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Dseta

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  1. Confused
    Dseta reacted to vavavi in Examples of how abusable chieftain is   
    VID_20231108150649.mp4   This is just a few examples of how insanely abusable this class is. You have no counterplay to it, you cant stun it, silence it, sap it, run away from it or do damage to it.
     
    Rugged hide should be turned into a def increasing skill such as druids, or be toned down in either duration or the amount of damage reduction, and resist has to change too. A virutally permanent immunity to any cc makes this class unstoppable. Possible changes could be either making the resist have stacks like bds, or make it only work against control effects, so things such as silences could atleast go through, allowing for some counterplay.
     
     
     
  2. Thanks
    Dseta reacted to Theweasel in Examples of how abusable chieftain is   
    Books are the problem, not only to chiefs but all  classes, they think that by having tons of non classes books they have to win always, and if a player with average  pvp gears kills them, they start to Catalog it as "broken" Asking to nerf them just  because  they think that they have always the "advantage". 
     
    Now,... if we ask to nerf books they start bringing up the classic.. 
     
    "i paid millions" 
    "youre butthurted" 
    "is not my problem that you're poor" 
     
    Basically, it has gradually become a requirement to enforce the class you've chosen... 
     
    Meanwhile, we mortals are only dedicated to Receive  nerfs and to Shut Up 
  3. Like
    Dseta got a reaction from roguesad in Nerf templar   
    this class definitely needs a nerf.

     
    220% damage is already an abuse for a non-damage class, while other damage classes have very absurd damage skills.
     
    this class urgently needs a verification since it has skill far above the other classes.
  4. Like
    Dseta reacted to Berniente in Some buffs to Chieftain   
    These are suggestions for skills that are not used as much in the current meta of the game and that you may need in the future if there are changes to other skills. 
     
     Wolf's Alacrity 
    The enemy will now be stunned instead of slowed when hit by the ability, the enemy will receive a negative effect "Stun" for 1 / 1.5 / 2 / 2.5 / 3 sec.  
     Clans' Help
    Critical chance exceeding the maximum amount of the parameters transforms every 2% critical chance into 1.25% physical and magical damage to the character. (only the skill's additional critical chance can be transformed into damage).  
     Bestial Wrath
    Attack speed bonus adjusted from 5 \ 10 \ 15 \ 20% to 7 \ 12 \ 18 \  25% , and Penetration bonus adjusted from 7 / 9 / 11 / 14%.  
     Curse of the Plague
    Adjusted the amount of skill damage from 25 \ 30 \ 35 \ 45% of the character's magic power to 35 \ 45 \ 50 \ 60% of the character's magic power. Increased the frequency of damage from every 0.7 to every 0.4 sec.  
     Spiritual Purification
    The number of positive effects removed increased by 1 / 2 / 2 / 3 to 2 / 3 / 3 / 4. Additionally, the ability burns the target's mana by 10 / 15 / 20 / 30%.  
     Bear's Stamina
    The amount of character's missing health that is restored using the skill increased from 5 / 7 / 9 / 10 / 12% to 7 / 10 / 14 / 18 / 22%.  
     
  5. Like
    Dseta reacted to hugomedeiroswg in Beastmaster or Godmaster?   
    This class urgently deserves a rebalance, everyone suffers from this, especially new players.
    The game administration considers her a damage hero, so she can only do damage and logically won't have much defense.
    Currently beastmaster has a lot of damage, a lot of healing and a lot of defense, it is completely broken.
    I come here to propose some changes.
     
    Proximity to Nature:  Currently skill heals ALL players within 2 meters of it. (This is broken, since no class in the game has unlimited healing).
    It now heals a maximum of 6 players within 3 meters of the character.
    Now the beast is also unable to attack while the summoner is under the effect.
    Healing reduced from 45% -> 35%
     

    Here shows the 4k healing of SINGLE beastmaster in GvG
     
    Forest Symbol:  With a single use, the skill imprisons the same target several times.
    Now the player who is imprisoned will no longer be imprisoned.
  6. Confused
    Dseta reacted to Foxmg in Предложения по ребалансу навыков и талантов варвара   
    В данной теме изложены предложения в ребалансе варвара для более гармоничного его развития во всех аспектах игры. *
    *Предложения не претендуют на точную реализацию в игре, так как описаны опираясь на личный опыт одного человека и для некоторых людей могут показаться необоснованными либо выражать предвзятое мнение к классу, поэтому буду рад конструктивным комментариям и правкам своих предложений. 
    Все предложения по ребалансу навыков и талантов варвара актуальны на момент версии 12.1.0.
     
