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Posts
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Posts posted by Khrone
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36 minutes ago, El Pengu said:
The purpose of this post is to make this potions affect shields applied to the character by the specified porcentage of the potion.
The idea of this "Rebalance" is to make castle pot a little more reliable on shield caster characters.
Imagine fighting a Paladin using this version of the potion
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Is it possible to make it Tank, Damage (doesn't matter which type) or Support? And which ones are better for PvP and which are better for PvE?
I know the most popular build (at least in my server) is PvE Physical Damage
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Poderia diminuir o respawn de bosses caso você tenha a quest incompleta
Assim, evitaria o farm, já que a partir do momento em que você mata o boss, a quest se torna completa, fazendo o tempo de respawn voltar ao normal, e também ajudaria as pessoas com quest a não esperar 10 minutos toda vez que acontecer uma situação como essa da foto
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11 hours ago, Ironlegend said:
approach of darkness (dk approaches the target and causes the damage of emanate and stuna)
Why put yourself at risk by getting in the middle of enemies when you can pull them to your side instead?
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6 hours ago, Salazam said:
I support the idea, we need visual improvements in many skills
Just like they did to Paladin's Aura, from a Saiyajin transformation to a magic rune
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It's funny how the Attack Speed icon is more noticeable than the tiny arrow going up which is the unique part of the animation
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6 hours ago, Gladiator said:
I don't know what's with the first picture, but I totally agree.
I believe they were trying to compare the shortcuts systems between the two games or something
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I just found this old post and i guess that's what they did with talents and branches
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2 minutes ago, Higgings said:
That DK will die.
Again?
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3 hours ago, Drakoslayd said:
Today is my birthday
Happy birthday, Drako!
- Drakoslayd and Shadowmon
- 2
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Downloaded the new version from the website and there is no option to use the Talent menu on full screen
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19 hours ago, Ryohei said:
Tbh i expected also the new map, but is only talents update...
Anyway I'm dying to see how relevant they will be in the current warspear
If the update included the new map, it would be said in any of the preview posts
Also:
QuoteAn expedition to uncharted lands requires preparation, so we will reveal some secrets of the new territory for you in advance. Today we're going to talk about the features of the island and guide you through the storyline, and in the following diaries you will learn about the new game mechanics of the global update, which is scheduled for release in the summer of 2023. We remind you that the project is in developing, which means that any elements may be changed by the time of release.
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So... since we have talent branches and every tank class has a damage dealer branch, maybe we could have a talent for each one that changes the basic aggro skill to something else, so a player who opts to use a tank class as damage dealer instead won't need to have an useless skill on their arsenal??
Like they did to Blade Dancer, since it lost its tank role, but with key class talents instead of completely reworking the skills
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33 minutes ago, Hades said:
@Dr Strange Do we have to max out all the current existing talents to jump into the new ones? Or we simply can move into the brand new talents without having maxed out the previous section?
You don't need to max them, just the 1st level is enough
And it's not literally all of them, just the ones that led to the branches
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If i use it on Healing and it activates while the pet is alive, would it heal 20% of the minion's HP or 20% of mine?
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10 minutes ago, Ryohei said:
Apply the “Elusiveness of the claws” buff to the character in combat. This effect increases the “Skill Cooldown” parameter by 5% every 4 sec., up to a maximum of 40%. The effect persists for 12 sec. after leaving the combat
Can I suggest also increasing +2% of critical strength every 4 seconds?
Or increasing +2% of dmg?
Cd seems too simple
Then i'd suggest cutting the cooldown buff by at least half, or else it would be too broken
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10 minutes ago, Ryohei said:
Increase base dodge by 10%-15%-20%-25% and if rogue sucessfully dodge an attack a buff called "riposte" is applied to the character.. this buff returns 40%-45%-50%-55% of autoattacks or skills that cause dmg (does not work with DoT dmg)
But isn't the Rogue supposed to dodge these attacks? It makes sense on the Blade Dancer, but on Rogue... not that much
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These are my suggestions:
Survivability
Absolute Reflexes - Partial Rework
After successfully dodging an enemy attack receives the Absolute Reflexes buff for 7 sec. Dodging an enemy attack increases the duration by 0.5 sec.*
While the buff is active, increases the character's Dodge parameter by 12% and the Attack Speed parameter by 22%.
