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Khrone

Guardian of Spear
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Posts posted by Khrone

  1. 23 hours ago, Fabr said:

    resist makes little difference, at least for me, I don't need it much.

     

    True, there is also the ranged-root-bleeding-silence skill that if you get caught by it, you're pretty much dead

     

    Oh, and guess what? You can't stay away from the BD so he "just isn't in the range for using Hamstring", since he also has a movement skill to get closer to you and give you a hug :ah:

     

     

    But sorry if my character doesn't have 3 AoE debuff skills to cancel Spirit of Resistance, 1 Resist to cancel Hamstring or 1 Stun to finally have a chance against the BD, i guess that's just "skill issue" 

  2. 5 minutes ago, Filipe Ramon said:

     

    On the BR Tourmaline server it was like this for a long time, until we started investing in magic construction. Currently with my 2 Hand Hammer DK and set I can tank Orcinus without a healer or pet just with vampirism. Obviously not everyone does the same, but currently building magic with vampirism is vastly superior to PvE and PvP.

     

    It only became usef after the buff on Saturation lol

  3. 15 minutes ago, Filipe Ramon said:

    Emanate and Breath of Silence: Instant skill cast instead of strengthening auto attack.

     

    Actually, Blow of Silence works with skills too. PvP DKs use Steel Hurricane + Blow of Silence to silence the enemy with 100% chance.

     

    17 minutes ago, Filipe Ramon said:

    Hate Aura: Removal of defense boost and addition of Ability Cooldown or Attack Speed parameters depending on the predominant damage type.

     

    I'd make Skill Cooldown or Penetration depending on the weapon type (one-handed or two-handed), not predominant damage type. 

     

    19 minutes ago, Filipe Ramon said:

    Secret Reserves: Rework the skill to work with the % Health parameter instead of Health Regen (Similar to the Templar Mantra).

     

    That would be a lot better. This way, DKs wouldn't have to worry about losing Vampirism in the cape and amulet to put HP Regeneration.

     

    21 minutes ago, Filipe Ramon said:

    Threads of Darkness: Increased root time which is currently around 1s after pulling the enemy to stagger (1s / 1.5s / 2s / 2.5s / 3s).

     

    I think the skill is ok the way it is right now

     

    22 minutes ago, Filipe Ramon said:

    Knight's Curse: I believe the class mechanics are correct. The Knight's task must be to keep the enemy on fire. But your current kit doesn't allow you to do that.

     

    The best comment about Knight's Curse i've seen so far

    Just now, Rhaast said:

    it's not a healing skill, it's a damage and control skill.
    being able to defend against this ability is one of the things that allow a player to avoid suffering a stun combo from a dk.

     

    It heals 50% of the damage dealt at 4/4 if you have Saturation active, and if you miss it, you're pretty much dead, since Magic DKs don't have the same defensive stats as a tank one

     

    2 minutes ago, Rhaast said:

    the difference is that while dk has 3 hard CCs, beastmaster has only 1.
    It's not like you can compare these two classes in such a simple way.
    beastmaster 1 stun, 1 root
    dk 2 stuns, 1 silence, 1 root.

     

    I wasn't trying to compare the classes, i'm just saying it's unfair that most of DKs magical damaging/stun skills can be easily avoided, while Beastmaster's can't.

    And it's not only stuns, if you miss Moon Touch, the debuff still works on the enemy. How is it even possible?

     

    4 minutes ago, Rhaast said:

    the dmg dks I know of enhance this skill. if they use it, why would it be bad? a damage and defense buff. simple and efficient to improve class damage.

     

    It was one of the main skills of a magical dmg DK before the Saturation buff. After that, the skill isn't that popular

     

    7 minutes ago, Rhaast said:

    again speaking, this is a damage and control skill, not a healing skill. healing with this ability is a consequence.

     

    This consequence became really useful after Saturation rework lol

    As i said before, i wouldn't mind if they moved the stun to any other skill just to keep it 100% chance of hitting

     

    9 minutes ago, Rhaast said:

    dk is now in one of the best places he's been in the last few years as a class.

     

    Just because he is better than he was before doesn't mean he's one of the best classes

     

     

  4. 3 hours ago, Santa Claus said:

    Sharp shadow 

    I would say this skill is fine maybe combo with saturation should heal us more.  Since this can be parried/blocked/dodged and dk doesnt have many magic dmg skills.

    Or just remove the parry/block/dodge chance, since it's the main healing skill of a Magical DK

     

    3 hours ago, Santa Claus said:

    Knight curse

    This skills was supposed to be game changer for dk but its hard to make use of this skill. Its easily avoidable its slow and dk cant control it in most cases. I think this should work as aoe skill around dk or like shaman totem and paladin banner.