    Для начала развеем пару мифов о варваре.
     
    Миф №1 Варвар персонаж с самым большим количеством здоровья, "Самый жирный" (без буллинга)
     
    Миф №2 Варвар наносит больше урона чем другие танки.
    (Предупреждение - так как многие навыки и таланты персонажей имеют итоговый урон зависащий напрямую от количества целей, цифры урона приведены исключительно как нагладный показатель, на деле они будут другими с учетом защиты/устоя/количества/ранга целей, а также крит урона/пронзания/бонуса ярости)
     
    Миф №3 Варвар лучше остальных танчит соло цели
     
    Ниже предложение по ребалансу навыков варвара которые повысят его актульность как танка в танкобилде и урон в дд билде:
     
    Буду рад увидеть ваши комментарии по теме
     
     
  7. Confused
    Dseta reacted to Salazam in Chain Lightning Change   
    now the damage reduction effect of each new jump is reduced to a maximum of -50% of the skill's damage.
    This would better cement the skill as an area damage skill. currently on the last targets affected by the skill the damage is so low that they sometimes receive around 10-50 damage.
     
    ps: the same must be done for the Ranger, Hunter and Rogues in the "Vengeful Shot", "Pathfinder’s Arrow" and "Ricochet" skills

    on one target I did 4k damage, on another 33.
     

    on this last target that the sphere would hit, I caused 251! of damage compared to the initial value is extremely low.
     
     
  8. Confused
    Dseta got a reaction from Alex Yeskin in NERF BEATSMASTER!!!   
    This is the most broken class of sentinels, it is so broken that nowadays everyone chooses it.
     
    Proximity to Nature: Applies the Hunter's Mark buff to a character for 6 sec. The character cannot be attacked, and they are also deprived of the ability to move, apply skills, auto-attack, and use items. When in effect, the character and all the allies within a radius of 3 yards recover health in the amount of 45% of the character's magical power every 1 sec. and receive the "Forest protection" buff that increases the physical and magical protection of targets by 25% for 14 sec. Maximum number of targets is 9. The restriction does not apply to the character and the Moon Monster.
     
    Why would a damage class have a zone healing ability???
    The Warlock's Stone Body ability is ridiculously weak compared to this ability, considering that both have almost the same mechanics.
    Proximity to Nature skill urgently needs a tune-up
     
    Aura of the Forest: Applies the "Aura of the forest" attacking buff to the Moon Monster for 10 sec. The buff deals magic damage to all enemies in the amount of 100% of the character's magic power within a one-yard radius every 2 sec. When a monster receives instant damage from skills and auto-attacks, the effect damage increases by 5%, but by no more than 20%. If there is no Moon monster, it deals the "Aura of the forest" attacking buff to the character for 10 sec. The effect deals magical damage to all opponents in the amount of 100% of the character's magical power within a radius of one yard every 2 sec. Maximum number of player targets is 6, and maximum number of monster targets is 14.
     
    Power of Nature: Increases the damage dealt by the "Aura of the Forest" skill by 15%. When used, the skill gets the maximum damage bonus.
     
    Aura of the Forest is the most unfair and broken ability in the game. 
     
    let's do the math
    100% + 20% + 15% = 135% x 5 = 675%
     
    explanation
    the Aura of the Forest skill has a damage of 120% plus his talent 15% so it would be 5 hits of 135% for a total of 675% damage.
    This skill is ridiculously strong compared to all the other consecutive damage skills of other classes.
     
    For example
    warlock hex skill has 80% damage on 4 hits for a total of 320% damage.
     
    Chieftain's Swooping Army skill has 60% damage on 5 hits for a total of 300% damage.
     
