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King Death

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Everything posted by King Death

  1. Como assim igual ao mago? Sua classe não precisa invadir área inimiga hostil para usar habilidade que o faz ativar o talento. Mago, ao contrário de Lock, só ativa o talento se tiver praticamente colado ao alvo. Ainda vale lembrar que não existe habilidades de cura para mago. Se atente em realmente querer ajudar a mecânica dos novos talentos dessa incrível atualização em vez de querer desbalanceamento para sua classe
  2. эта способность давно разрушалась с каждым обновлением. Вы говорите, что у вас есть "бум-прока", это то, что случается редко, это похоже на расположение звезд ... Это не очень распространено. К сожалению, сказать, что рейнджер - самый высокий DPS в игре (как говорит заставка создания персонажа), - это самая большая афера! По сравнению с охотником, у него есть 25% -ный атрибут гарантированной силы атаки, плюс больше скорости, проникновения и контроля. С вашей стороны несправедливо говорить об улучшении рейнджера на 6%.
  3. @Nolan poderia ser mais específico? Isto quer dizer que aumentará a chance de ativar um "segundo tiro" ou que aumentará o dano causado por ela? Warlock é a classe com mais debuff e stuns em área do jogo, a classe referências e a anos luz de qualquer outra no combate em grupo, e você me diz que está obsoleta, podendo se curar, se tornar intocável com a pedra e agora ainda ganha redução de dano recebido... Por acaso você quer que sua classe comece a voar e atravessar paredes?
  4. Que broxante O upgrade vem na habilidade que depende exclusivamente do inimigo para funcionar
  5. Nossa, finalmente troca rápida de equipamento e facilidade de troca no comércio, mal posso esperar
  6. I read this, but a lot of people didnt know what was going on, now its all detailed... We cant forget to bug 1, as it has been in the game for some time and has not been fixed. An skill that increases chance of relic activation, and relics and skills that cause interaction by stunning enemies, this is for sure the main problem of post
  7. Im glad the developers already know about this bug, but previous discussions about "bug 2" player and forum admin had no idea what was going on, so I decided to make this video explaining, in addition to exposing another bug that has been in the game for years and hasn't been fixed what has been causing imbalance as shown in video
  8. I followed your post, however there is a lot to disagree because it is skills and this is subjective to the player, however here there are undisputed bugs
  9. Discordo, a tradução é apenas para facilitar melhor entendimento de partes específicas para os jogadores do servidor em que jogo, todo o post com imagens e vídeos está em inglês, que me faz pensar que você está sendo tendencioso e parcial. Se necessário eu apago a tradução, pois se coloquei em outra língua, é porque quero que tenha maior alcance no fórum internacional. Peço que retorne ao local original para que o post tenha maior alcance e não prejudique meu trabalho.
  10. Hello! Good night everybody! I bring some error/bugs that have been occurring for a long time in the game, some of them have been discovered recently that in this case is a "weakness zone" of the warlock, which can affect unlimited target players, and another already very old as the "pool of darkness " Which is used with the "relic of slowness" and causing interaction is one of the reasons faction combat is unbalanced and unfair. I'll show you next: Note: There are some observations that should be taken into account about the use of relics in the "pool of darkness" because this skill has "5 ticks", every "tick" has a chance to activate the relic, which in the end just by playing the A single-time skill will result in multiple chances to activate the relic, and this exists in all periodic damage primary abilities, such as the chief's eagle eye. BUG 1: Originally, the warlock has a skill combo that stuns the enemy target by applying the "fading" effect (which slows the target) and "pool of darkness" which causes stun for up to X seconds, depending on the development level, however, because it is a slow effect, the secondary skill (Slow) recognizes slow effects as if it were the first skill (fading) thus causing stun interaction with any negative slow effects. This includes negative effects from relics or skills of other classes if the target is over the “pool” area of effect like the example shown in the charmer aggression video. In this post, from a fellow forum member, he explains everything about interacting with relics, and adds that when using two abilities "Dark Circle" or "Pool of Darkness" there is a high probability of activating the relics: BUG 1 BUG 2 According to the skill description, the warlock "weakness zone", the limit number of targets is 5 players, however, as shown in the video, when the number of players exceeds the limit, the others take the effect of "silence" for a few moments, causing the skill bar to flash non-stop for all players in the zone area, silencing skill usage as well as drastically lowering magic defense. In this, this only skill applied by a single warlock affects large-scale pvp events. As noted in the second part of the video, such skills used in conjunction with bugs and other class skills form a very powerful and unfair combination, as skills prior to the emergence of the chief class were a way to overcome the lack of damage in the legion's area , however with the emergence of a class (chieftain) with offensive potential in the area, such combinations made it so powerful, requiring a special observation/review from the developers.
  11. Исключить взрывной урон из класса - значит полностью неверно охарактеризовать класс. Рейнджер без взрывных повреждений не рейнджер, это охотник! _______ To take the explosive damage out of the class is to totally de-characterize the class. Ranger without explosive damage is not ranger, it is a hunter!
