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lore

Lord of Knowledge
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  1. Like
    lore reacted to Speedom in REDUCE THE EFFECT FROM CHARMER WEAKNESS   
    The problem is not the charmer skill, the problem is arena. It's unbalanced. The skill Weakness is great for pve. The skill should be nerf for arena which involves Devs coding their game. Arena, GvG , etc need to have a limit. We need to stop requesting nerfs and buffs because of 1 class, 1 skill, 1book, etc. That's all it needs in termsof pvp. 
  2. Like
    lore reacted to AntraxXL in Improvement suggestion for the death knight   
    -> dk's abilities themselves are good, but need an update.
    That said, I suggest the following improvements:
    -> Blood protection:
      - Increase buff time by 2s;
      - add a new effect:
        within the time the skill is active, each block will give 1 stack of
        protection, each stack will give an extra 2s on the duration of the skill's effect, maximum
        accumulations is 3.
      - Decrease the effect from 50% to 40%
     
    Blood protection example (4/4): You used the skill, it will stay active for
    10 seconds, within that time each time you block will give 1 pile of protection.
    When the skill runs out, the stacks will be consumed and will extend the duration of the
    skill depending on how many stacks you have.
      NOTE: Maximum stacks is 3 and only blocks for the first 10s will count stacks.
    Dk doesn't have any abilities that benefit from BLOCKING, so I decided to raise the
    duration of blood protection and put on a new effect that needs the BLOCK.
     
    -> Shadow shield (wings):
      - Damage reduction calculation:
                                    (MD/3) + PD
                                    --------------
                                          37
     
                                     MD = Magic Defense
                                     PD = Physical Defense
        NOTE: Skills that increase defense (both types) of both guild and classes, not
        will be counted, neither consumables nor t5 talents. Only the defense of the equipment (which increases with the magnification
        location) runes and equipment bonuses (15% shield and Set coliseum for example) will be
        counted.
     
    Example 1:
     
     

     
    7215/3 + 13380    2405 + 13380    15785
       -------------- =  ------------      =  ----- = 426,62
              37                      37                   37
     
    That was the most defense I got (No guild buff, as it won't be counted)
    a total of 426 damage reduction. There are very few who reach this level, apart from this
    assembly is pretty bad.
     
    Example 2:

     
    4763/3 + 8675    1587,66 + 8675    10262,67    
       ------------- =  --------------     =  -------- = 277
            37                       37                      37
     
    These devices are full +7, to have a more real scenario, there was a total reduction of 277,
      which I think is good for +7.
    For those who think nothing has changed, I made a test with my Character, the reduction increased by
    102.
     
    -> Secret reserves:
     - The skill will now heal a part of your maximum health over time:
       1/4 - Effect lasts 9s, heals every 3s and heals a total of 30% of maximum health.
       2/4 - Effect lasts 9s, heals every 3s and heals a total of 40% of maximum health.
       3/4 - Effect lasts 6s, heals every 2s and heals for a total of 60% of maximum health.
       4/4 - Effect lasts 4.5s, heals every 1.5s and heals a total of 80% of maximum health.
         NOTE: The skill activates when your health drops to 40%
                     The skill has a cooldown time of 1:40m
     Example (Reserves 4/4): Your character has 8000 hp. Your life went down to 3200 (40%)
     the effect activates already healing once, heals 1.5s after activated, 3s after activated and 4.5s
    after activated. Ie healed 4 times. As the total healing is 80%(6400), each hit heals 20%
    of maximum life, ie 1600 hp.
      Now reserves will depend on dk's hp, will heal faster and will heal more hp as well.
     Those were the changes I thought, of course it doesn't have to be 100% of what I put in here,
    but i believe they are good changes.
     
    Sorry for any errors, I used the translator.
  3. Cool Story
    lore got a reaction from TheCaster in [2021.10.15] Skill Rebalance. News   
    this is a warzone....
     