    Aura of the forest skill urgently needs an adjustment, it cannot continue with that damage so unfair for other classes of consecutive damage.
     
    @Dr Strange @Nolan @LeeLoo

  9. Like
    Dseta reacted to Fatih in Seeker precisa ser nerfado   
    Gostaria de um pouco da atenção não só dos desenvolvedores, mas também dos jogadores. Gostaria que diminuíssem a quantidade de dano da classe Explorador, pois mesmo em um nível baixo ela é capaz de causar um alto dano( mesmo de adagas) ,por exemplo: um seeker de nível 18 consegue hitar 2k sem crítico e sem buff, ao passo que um ladino do nível 20 só hita 1500, e se estiver com dois machados , não faz sentido uma classe de dano físico causar 5000 de dano em hit base, e ainda ter uma skill q aumenta sua penetração, sendo dessa forma a classe mais fácil de atingir o limite do parâmetro penetração, o que é bem desbalanceado.
  10. Confused
    Dseta reacted to KienGG in Rework Cacique Urgente - Exagero de Skills Chave/Essenciais.   
    Venho fazer uma sugestão para um Rework e até mesmo NERF na classe Cacique/Chief. Irei explicar detalhadamente todos os pontos de o porque o cacique é a classe mais FORTE, ROUBADA e BENEFICIADA do jogo, dentre todas as outras classes!
     
    Primeiro de tudo: Cacique possui 5 skills consideradas CHAVES/ESSENCIAIS do game, sendo elas: Resistencia/Anti-Stun, Apoio da Matilha (sendo esse o Anti-Stun mais demorado do jogo, e todos sabem disso). Skill de Cura, Vigor do Urso (que cura mais de acordo com a vida perdida, muito útil). Skill de stun em área, Surra (que trava os players afetados e reduz o dano deles e o speed attack). Skill defensiva, o Couro Resistente, que dura 13segundos e reduz em 40% todo o dano recebido (sem contar talentos ou relíquias que aumentam os efeitos). Skill de Move Speed excelente, Entusiasmo do Lobo (o que é um benefício para GvGs, pela locomoção rápida, agrupamento etc..).
     
    Vamos a um exemplo, do MAGO: Mago tem skill de resistir, Enobrecimento, e vamos considerar que a skill defensiva é a Barreira Etérea, que atualmente está balanceada, mediana. O Couro Resistente do cacique é bem mais eficiente e ajuda MUITO o cacique na iniciação de fights, ok que quando sair pode ficar vulnerável, mas, a barreira também levou nerf antes, e admito que era bem mais broken, hoje em dia a ativação dela é mais complexa. O Mago não tem stun/controle em área efetivo (Correntes Ilusórias e Estilhaços de Pedra sinceramente não se comparam a "Surra" do cacique, que REDUZ no 5/5 50% Do dano, e Velocidade de Ataque dos players afetados além de travar eles).
     
    Outros exemplos, o Seeker NÃO possui skill de resistir e nem de cura. Invocador tem a árvore para curar mas não tem skill de resistir. Ou seja, se analisar TODAS as classes, CACIQUE tem TUDO enquanto algumas classes tem 2 skills a no máximo 3, consideradas CHAVES/ESSENCIAIS.
     
    Na minha visão, e na de MUITOS outros players, não há necessidade do Cacique possuir todo esse KIT de Habilidades e mecânicas, inclusive no fórum russo o Cacique é uma das classes mais frequentes em reclamações. O Cacique Físico está extremamente forte! Cacique ap +8 está matando char +10 com algumas partes GZ, ele usa a skill de resistir Apoio do Matilha, fica 10seg +/mais sem poder sofrer controle/stun/atordoamento, e com a skill Couro Resistente dificilmente morre, o que resta a pessoa apenas esperar a sua morte, e caso consiga tirar a vida do cacique, ele se cura, pois mesmo com uma base de 1600 a 2000 Dano Físico e uns 400 de Dano Mágico, está curando bem, o suficiente para se manter vivo caso estejas prestes a morrer (ainda mais que a skill também da uma cura extra quando está morrendo, com menos vida em relação ao máximo, HP/Vida perdida).
    Cacique mágico também está muito forte, mas, mais balanceado.
     
