at 1/4 will give its help by making em stand sligthly longer, every increase is helpfull , also the skill are not forced to be stronger than the previous ones and might find a use for a build when the character's level inceases by also adding more skillpoints the area stun that you talk about only locks in position. but here the area controll skills possed by the legion. (i will ignore such stuff as pulling, slowing, or any other debuff that dosen't block skill usage or make u loose controll of the character) 1.dark circle, warlock, full stun 2.eathquake, shaman, only position lock (neatly useless on casters or ranged classes) 3.panic, necromancer, can be removed by damaging the affected one (fear) 4.arrow of confusion, hunter, same as neromancer's panic skill 5.otherwordly fire, charmer, full stun, on chance now ill also look to the sentinels 1.rush, bladedancer, on chance, full stun 2.punitive roots, druid, position lock then also silence 3.forest song, druid, on chance, applies sleep (a hit removes the effect) 4.fetters of justice, paladin, position lock then also silence (at skill developed) 5.harad's call, paladin, on chance, fullstun 6.illusory chains, mage, position lock and silence 7.shattered stone, mage, on chance, full stun the question now the question is their stats, for sure in a war scenario the skills panic (necro), arrow of confusion (hunter) and forest song (druid) will be actually useless due all the attacks going on now lest see single target controll skills: 1.exalation of darkness, death knight, full stun 2.threads of darkness, death knight, position lock 2.blow of silencce, death knight, silence 3.sharp shadow, death knight, on chance, full stun 4.fear, warlock, fear (can be removed by damaging the enemy) 5.fading + pool of darkness, warlock, fullstun 6.hex, warlock, silence 7.nightmares, necromancer, sleep (1 hit removes it) 8.oppression, charmer, fullstun 9.stone curse, charmer, fullstun but impossible to attack, removes from battle mode 10.knowledge of the dead man, charmer, fullstun 11.charge, barbarian, on chance, fullstun 12.shieldstrike, barbarian, on chance, fullstun 13.gouge, rogue, sleep (1 hit removes) 14.blind, shaman, blinds (increased target's dodge) 15.stunning shot, hunter, fullstun 16.arrow of silence, huter, silence here for the sentinels 1.hamstring, blade dancer, postion lock then also silence (as skill developes) 2.scattershot, ranger, fear (but cannot be removed by attacks recived or increases dodge) 3.beast trap, ranger, position lock + silence 4.hunter's cage, ranger, lock on position (but increase target's deffence) 5.entangling roots, druid, location lock then silence (at skill developed) 6.power of water + lightning bolt, druid, fullstun 7.shocking blow, warden, fullstun 8.repellent strike, paladin, fullstun 9.disappearance, seeker, on chance, fullstun 10. sun nets, seeker, sleeps (1 hit removes) 11.armistice, priest, dosent allow the caster and affected to attack eachother 12.exhausting burden + armistice, priest, fullstun (the combo will take the chance of chain with) here them all, please consider to also look how does the skill works, what u wont develope for increase it, as example the ranger's trap requires to be stepped on and its not visible my the enemy, making it handy in wars, or some skill will be useless vs some classes as priest's armistice vs any other heal because them will heal back, as for now there are 3 skills that can help you bypass these stuns wich are barbarian nature, barb, immunity from any effect for some time ennoblement, mage, (can be applied to allies!) heal from all effect and makes em immune to em for some time natural resistance, warden, increased the resistance statistic for some time *during the rush the bladedancer in immune from gaining any effect for here you can see that the sentinels can make some op combo in wars for get over legion's defences by using ennoblement on other classes, possibily tanky and with good aoe damage like the paladin, and note that the first 2 i mentioned are a death sentence to any warlock, 9/13 of his skills are debuffs to the enemy aka u have resist and the warlock cant make you almost any arm (except if it crits you when using shadow sphere at maximun energy, then that will hurt) recap legion, 5 (-1?)aoe skills (2 not effective in wars), 16 single target (3 not effective in war) 3(-1?) aoe skills effective in wars, 13 single target skills effective in war sentinels, 7 aoe skills (1 not effective in wars), 12(-1?) single target (1 not effective in war) 6 aoe skills effective in wars, 11(-1?) single target skills effective in wars why is fear skills not effective in wars? because with all those attacks going on, i will get the hit that removes you from the effect way before it ends, and with all the aoe going on, it will happen always why you didn't consider all the slowing and pulling skills? even if them can make a change in the war, it dosen't fully stop a charge of players by locking em in position if you want consider em here wich are the ones that includes that legion: thread of darkness, death knight, pulling,then position lock (single) fading, warlock, slowing (single) (the combo with pool of darkness may make it pointless) mental pit, necromancer, highly decreases the skill cooldown stat goading. charmer, slowing (single) sentinels: slowing trap, ranger, slows, aoe tornado, druid, pulls and decrease skill cooldown speed, aoe switcheroo, warden, switch position with target and slows, single exhausting burden, priest, slows excrabation, seeker, slows (single target) splitting blow, seeker,slows (single taget) exhaustive blow, seeker, decreases skill cooldown (single) attraction, seeker, pulls (single target) the skillcount will be: legion, 5aoe(-1?) skills (2 not effective in war), 19(-1?) single sentinels, 9 aoe skills (1 not effective in war), 18(-1?) single target (1 not effective in war) the last question u need make is the cost, duration, cooldown, covered area, maximun targets, range and consider any extra attribute and other skill before saying how the update will change the game or say wich side has an advantage, because as we can see there also population issues
  16. What if you take the new skills as a way to rebalance and add more variety at same time? Damage barb may become a thing Pala may get able to recover from low hp like nothing Charmer may get and assalut squad in their pocket, and necros summon waves of powerfull skeletons in the warzones There can be many outcomes, the game developer cant rebalance the already existing skills all the time, ppl wants new stuff. Dont even take choose how balance easy, there will be always someone mad of it or consider it useless probaly due a better skill And as my opinion, numbers can change alot
  17. I agree, for example we dont know how many effects will the new bd skill assorb can be up to 4 in 10secs or 8 in 15 With a cooldown of 30/40secs We dont know how much will be the down side of barbs skill and how much the increase of the states We have no idea of the stun chance of hunter's trap or new ranger's combo Depends all on which stats the skills will have, maybe the cost of some will be enourmous, be active or in time consume (i hope barb's will be on time consume) even passive We can misticaly find out that the druid's death cheat has 120 sec cd (wich would make sense) and dont heal crap We need wait see the skill's stats in the testservers before judge, also see what u need lower for up it So all this mess is for only make more mess and no more. Meme about it instead
  18. Yea can be cool, but if they do that i want see my account/character's playtime (im both mobile and steam, mainly mobile so i cant get the playtime)
  19. Should start at about 3/4pm CET of the 25th The time is always setted as moscow time (utc +3) with 24h format,
  20. Here the tread for test servers, DO NOT seek the download links outside of that thread
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