  4. Like
    lore got a reaction from Speedom in [2021.10.15] Skill Rebalance. News   
    this is a warzone....
     
  5. Like
    lore got a reaction from Speedom in [2021.10.15] Skill Rebalance. News   
    its to say that they're gonna do a bigger rebalance update than usual later this year or early in the next, so they're encouraging to write more in the class topics in this way they can have more info to work on
    said that, dont touch my son stoneskin
  6. Like
    lore got a reaction from Higgings in [2021.10.15] Skill Rebalance. News   
    its to say that they're gonna do a bigger rebalance update than usual later this year or early in the next, so they're encouraging to write more in the class topics in this way they can have more info to work on
    said that, dont touch my son stoneskin
  7. Like
    lore got a reaction from Speedom in [2021.09.20] Important changes. Game servers restart. New 10.0.2 client version   
    either lower the price of give more knowledge when ur further in the game along higher daily caps, it could raise every 10 levels by 400/450 (with also increase of knowledge given by quests further in the game) in order to allow players to get eught knowledge considering that them will  be expanded and for what i see now them are about up for lvl 12 the talents in order to have effect, so either that or lower the price, for now the grind seems pointless for casuals and also in the long run if the costs will go up it may probaly face the cap (in game but in all cases its inevaitable) or the cap of players are willing to grind for (wich can be prevented)
  8. Thanks
    lore got a reaction from Speedom in Warspear 10.0 Update: The Era of Knowledge. Announcement   
    its the first case, for make it simple make that you have an counter that goes up each time u take damage, each time that counter reaches the amount equivalent to 40% hp, it triggers, getting heal wont touch the counter by not even a bit, even if i consider to make the skill viable it should be something about an increase of health regeneration or to decrease the treshold that it needs to go trought for triggering to atleast 20% total hp
  9. Thanks
    lore got a reaction from Khrone in Warspear 10.0 Update: The Era of Knowledge. Announcement   
    its the first case, for make it simple make that you have an counter that goes up each time u take damage, each time that counter reaches the amount equivalent to 40% hp, it triggers, getting heal wont touch the counter by not even a bit, even if i consider to make the skill viable it should be something about an increase of health regeneration or to decrease the treshold that it needs to go trought for triggering to atleast 20% total hp
  10. Thanks
    lore got a reaction from Speedom in Warspear 10.0 Update: The Era of Knowledge. Announcement   
    in case the first one gets resisted and while mooving it helps affect new enemies encountered
  11. Like
    lore reacted to Lalution in [2021.08.23] Week event “Rush of Knowledge”: actively seeing off the summer!   
    Google Translate:
     
    Friends! Local residents of Langasard witnessed the incredible divine power. With just a wave of his hands, the valiant Paladin flooded the entire cathedral with bright light, and his allies miraculously began to heal.
    How did he do it?
     
     