    Minhas sugestões: Dito tudo isso, acredito que a retirada/alteração, igual já fizeram um tempo atrás de algumas habilidades/skills de algumas classes (Por exemplo a skill Agressão do Dançarino de Lâminas foi alterada para Lâmina do Vórtice) seria a solução. 
     
    Cacique é a classe disparada com mais habilidades/skills chaves do game, então, a remoção/alteração da habilidade de Cura Vigor do Urso, ou de Movimentação Entusiasmo do Lobo, seria o correto (alteração apenas de UMA dessas, ou, até as DUAS, mas não vejo necessidade, uma estaria de bom tamanho, não precisa ter Skill de Cura ou de Velocidade de Movimento).
     
    Quanto a habilidade Couro Resistente, acredito que a mecânica dela deveria ser alterada para poder ser usada apenas no PRÓPRIO CACIQUE, sem usar em aliados (Já possui a Habilidade Apoio da Matilha que é de Anti-Stun/Resistir que é possível usar em aliado). 
     
    Todas as informações que forneci estão 100% corretas, pois eu possuo um CACIQUE, e também utilizei um site conhecido por muitos (Calculadora Warspear) e lá também a descrição das habilidades estão 100% corretas!
     
    ATUALMENTE CACIQUE É A CLASSE MAIS FORTE DO JOGO, E COM O KIT DE HABILIDADES E MECÂNICAS MAIS EXAGERADO, NADA MAIS JUSTO DO QUE UM REWORK/BALACEAMENTO OU ATÉ MESMO NERF!





  11. Like
    Dseta reacted to Skooby in Ребаланс Вара 2023-2024   
    1) Последнее желание - добавить бафф, который будет действовать во время отката навыка. 
    К примеру увеличение регенерации здоровья и скорости регенерации здоровья. (Украдено с навыка ДК). Цифры тупо все оттуда можно взять.
    2) Боевой клич - 40% увеличения численного значения защиты на максимальном уровне прокачки, это от 10 до 5% увеличения защиты по факту. При этом всего лишь на 9 секунд. Предлагаю вместо увеличения численного значения защиты - сделать сразу процентное. Либо именно срез урона от ударов, для монстров и игроков оно соотвественно разное, и увеличить при этом время действия хотя бы до 20 секунд. 
    1. 5 и 2%
    2. 10 и 4 %
    3. 15 и 8 %
    4. 20 и 10% снижения урона от монстров и игроков соотвественно.
    3) Яростный крик и рёв. 
    Предлагаю сделать один навык талантом другого. К примеру талант рёва качнул, и дополнительно начало ещё и пробив срезать.
    А вместо яростного крика совсем другое сделать…
    4) Яростный крик переделать на «Яростный оскал»
    накладывает положительный эффект «Яростный оскал» на персонажа на 10-15-20-25 секунд. Эффект позволяет с шансом равному «скорость атаки» при каждой атаке по противнику, наносящей мгновенный урон (и автоатака и применение навыка), нанести урон в радиусе 1 ярд всем противникам вокруг, равный:
    1. 10%
    2.  15%
    3.  20%
    4. 25% от основной атаки нанесённой по противнику. 
    5) Каменная кожа - талантом увеличить количество стаков, можно уменьшить количество срезаемого урона, но увеличить количество стаков. Например 30 % среза урона но 10 стаков зато. 

    Мнение мне интересно игроков играющих за варваров, а не за чк 
  12. Like
    Dseta got a reaction from Filipe Ramon in NERF BEATSMASTER!!!   
    This is the most broken class of sentinels, it is so broken that nowadays everyone chooses it.
     
    Proximity to Nature: Applies the Hunter's Mark buff to a character for 6 sec. The character cannot be attacked, and they are also deprived of the ability to move, apply skills, auto-attack, and use items. When in effect, the character and all the allies within a radius of 3 yards recover health in the amount of 45% of the character's magical power every 1 sec. and receive the "Forest protection" buff that increases the physical and magical protection of targets by 25% for 14 sec. Maximum number of targets is 9. The restriction does not apply to the character and the Moon Monster.
     
