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Posts posted by Khrone
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It lacks so many information lol
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1 hour ago, Baphometh said:
You're comparing something that like less than 5% of the player base or even less than has access to, to a basic ability.
And it's only the Plate Armor set.
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11 hours ago, Megirus said:
O Encantador é quantidade (era).
O Invocador é qualidade.
Resumiu bem o que eu quis dizer kkkkk
10 hours ago, Hyago Da Silva Santos said:Quando chega a atualização???
Eu chuto que nessa ou na próxima semana
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Uma coisa que me chamou bastante atenção é que essas classes já vão ser lançadas com todas as 9 habilidades de especialista e talentos, diferente do Cacique e do Templário que tiveram que esperar algumas atualizações para completar seu arsenal.
Isso prova que os desenvolvedores realmente trabalharam pra caramba nelas.
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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?
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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.
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My main class now is DK lol i just use the Warlock to get money
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What happens if a Rogue (or a Blade Dancer too) uses 2 weapons with different attack speeds? Like, for example, a Dagger and an Axe?
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Ok, i have a Magical Damager DK and after this update, i need Saturation in my build.
So i'll use:
Knight's Curse 4/4
Saturation 4/4
What should be my 3rd full skill? I was thinking between Sharp Shadow and Steel Hurricane
Or maybe even a defensive one if i'm gonna be a oof-tank or something
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Now we just need a "anti-overlap" effect for it to be perfect
But i'm not gonna wish for the death of all my enemies after defeating my first one (translation: i'm not gonna ask for too much)
I LOVE THIS CHANGE
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21 hours ago, SeaDemon said:
-ignore for the next 3 seconds all auto attacks or instant damage abilities after the activation of the ability
I'd make it ignore all auto attacks during 3 seconds or 1 instant damage ability lol
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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
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.
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Here i'll give my opinion about the changes made on the Death Knight on this update.
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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.
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Spoiler
Increased the magical damage of the skull: 75 \ 90 \ 115 \ 145 % of magical power, to 90 \ 115 \ 145 \ 190 % of magical power.
Spoilerskull 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.
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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
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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.
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Plot twist: The water is actually flowing upward
- Drakoslayd and Lordeznuts
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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.
- Vulcarona and Marcelo-TU
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- nilozero and ThiagoWanted
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4 hours ago, lore said:
ok, both previews are out and noone mention im becoming a crab?
#GiveThisManACrabSkill
- Drakoslayd and lore
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9 hours ago, Kamisama said:
that is spear , the icon is just similar to staff
Understandable
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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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20 minutes ago, TheCaster said:
Suggested changes: This skill should not just be resisted, when more than 2 enemies are in the affected area, Harad himself descends to erase this skill and increase it's base cooldown by 12 minutes.
It was after this that i realized the whole thing was a joke
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