    video.mp4
  12. Like
    lore got a reaction from Vulcarona in Skill suggestions   
    yes it can be a change wich can be done in terms to rebalance for give the magic templar a bigger chance
    what if it worked differently depending on the weapon in use? making that while using staff it bases on magic damage and pushes back the enemy instead of moove it behind you? it would garant the templar a better place in the support by being able to keep dangerous melee classes like barbarians and rogues away, ofcourse there other with similar skills (fear, or the ranger's scatter arrow) but it would be a bit better since the isntant pushback and the stun wich might need a change or 2 for the changin of how the skill works, maybe some edit in the cast range too while using staff
    i think this would also make the templar more interesting to play 
    yeah it should, it would give it some minimal extra effectiveness in pvp scenarios(protect the backline or frontline from heavy hitting skills, but the change whould be still minimal if the enemy just destroys the statue with thier aoes) too along protecting the team from aoe skills during pve, it would cause the statue to stand less due the extra damage it is deviating
    yes, i think no class at all should suffer of this, its frustating.
    i didnt play templar so i based it off what i know in general about the sentinels and also templar, and considering how it would make the templar a bit more appealing to play (and effective) on a external standpoint, but i gave low consideration on the pvp aspect of it all
  13. Sad
    lore got a reaction from Drakoknight in PVE COMPETITIVE CONTENT - Harad's Tower   
    only if i find something challenging and fun to do i will be active again, as for now, i rarely log to do thing due the lack of pve content that requires more attention into such.
  14. Like
    lore got a reaction from Hourai in Skill suggestions   
    yes it can be a change wich can be done in terms to rebalance for give the magic templar a bigger chance
    what if it worked differently depending on the weapon in use? making that while using staff it bases on magic damage and pushes back the enemy instead of moove it behind you? it would garant the templar a better place in the support by being able to keep dangerous melee classes like barbarians and rogues away, ofcourse there other with similar skills (fear, or the ranger's scatter arrow) but it would be a bit better since the isntant pushback and the stun wich might need a change or 2 for the changin of how the skill works, maybe some edit in the cast range too while using staff
    i think this would also make the templar more interesting to play 
    yeah it should, it would give it some minimal extra effectiveness in pvp scenarios(protect the backline or frontline from heavy hitting skills, but the change whould be still minimal if the enemy just destroys the statue with thier aoes) too along protecting the team from aoe skills during pve, it would cause the statue to stand less due the extra damage it is deviating
    yes, i think no class at all should suffer of this, its frustating.
    i didnt play templar so i based it off what i know in general about the sentinels and also templar, and considering how it would make the templar a bit more appealing to play (and effective) on a external standpoint, but i gave low consideration on the pvp aspect of it all
  15. Thanks
    lore got a reaction from nilozero in Healing Totem: opinions and suggestions.   
    the issue was that the totem can stacked too much, wich if the players are able to maintain thier position aiganist classes such as templars (wich are able to moove thier locations) can be highly exagerated since it can be endlessy stacked, thats why the passive healing has a limit, its for prevent an insanely high amount of passive healing and making the one target immortal
    what would happen in general is that at the start the attackers would menage to cause casualities on the enemy guild, for then have less and less (wich means more totems that might be healing the same player/s) causing it at the having one player and too many totems around, limit it to the party can cause issues to its utility, even if would be an neat balance, but can turn out very problematic due the players not being able to reconize the totem of thier shaman or still having single groups of shamans all together wich will just... well, stack up thier totems, and be problematic to kill while giving healing buffs to everyone else, the best option is that other already suggested, limit the amount of totems that can heal one player, preventing the overtstacking of passive healings 
    owever the limit should be eught to make the players still hard to kill, but not immortal at the same time, giving that one thing the templars will be ideal thanks to thier controlling skills capable to moove away players
  16. Haha
    lore got a reaction from Khrone in i want become a crab and rave   
    i am here
    once again
    for the thing
    wich up there 
    i asked
    and i will ask again
    players should be able to become a crab and rave, and im not giving up
  17. Haha
    lore got a reaction from Drakoknight in i want become a crab and rave   
    i am here
    once again
    for the thing
    wich up there 
    i asked
    and i will ask again
    players should be able to become a crab and rave, and im not giving up
  18. Like
    lore got a reaction from Rhaast in suggestion to new skill   
    looks like i never noticed it, maybe its related to have priests rarely use it
  19. Like
    lore reacted to Lustz in Battle for territories   
    in my opinion it would be more fun without the skills of the guild it would make the legion and sentries move more and it would be fun, today we cannot leave the city because the enemy can teleport this is for sentries and legionaries it is very tiring to wait for the enemy to use all teleport for us to get out of town and attack
  20. Wow
    lore got a reaction from Khrone in Priest's "Redemption" skill is in error   
    ._. one is eught if u completely destroy the warlock, u can also use a bladedancer wich able to rush trought it whiout any issue, the paladin can just jump beyond it (but it can be difficult, better use a bladedancer since its also able to deal huge damage in low time) u can even snipe it with rangers because it cant keep stunning if its dead. there enemies u dont want alive in the battle field, one of them might be the warlock, another countermeasure is have resistance gear wich helps.
  21. Like
    lore reacted to Higgings in Priest's "Redemption" skill is in error   
    It's 5. If maxed. And if locks are lucky enough to:
    1. Survive (lol)
    2. Seeing their skill not being resisted. 
  22. Thanks
    lore got a reaction from Ahmedic in Timing system   
    for now you can base yourself on using the time left before/afther the server reset (it is shown in the miracole shop offer time)
    but the server time shown would be really great
  23. Thanks
    lore got a reaction from Khrone in Healing Totem: opinions and suggestions.   
    the issue was that the totem can stacked too much, wich if the players are able to maintain thier position aiganist classes such as templars (wich are able to moove thier locations) can be highly exagerated since it can be endlessy stacked, thats why the passive healing has a limit, its for prevent an insanely high amount of passive healing and making the one target immortal
    what would happen in general is that at the start the attackers would menage to cause casualities on the enemy guild, for then have less and less (wich means more totems that might be healing the same player/s) causing it at the having one player and too many totems around, limit it to the party can cause issues to its utility, even if would be an neat balance, but can turn out very problematic due the players not being able to reconize the totem of thier shaman or still having single groups of shamans all together wich will just... well, stack up thier totems, and be problematic to kill while giving healing buffs to everyone else, the best option is that other already suggested, limit the amount of totems that can heal one player, preventing the overtstacking of passive healings 
    owever the limit should be eught to make the players still hard to kill, but not immortal at the same time, giving that one thing the templars will be ideal thanks to thier controlling skills capable to moove away players
  24. Thanks
    lore got a reaction from Khrone in Equipment Enhancement   
    or a mix of runes of about its level (like same or higher and atleast one for each statistic)  along craft resources, or directly make it connected to crafting, to make it more used by players, and yes this would need to be added WAY more runeand crystals on all levels, it might end up on makinf really but REALLY op gear, so it might be an issue for the players able to get those resources (signs) wich might end up having a power gap unless there is added a extra way to gain signs of impershability for free (the season pass might be a option) 
  25. Sad
    lore got a reaction from Higgings in i want become a crab and rave   
    i see what you did there
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