    Why would a damage class have a zone healing ability???
    The Warlock's Stone Body ability is ridiculously weak compared to this ability, considering that both have almost the same mechanics.
    Proximity to Nature skill urgently needs a tune-up
     
    Aura of the Forest: Applies the "Aura of the forest" attacking buff to the Moon Monster for 10 sec. The buff deals magic damage to all enemies in the amount of 100% of the character's magic power within a one-yard radius every 2 sec. When a monster receives instant damage from skills and auto-attacks, the effect damage increases by 5%, but by no more than 20%. If there is no Moon monster, it deals the "Aura of the forest" attacking buff to the character for 10 sec. The effect deals magical damage to all opponents in the amount of 100% of the character's magical power within a radius of one yard every 2 sec. Maximum number of player targets is 6, and maximum number of monster targets is 14.
     
    Power of Nature: Increases the damage dealt by the "Aura of the Forest" skill by 15%. When used, the skill gets the maximum damage bonus.
     
    Aura of the Forest is the most unfair and broken ability in the game. 
     
    let's do the math
    100% + 20% + 15% = 135% x 5 = 675%
     
    explanation
    the Aura of the Forest skill has a damage of 120% plus his talent 15% so it would be 5 hits of 135% for a total of 675% damage.
    This skill is ridiculously strong compared to all the other consecutive damage skills of other classes.
     
    For example
    warlock hex skill has 80% damage on 4 hits for a total of 320% damage.
     
    Chieftain's Swooping Army skill has 60% damage on 5 hits for a total of 300% damage.
     
    Aura of the forest skill urgently needs an adjustment, it cannot continue with that damage so unfair for other classes of consecutive damage.
     
    @Dr Strange @Nolan @LeeLoo

  13. Confused
    Dseta got a reaction from Steellhost in NERF BEATSMASTER!!!   
    This is the most broken class of sentinels, it is so broken that nowadays everyone chooses it.
     
    Proximity to Nature: Applies the Hunter's Mark buff to a character for 6 sec. The character cannot be attacked, and they are also deprived of the ability to move, apply skills, auto-attack, and use items. When in effect, the character and all the allies within a radius of 3 yards recover health in the amount of 45% of the character's magical power every 1 sec. and receive the "Forest protection" buff that increases the physical and magical protection of targets by 25% for 14 sec. Maximum number of targets is 9. The restriction does not apply to the character and the Moon Monster.
     
    Why would a damage class have a zone healing ability???
    The Warlock's Stone Body ability is ridiculously weak compared to this ability, considering that both have almost the same mechanics.
    Proximity to Nature skill urgently needs a tune-up
     
    Aura of the Forest: Applies the "Aura of the forest" attacking buff to the Moon Monster for 10 sec. The buff deals magic damage to all enemies in the amount of 100% of the character's magic power within a one-yard radius every 2 sec. When a monster receives instant damage from skills and auto-attacks, the effect damage increases by 5%, but by no more than 20%. If there is no Moon monster, it deals the "Aura of the forest" attacking buff to the character for 10 sec. The effect deals magical damage to all opponents in the amount of 100% of the character's magical power within a radius of one yard every 2 sec. Maximum number of player targets is 6, and maximum number of monster targets is 14.
     
    Power of Nature: Increases the damage dealt by the "Aura of the Forest" skill by 15%. When used, the skill gets the maximum damage bonus.
     
    Aura of the Forest is the most unfair and broken ability in the game. 
     
    let's do the math
    100% + 20% + 15% = 135% x 5 = 675%
     
    explanation
    the Aura of the Forest skill has a damage of 120% plus his talent 15% so it would be 5 hits of 135% for a total of 675% damage.
    This skill is ridiculously strong compared to all the other consecutive damage skills of other classes.
     
    For example
    warlock hex skill has 80% damage on 4 hits for a total of 320% damage.
     
    Chieftain's Swooping Army skill has 60% damage on 5 hits for a total of 300% damage.
     
    Aura of the forest skill urgently needs an adjustment, it cannot continue with that damage so unfair for other classes of consecutive damage.
     
