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Khrone

Guardian of Spear
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Posts posted by Khrone

  1. 18 minutes ago, Investigador said:

     

    SÉRIO ISSO? kkkkkk!!!!!!!!! VAMOS LÁ:
    Spamm de dogs do charm (cada um invocando 3)
    Spamm de pássaros do charm (cada um invocando 1 ou 2)
    Spamm de totens do xama (cada um invocando 2 talvez)
    Spamm de "torre de esqueleto do necro (cada um invocando 1)
    Spamm de váááários pets esqueletos do necro (sabe-se lá quantos são invocados)


    e vocês falar sobre poluição já vem chorar por 1 pet???????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????

    Como se não pudesse enxergar a malícia da legião, vocês não conseguem nem disfarçar, talvez provem do próprio veneno um pouco de poluição na flag sentinela, uma "cartada que tiveram por mt tempo que agr vamos poder usar ainda sim menos que vocês.

    👍

  2. Sei que a classe nem foi lançada ainda, mas já queria deixar minha opinião: a Fera Lunar é enorme.

     

    No post de prévia, só foi mostrado 1 jogador usando o Invocador com a habilidade ativa, mas imagina a poluição visual que seria vários Invocadores nos GvG, guerras, etc?

     

    Minha sugestão é de que o tamanho da Fera Lunar fosse dimínuido, talvez pra ficar do tamanho do lobo do Encantador?

  3. On 8/30/2022 at 8:46 AM, ggelvel said:

    Poh nolan por que prós primogênitos teve essa classe com um pet que não tem tempo para sumir e o encantador do nosso lado some?

    Gostei de tudo 

    Porque o foco do Invocador de Feras é a Fera Lunar

    Você pode ver que mais da metade das skills do Invocador dão buffs para o a Fera, e que sem ela, ele provavelmente vai ser bem fraco. 

     

    Já no caso do Encantador, o jogador pode muito bem criar uma build que só usa 1 pet ou até mesmo nenhum, e só 2 ou 3 skills beneficiam os pets dele.

     

     

    Além de tudo isso, como já disseram lá em cima, o Encantador pode invocar vários lobos (uma alcateia inteira), enquanto o Invocador só vai poder ter 1 Fera ativa.

  4. 45 minutes ago, Kyrai said:

    Imagine use Aura + Treads + Curse (Kiss of death Debuff Without fail) and BOOM Explode with magic dmg. Many of enemies haves low magic defense.

    I'd rather use Sharp Shadow

     

    45 minutes ago, Kyrai said:

    20% only for PvE :laughingowl:

    Better than nothing lol

     

    46 minutes ago, Kyrai said:

    Yes, still working bad . Why this skill cannot be like Paladin's Banner? ):

    Banner debuff works in like 6 enemies while Curse works in 1 (and both have the same effect), but Curse deals A LOT more damage

     

    However, if the enemy resists the Banner debuff, it still gets damaged.

  5.     Here i'll give my opinion about the changes made on the Death Knight on this update.

     

    icon_class_02.png Death Knight

     

    icon_skill_saturation.png Saturation 

    • Spoiler
      • Changed the skill type from active with continuous energy drain to an active skill of continuous effect: reducing energy regeneration by  7 \ 8 \ 10 \ 12 units. 
      • The skill no longer costs health to activate.
      • Added a visual effect for the skill.

     

        In my opinion, it is the best change on this update.

        Maybe not everyone is gonna actively use it, but everyone is gonna buy it. I mean, it is + 25% Vampirism "for free", it could help even if you're a tank.

     

        Like i said before, not everyone is gonna actively use it. Why?

        Tank DKs probably won't use it for a very simple reason: There's no damage. Of course you would have a bit of damage from Death Call, auto-attacks, etc, but not a huge amount of damage.

     

        And using the same logic, maybe this skill would be too useful for damage dealers DKs. I can see a lot of players using Saturation and Knight's Curse, both at 4/4. 

     

        It's gonna hurt for our enemies.

     

    But i still think we need to test to see if it deserves a nerf or not. 

        Again, in my opinion, if enemies weren't able to dodge/block/parry Sharp Shadow, then i agree with a nerf on Saturation.

     

    icon_skill_steel_hurricane.png Steel Hurricane 

    • Spoiler

      Increased the magical damage of the skull: 75 \ 90 \ 115 \ 145 % of magical power, to  90 \ 115 \ 145 \ 190 % of magical power.

      Spoiler

      skull lol

     

     

        I don't really know what to say. This skill still seems bad to me.

        The only advantage i can see against Knight's Curse is the lower cooldown, the hit chance and how easy it is to use the "skull".

     

    Well, we still got our buff on two-handed mixed damage weapons so... meh.

    images.jpeg.6ceec75fd9ce1e656afbc5e656c202a1.jpeg

     

    icon_skill_secret_reserves.png Secret Reserves 

    • Spoiler
      • The skill now reduces the received damage from monsters by 5 \ 10 \ 15 \ 20 %, while it is on cooldown.
      • The healing now starts immediately upon using the skill. 

     

    I never used it before since i'm a full magic DK, but 20% damage reduction sounds really good

     

    icon_exp_sk_v9_1.png Knight's Curse 

    • Spoiler

      Reduced the damage of the skill: from 120 \ 160 \ 180 \ 220 % of magical power to 110 \ 130 \ 155 \ 180 % of magical power.

     

        I gotta agree that it needed a nerf (220% damage on each hit), BUT, it still have a lot of problems.

     

    If the enemy resists it: Congratulations, you lost your chance!

     

    If you use the skill on a enemy that already has the Kiss of Death debuff: Congratulations, you lost your chance!

     

        Like i said before multiple times, the debuff and the damage zone should be independent from each other.

        It is a really good skill with a huge risk of using.

     

        After reducing the risk of using it, we see if it still needs a nerf.

  6. 22 hours ago, Dut said:

    Acho que com esta nova mecânica de regen de mana, para o skk vai dar ruim, tipo, vc tem 100 de regen (muito difícil algum skk ter), em batalha vc fica com 50, só exacerbação e poder solar já obstruir 45, vc ficará com 5 de regeneração, cabo a nossa vida kkjkkkjk, mas isso é pelo o que entendi da nova mecânica, se eu estiver errado me corrija por favor.

    No final, o gasto de mana vai ser igual ao que é hoje

     

    Vai ser até melhor pro Seeker, por que mesmo que a mana acabe, a habilidade não vai desativar.

  7. Just now, Lwn said:

    I see alot of complains only from the warlock users about the skill Re-balance post.

     

    Base skill with 20secounds cd is horrible and most of the class have different skill but they all used for the same purpose(Crowd control skill) with 10-12 seconds in cd.

     

    Hope devs do a fair Re-work in this class and lock users aren't asking to buff their skills , just need a satisfication by playing this class and investing the points in the right skills.

    Bro, it is just a joke

     

    I mean, look at this:

    23 minutes ago, TheCaster said:

    Suggested changes: Pulls all enemies in a 5x5 radius around the warlock towards it. This effect cannot be resisted.. Alternatively, reduce the heal from 4/6/8/10 every 2s > 1/2/3/4 every 2s but increase duration of the skill to 2/ 3/ 4/ 5 MINUTES. This helps the player grab a glass of water or make a cup of coffee as we all know sometimes we need a break from the game and hey, why not right after stone body?
    Also suggest renaming this skill to "Coffee break".

     

    It's funny how the more you read the post, the more absurd it becomes

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