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Khrone

Guardian of Spear
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Posts posted by Khrone

  1. On 11/16/2023 at 1:49 PM, 100xp said:

    então se eu receber 3k de dano mesmo que eu tenha 0 de armadura o dano final recebido será de 2250

    Isso seria extremamente vantajoso para DKs mágicos que não focam tanto em defesa, mas justamente por isso, não sei se os desenvolvedores concordariam, já que aumentaria mais ainda o lado defensivo de uma classe que já possui um lado ofensivo muito forte

     

    Apesar de que eu gostaria de um rework no Escudo Sombrio, já que ela meio que força o DK Tank a gastar amplificando a armadura :penguin:

     

    Uma sugestão própria: essa habilidade deveria se transformar em constante, assim como a Aura de Luz do Paladino 

  2. 14 minutes ago, Gladiator said:

    I don't mind having agro skills be more useful than a target reset in PvP but also I don't think they should be anything crazy.

    I don't want them to be broken, i just want the basic aggro skills from each tank class to be unique like their Expert counterparts

     

    Examples:

    Call of Death deals periodical magical damage

    Branded by the Sun heal allies who attack marked enemies

    Goading slow enemies

     

    Right now, the only class with a slightly different skill is the Warden 

  3. 18 minutes ago, hugomedeiroswg said:

    you forgot to consider that Aigrind classifies the Chief as an AoE damage hero and not support. So any significant change must be in this direction.

    AIGRIND also classifies Beastmaster as a Damager class and still gave it an AoE healing + defense buff skill :pig1gy:

     

    21 minutes ago, hugomedeiroswg said:

    It's also good to remember that chief is the ONLY class that has area damage in the legion

    Well, it also has the Necromancer which has a suspicious high amount of area damage skills

  4. 25 minutes ago, vavavi said:

    Chiefs aren't inherently a frontline class though.

    I don't remember seeing a Cheiftain using a staff or a bow

     

    25 minutes ago, vavavi said:

    They're perfectly capable of hanging in the middle of the pack, casting their high dmg aoe skills.

    Just 1 skill, or 2 if you consider Curse of the Plague without the talent, though i wouldn't consider the latter as a "high dmg" skill lol

     

    Using that logic, then Paladins and DKs aren't a frontline class since they can use Harad's Banner or Knight's Curse/Sharp Shadow at a safe distance

  5. 3 minutes ago, Salazam said:

    not permanent with mana consumption, but a normal buff skill with increased duration

    It could be a passive too, but then the values would need to be rethought

    It turned out to be a long post, I would like you to take a look. @Dr Strange 

    I'm not sure if it's around these parts.

    I read it wrong lol my bad

  6. 35 minutes ago, Salazam said:

    weaker but permanent reduction

    Then it would have to become a passive, since we already have a constant expert skill :pig1gy: the mana consumption would be huge

     

    I know the Seeker also has 2 constant skills, but one of them is a basic skill which you can put relics to decrease its mana consumption

  7. 13 minutes ago, Salazam said:

    Blow of the spirit

    Now in addition to magical power, it also causes damage based on 40-50-60-70-80% of the character's physical strength.

    Do you mean magical damage or physical damage?

    Or you mean the sum of both, like BM's pet or Templar's shield?

     

    15 minutes ago, Salazam said:

    Bear's Stamina

     Now the healing effect based on magic damage is also applied to up to 3-3-4-5-6 allied targets within 2 meters of the chief for 35% of the original healing.

    I'd just make it a targetable skill, since no class has an AoE healing basic skill, not even support classes

     

    And to make it fair, i'd let BM have the same change

     

    16 minutes ago, Salazam said:

    Clan's help

     The buff effects granted by this ability are also applied to party members in the same location as the chieftain

    I feel bad for the player that would have to fight a DK with 50% more defense

     

    17 minutes ago, Salazam said:

    Effect changed. Now teleports the player to the selected location, and deals magic damage to enemies within a 1m radius (3x3 area). Damage ratio 100-110-120-135%, magic power.

    So Temporal Distortion?

  8. On 5/9/2023 at 5:38 PM, Salazam said:

    @Nolanolhando aqui vi que na habilidade "Chamado" não está marcando que os lobos herdam os parâmetros de defesa física e resistência msgica do encantador, isso é algo verídico ou apenas uma falha aqui do fórum?

    Até onde eu sei, o único parâmetro que o lobo herda é o dano físico

     

     

    O HP só aumenta com base no nível da habilidade, então acho que as defesas também

     

    On 2/20/2023 at 7:02 AM, Warspear Online said:

    image.png Chamado: Evoca um monstro por T segundos na região designada. O monstro causa dano físico ao inimigo. Com o desenvolvimento da habilidade, os parâmetros e o tempo de vida do monstro aumentam. O poder físico do monstro também depende do poder físico e do nível do personagem. O número máximo de monstro por local é de 3.

     

  9. 2 hours ago, Fernado Cyrillo said:

    Se for seguir essa lógica o chamer e muito chato de balancear 

    A diferença é que os pets do Charmer são bem mais simples

     

    Lobo: causa dano baseado no dano físico do personagem

    Pássaro: causa dano e cura baseado no dano mágico do personagem

     

    Além disso, apenas 2 skills do Charmer envolvem os pets

     

    Já o pet do Invocador:

    • Causa dano físico baseado na soma do dano físico e mágico do personagem
    • A cada X ataques causa dano em área
    • O HP e as defesas físicas e mágicas dele são baseados nos respectivos atributos do personagem

     

    E a maioria das habilidades do Invocador têm algum efeito extra ou dependem completamente do pet dele

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