After dodging 3 attacks or causing 5 auto-attacks, receives the Intangibility buff, which lets the character evade the next auto-attack or instant damage skill.
*There is no limit to the duration of the buff.
AoE damage
Ricochet - Additional Effect
An attack that deals to the opponent physical damage in the amount of P% of the character's physical strength, as well as to all enemies located within a radius of 3 yard around the character. Each subsequent target takes 10% less damage from the skill.
If the character is under the Poisonous Blade effect, every enemy hit will be Poisoned.
Extra
Sinister Strike - Rework/Remake
This skill is pretty useless, it's just a worse version of Seeker's Splitting Blow.
I'd just completely rework it like they did to Poisonous Saber, Vortex Blade, etc.
Gouge - Theme rework
Since it deals the Sleep debuff to enemies around the Rogue and let it use Stealth, i'd change the skill icon, animation and the name to "Smoke Bomb"
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6 minutes ago, Godsbane said:
But rogues and rangers were the originally introduced classes in the game. They didn't get added one after the other in either way.
But the Ranger didn't get that much love from the devs before
Now, for some reason, they decided to make this class the most evasive of the whole game while the Rogue keeps crying in the corner
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1 minute ago, Ryohei said:
For gods sake.. Why?!?? I know they also can use dodge but c'mon...
BD signature stat was Attack Power, then came the Seeker and also got a skill that increases Attack Power
Imagine if devs decided to give the Seeker even more Attack Power and a whole talent branch related to it, while the BD... well...
That's exactly what happened between the Ranger and the Rogue
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21 minutes ago, Ryohei said:
Btw what "quick reaction" do XD
I see it says that applies a buff to the character but doesnt explain what that "buff" do
They didn't translate this part from the Russian forum, but the original post says the buff gives 100% chance to evade the next attack.
14 minutes ago, Ryohei said:Imagine rogues asking for something like this a million times and gm give it to another class
I'd feel betrayed lol
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1 hour ago, Ryohei said:
old kick that reduce accu to zero
The new one seems better though
Even though i don't play as a Rogue, it hurts me to see even the Ranger is getting more focus on Dodge lately than the Rogue.
SpoilerBranch “Anomalous Elusiveness”
Unthinkable agility is in the hands of Rangers of the “Anomalous Elusiveness” specialization. The enemy does not really have time to aim and strike, as the agile elf is already standing behind him.
Lesser talents
Increases the duration of the skill's effect by 0.5 \ 1 \ 1.5 sec.
Increases the effect of a skill that increases a character's “Dodge” parameter by 0.4%.
Increases the duration of the skill's effect by 0.5 sec.
Increases the duration of the skill's effect by 1 \ 1.5 \ 2 sec.
Key class talents
The effect of the "Evasion" skill additionally applies the "Quick Reaction" buff to the character after the character takes damage from 5 successful auto-attacks or attacks with skills, that deal instant damage. If the character's health level is below 50% of the maximum, then the number of attacks to apply the effect is reduced by 2.
Removes 1 negative effect from the character, except for control effects, when dodging any 4 enemy attacks. If the character's health level is below 50% of the maximum, then it removes a negative effect, including the control effect. Control effects are removed in priority. The effect does not trigger more than once every 4 sec.
Plus one of the talents it already has:
Elusiveness: The positive effect of the "Bitterness" skill additionally increases the character's "Dodge" parameter by 1%. The character gets an additional effect from the skill when dodging enemy attacks. The effect is triggered no more than once every 2 sec.
- Shax and wolfdragon99
- 2
Warden Natural Resistance its a joke
in Discussions and Suggestions
Posted
The Warden gets 30% Resistance for 25 seconds and the skill has 25 seconds cooldown
The Barbarian gets 100% Resistance for 8 seconds and the skill has 35 seconds cooldown
Also, the Warden's skill has 2 key class talents that increase Resistance, while the Barbarian has none
I don't think WD's skill is better than Barbarian's though, but they work in different ways, so you can't really compare them