    If it worked as an AoE damage skill around the DK, the Kiss of Death debuff would also have to be AoE

     

    3 hours ago, Santa Claus said:

    Blow of silence 

    This skill is pretty lame if u consider its buff its working for 1 attack but silence is ok

    The focus of the skill isn't the damage, it's the silence

     

    3 hours ago, Santa Claus said:

    Exhalation of darkness

    Another outdated skill. U need to hit enemy with autoattack to do dmg and apply stun while it can work like normal dmg skill.

    Agreed.

     

     

    2 hours ago, Rhaast said:

    strange you say this, dk is the second best tank in the game, and still has the ability to deal very large amounts of damage.
    I myself have been able to play with dks tanks using a light set and doing more damage than a dmg class.

    I also agree that the DK is not that bad, but as @Santa Claus said, it is really outdated.

    Example? If you miss Sharp Shadow, it won't deal damage or stun the enemy, while Beastmaster's Chain Lighting stun works even if you miss it.

     

    2 hours ago, Rhaast said:

    for arena in specific, dks have one of the best control combos in the game.
    They do have an excellent defensive ability, they are one of the most resistant classes in pvp, they have great damage in the area and still a good damage in single target.

    I wouldn't say they have "an excellent defensive ability", they just have a good control combo.

     

    2 hours ago, Rhaast said:

    this is a good skill, it increases the death knight's damage, and allows him to do even more damage. works well within your proposal. increase damage and be a useful skill in pve.

    To be honest, it isn't. There is not point to level it up being a Tank DK since there are better defensive skills (Saturation, Secret Reserves and Blood Protection) and the 15% Defense buff is not that amazing (considering it doesn't even help Dark Shield).

     

    You could use it as a Magical DK, but even though 15% of Damage is good, there are also better skills to level up (Knight's Curse, Sharp Shadow, Steel Hurricane).

     

    So in theory, it is a good skill, but in practice, it definitely isn't worth it.

     

    2 hours ago, Rhaast said:

    ability that deals great magic damage, has the possibility to apply the stun effect and is still a ranged attack. and you want even more for this skill?

    Trust me, every DK agrees that it shouldn't be parried/blocked/dodged. I honestly wouldn't mind if they removed the stun to put it any other skill (like an AoE stun in Steel Hurricane) but made it hit with 100% of chance, since it is the main healing source of a Magical DK.

     

    2 hours ago, Rhaast said:

    this is one of the strongest damage abilities in the game, with the possibility of dealing large amounts of area damage, any change in how the ability works means having to nerf its damage a lot, it's a trade that probably no one would want to make.

    Not really. Right now, the skill is ranged, if they made it deal damage around the character, the player would need to be closer to enemies, putting it into even more risk.

     

    2 hours ago, Rhaast said:

    an attack enhancement, something that is well within the concept of a death knight's abilities.
    deals heavy magic damage to the target, and can stun the enemy for up to 4s. after the last buffs this skill received, it became an excellent skill mainly for pvp.

    The skill is not that good for the single fact that the player needs to do an auto-attack with the buff on. If the player doesn't hit anything during 4 seconds (pretty likely to happen if you use a mace or a 2-handed weapon), you lost the effect of the skill.

    It's one of the few skills in the game that needs the character to do an auto-attack, but its buff has the lowest duration.

     

    2 hours ago, Rhaast said:

    dks today are one of the best classes in the legion, they have great damage, control and have many defensive skills.
    I don't understand what the reason for your lamentations is, taking into account the current state of the dks

     

    I don't agree with the opinion that the DK is one of the worst classes but i also don't agree with the opinion that it is one of the best.

    There are definitely better classes, i'd say the Death Knight is average.

  5. 12 minutes ago, Drakoknight said:

    I do think that it should either be a outright heal or a instant revive then heal. 

    It would be alot better plus utility 

    I don't think it should be a revive because in some situations, it's better to just go back to the city than continuing the fight (example: you face an enemy with a higher level than you)

  6. 3 hours ago, Laevateinn said:

    I think Beastmaster and Warlock are completely different, to be honest.

    Same

     

    The truth is we don't have a Sentinel counterpart for the Warlock or a Legion counterpart for the Beastmaster.

     

    Here goes a long text explaining why comparing classes doesn't make sense:

    Spoiler

    The Beastmaster is a damage dealer that depends on minions, and the only class focused on minions from the Legion is the Charmer

    However, the Charmer is not a damage dealer, he is a mix of every role.

    The only Sentinel class who is also a mix of every role is the Templar, but the gameplay of the Templar is totally different from the Charmer.

    The Templar was literally made to be a "stun dealer" counterpart of another Legion class: the Warlock.

    But again: the Warlock is a magical damage dealer (kind of, since it only have 3 useful damage skills), and what is the only true magical damage dealer of the Sentinels? The Mage.

    Buuut... the Mage has a stronger AoE damage, while the Warlock has a stronger single-target damage.