  12. Отличное предложение, это определенно одна из худших сложностей этого навыка. _______________________________ Great offer, this is definitely one of the worst challenges of this skill. Этот навык всегда отличался от класса для всех остальных, он всегда привлекает внимание новых игроков, но сегодня из-за ослабления оружия и самого навыка нет ничего привлекательного для игроков, чтобы играть с этим классом. ... Я предлагаю, чтобы этот навык длился 10 секунд, шанс активации 50% и увеличивает параметр силы атаки игрока. Перезарядка: 22 с _____________________________ This skill has always been different from the class for everyone else, it always attracts the attention of new players, but today, due to the weakening of the weapon and the skill itself, there is nothing attractive for players to play with this class. ... I suggest this skill lasts 10 seconds, has a 50% activation chance and increases the player's attack strength . Cooldown: 22s Да! это ужасно! Yea! this is horrible! Этот навык может оставаться пассивным, ему просто нужно не снимать никакого эффекта при атаке, а общее накопление составляет 5x. Снятие критики навыка сделает его бесполезным для PvE. ________________________ This skill can remain passive, it just needs to remove no effect when attacked, and the total stacks is 5x. Taking off critical of the skill, would make it useless for PvE
  13. Привет, отличная идея, этот класс действительно требует срочных изменений, в основном из-за ослабления оружия, о котором сообщил сам @Holmes Давайте помнить, что этот класс - единственный, у которого есть полная шкала урона (это должен быть класс с наибольшим уроном в игре, но в настоящее время он не соответствует действительности) В настоящее время основная сложность рейнджера в PvP (5x5, 3x3 и 2x2) - это его урон, потому что этот класс не является королем урона, как раньше (в основном из-за нерфа лука / арбалета) и «благословения рейнджера», имеющего очень низкий шанс активации, но остается с теми же ограничениями (медленное движение, оглушение почти в ближнем бою, небольшое оглушение неэффективно, потому что нужны два экспертных навыка, и горечь необходимо накопить в 10 раз, чтобы использовать весь потенциал навыка, и если вы получите какой-либо урон , удалите 1x эффект умения (это должно измениться немедленно) Их выживаемость всегда была очень плохой, но это было приемлемо из-за горечи + уклонения, но нет никакого способа свести на нет точность, как жулики, мы заложники точности врага, а также с ослаблением уклонения, это сделало выживание класса в пвп намного сложнее. В PvE этот класс не имеет взрывного урона, как раньше, в основном потому, что его умение «Благословение рейнджеров» было ослаблено несколько раз, это было его основным отличительным умением от всех других классов, и сегодня это вряд ли имеет значение. Когда рейнджеру нужно убить соло-босса, это невозможно, потому что ему не хватает скорости. Это физический класс, который мало используется в DG, в основном из-за медленного движения (в основном, пока вы не доберетесь до моба, SK или BD уже прибыли и убили 2 мобов перед вами, а когда вы ударите по мобу / боссу, ваш урон (дпс и одиночный удар) меньше BD / Seeker В категории GvG этот класс является одним из худших по причинам, указанным выше, и его урон по площади не эффективен, потому что, если мстительный выстрел блокирует или уклоняется, у врагов нет кровотечения, ловушка очень неэффективна и не работает. вызывают ошеломление (на сервере последний выбор классов для GvG, а игра сегодня работает на GvG) Я надеюсь, что помог, и желательно получить отзывы от других игроков. __________________________________________________ Let's remember that this class is the only one that has the full damage bar (It should be the class with the highest damage in the game but currently it doesn't match reality) Currently the main difficulty of ranger in PvP (5x5, 3x3 and 2x2) is its damage, because this class is not king of the damage as it used to be (mainly due to the bow / crossbow nerf) and the "ranger blessing" having a very low chance of activating, but remains with the same limitations (Slow mov, stun almost melee, few stun inefficient because need two expert skills and bitterness needs to accumulate 10x to have the full potential of the skill, and if you take any damage, remove 1x the effect of the skill (this should change immediately) Their survival has always been very bad, but it was acceptable for bitterness + evasion, but there is no way to negate precision like rogues, we are hostage to the enemy's precision, and also with the avoidance nerf, it made the survival of the class in pvp much more difficult. In PvE this class does not have an explosive damage as it used to, mainly because its "Ranger blessing" skill was nerfed several times, this was its main differential skill from all other classes, and today it hardly matters. When the ranger needs to kill solo boss, it is impossible because he does not have enough speed. It is a physical class that has little use in DG mainly due to the slow mov (Basically until you get to a mob, an SK or BD has already arrived and killed 2 mobs before you, and when you hit the mob / boss your damage (dps and single hit) is less than BD / Seeker In the GvG category, this class is one of the worst for the reasons mentioned above and its damage in area is not effective, because if the vengeful shot blocks or dodges, there is no bleeding in the enemies, trap is very inefficient and does not cause stunning (on the server the last choice of classes for GvG, and the game today is powered by GvG) I hope I have helped and preferably receive feedback from other players.
  14. Okay, I don't want to be repetitive, but the problem is in the details ... Because only the chief class can be efficient during the effect of the globe, because it is a clean wave hybrid class that can have between 800-1k dmg phy / mag and can cause great damage in an area without any problem ... That no other class can do!
  15. totem cure on 4/4 heal 6 players
  16. I liked your creativity, but I imagine that this class would be stronger than it should
  17. But it would not have any efficiency, because class with 70% speed would have no effect I think the best solution is the one suggested in the post
  18. U should read everything before starting a discussion, because everything has been suggested and u are just being repetitive
  19. Or u dont read what u write, or u have a very shot memory, or maybe you really lacked interpretation... because I explained that not modifying the healing totem mechanics, but changing the healing in the sentinels area would cause another problem in instead, resolve.
  20. Yes, I also forgot about this scenario Yes maybe. But what if they don't? And if 10 priests are enough for 15 seekers to take down the pylons? Most likely we would have another post like this talking about high sentinel healing, and so once again we would disturb the peace of the developers
  21. You didn’t mention it, but even this comment makes me think that it’s only aimed at that specific fight. But do you realize the problem it would cause in other scenarios? It's like you give too much firepower without consequence In the scenarios I talked about, there would simply be no combat, everyone would just take down a pylon or flag without a fight
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