    And as we know, the best AoE magical damage dealer from the Legion is the Chieftain.

    To finish that long text, the difference from the Mage and the Chieftain is the fact that Mage is pure magical damage, while the Chieftain is hybrid (physical + magical). That makes him closer to the Beastmaster, who also deals hybrid damage.

     

    So it is basically a loop.

     

     

    Amazing post though! It just made me realize how similar are BD and Reaper icons

  7. On 9/24/2022 at 3:04 PM, Drakoknight said:

    Mantra nerf? 

    :interesting: but really why make it impossible for anyone to get positive buffs that can be outright necessary for a dg? It would make BM unviable in many dg 

     Maybe make it impossible to get buffs from any source except objects? 

  8. On 9/23/2022 at 12:46 PM, Guitama said:

    Concordo que deveria mudar algumas coisas no druida e no guarda, mesmo vc tendo um personagem forte pve, jogadores preferem levar pala pra tankar do que o guarda, na minha opinião essas duas classes deviam ser buffadas antes do Halloween, para que tenha chance de farmar.

    Eu n diria "buffadas", eu diria que elas precisam de mudanças nas habilidades, e não melhorias.

  9. 1 hour ago, Drakoknight said:

    Then just chests? Gold is borderline useless then cc as a reward? 

    Gold is also a broken reward, depending on how much.

    Remember that gold is the main currency, it makes people level up class talents, T5 talents, buy new skills, equipments... you know, almost everything.

    Knowledge could be a possible reward, but if only 1 one faction wins the war everytime (like it already happens), it would make the game balance drop to their side, since: more Knowledge = more Talents = better stats and better/new skill effects.

     

    I honestly can't think of any reward that wouldn't break the game if only 1 faction wins the war everytime.

     

  10. 37 minutes ago, Drakoknight said:

    Chests and Arena Points would be alot better rewards instead. Plus it can even be scaled to the amount of flags taken too 

    • Faction wins the War
    • Gets Arena Points 
    • Players buy PvP weapons
    • Go to War with PvP weapons
    • The same faction wins again

     

    That would easily break (even more) the balance of the game.

  11.     Both games are from the same company, AIGRIND, and as we can see, some contents from Skylore were brought to Warspear, like Knowledge/Talents (that in my opinion, works better in Skylore) and Dynamic Quests. 

     

       This is actually a question for developers, not players (even though i doubt they would answer): Do you plan to add more Skylore content to Warspear or vice-versa?

  12. 39 minutes ago, Drakoknight said:

    My personal suggestion about Bd resist shield is make it at most 50% resist cap so basically a coin toss. 

    Or maybe something like:

    BD uses skill, immediately gets 3 stacks

    3 buffs: 99% Resistance, like we already have

    Enemy tries to stun the BD

    2 buffs: 66% Resistance

    And again

    1 buff: 33% Resistance

     

     

    39 minutes ago, Drakoknight said:

    Buff most tanks except Warden to make them more viable. 

    Maybe a increase in shield stats, so DMG dealing characters won't get high damage and high defense.

     

    39 minutes ago, Drakoknight said:

    free costumes

    It wouldn't be helpful for new players lol

  13. 1 minute ago, noro5825 said:

    and most importantly this is MMO  even when u talking here there are other servers where situation is exactly opposite. 

     

    You mean 1 or 2 russian servers from all the 7 servers we have? If you're considering that, this is just a proof to @Kyrai's argument.

  14. 3 hours ago, Fabr said:

    Locks are also the same thing, they are always complaining about stuns being resisted, and without them, they would always permastun anyone.

    what fun would it be to always be stunned to death? Now for the druids it's always different, because he's always the "full stun" class, whenever they talk about a druid, the resistance ceases to exist and he magically manages to permastun any character in the game.:grinning:

    The diference is the Druid is the class with the most healing skills in the game, making it almost impossible to kill, and it also has a pet that attacks while the Druid is stunned, meanwhile, the only healing the Warlock has is Exhaust Life that needs Grimoire 4/4 to be useful, and if its stun fails, it can only turn into a stone, that is the true "Delayed Death" skill since the enemies are just waiting for the skill effect to end to kill the Warlock :grinning: 

     

    3 hours ago, Fabr said:

    and skills like dark seal, which reduces healing

    What's the point of reducing healing if you're just gonna die anyway

  15. 22 minutes ago, Marchielo said:




         Legion side Tu-Tourmaline also lacks players compared to sentries, but here you can still turn around a little, it's only complicated in wars and in some gxg's of smaller guilds.
         However, how could it be a good way to attract players to the side that has fewer players, without making them stop leveling because it's not the class they liked and want to level up to play? It's a hard problem to solve. :(
     :vp-sigh:

     

    XP buff to the losing side or something like that

     

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