    @Dr Strange @Nolan @LeeLoo

  14. Like
    Dseta got a reaction from TheCaster in NERF BEATSMASTER!!!   
    This is the most broken class of sentinels, it is so broken that nowadays everyone chooses it.
     
    Proximity to Nature: Applies the Hunter's Mark buff to a character for 6 sec. The character cannot be attacked, and they are also deprived of the ability to move, apply skills, auto-attack, and use items. When in effect, the character and all the allies within a radius of 3 yards recover health in the amount of 45% of the character's magical power every 1 sec. and receive the "Forest protection" buff that increases the physical and magical protection of targets by 25% for 14 sec. Maximum number of targets is 9. The restriction does not apply to the character and the Moon Monster.
     
    Why would a damage class have a zone healing ability???
    The Warlock's Stone Body ability is ridiculously weak compared to this ability, considering that both have almost the same mechanics.
    Proximity to Nature skill urgently needs a tune-up
     
    Aura of the Forest: Applies the "Aura of the forest" attacking buff to the Moon Monster for 10 sec. The buff deals magic damage to all enemies in the amount of 100% of the character's magic power within a one-yard radius every 2 sec. When a monster receives instant damage from skills and auto-attacks, the effect damage increases by 5%, but by no more than 20%. If there is no Moon monster, it deals the "Aura of the forest" attacking buff to the character for 10 sec. The effect deals magical damage to all opponents in the amount of 100% of the character's magical power within a radius of one yard every 2 sec. Maximum number of player targets is 6, and maximum number of monster targets is 14.
     
    Power of Nature: Increases the damage dealt by the "Aura of the Forest" skill by 15%. When used, the skill gets the maximum damage bonus.
     
    Aura of the Forest is the most unfair and broken ability in the game. 
     
    let's do the math
    100% + 20% + 15% = 135% x 5 = 675%
     
    explanation
    the Aura of the Forest skill has a damage of 120% plus his talent 15% so it would be 5 hits of 135% for a total of 675% damage.
    This skill is ridiculously strong compared to all the other consecutive damage skills of other classes.
     
    For example
    warlock hex skill has 80% damage on 4 hits for a total of 320% damage.
     
    Chieftain's Swooping Army skill has 60% damage on 5 hits for a total of 300% damage.
     
    Aura of the forest skill urgently needs an adjustment, it cannot continue with that damage so unfair for other classes of consecutive damage.
     
    @Dr Strange @Nolan @LeeLoo

  15. Like
    Dseta reacted to Cowabunga in Key class talents in branch “Berserk”   
    Hello!
     
    I would like to make a suggestion for Barbarian’s branch “Berserk”
     
     Branch “Berserk”
    When looking at Barbarians of the “Berserk” branch, you can only see bloodthirsty eyes and the gleam of a huge ax.You will not envy those who will meet with this fury in battle.
     
    The fact that Barbarian got a branch to be able to use his ability of wielding 2 hand weapons to its full potential is really great and fun, HOWEVER, when I read the description of “Berserk” branch and use this full branch in battle, it seems very very underwhelming, enemies should be frightened to death and scattered when they see a Barbarian with this branch rushing to them.
     
     Execution
    Increases additional damage from the “Defeat” skill against targets with the “Bleeding” effect by 5% per effect, up to a maximum of 20%. Guaranteed to inflict a critical hit with a skill if the target has 4 or more “Bleeding” effects, it is impossible to dodge, parry, or block the strike.
     
     
    I think key class talent “Execution” is amazing, but I do not like the fact that you need another KEY CLASS TALENT, to get the full potential from “Execution” talent.
     
    So what would I change in “Execution”?
    I suggest that the talent it self gives bleed as well, because even with “bloodletting” talent, it is really hard to get 4x stacks of bleed on 1 enemy.
     
     Bloodletting
    Basic attacks and skills that deal instant damage have a 25% chance to inflict an additional Bleeding debuff on the enemy for 8 seconds. The effect deals physical damage equal to 20% of the character's physical strength every 2 seconds. The maximum number of effects from the talent on a single target is 4
     
    This is supposed to be a key class talent that cost 75k knowledge, and I honestly think it is really disappointing since it only gives bleed debuff ( low chance, low damage ).
     
    However, my suggestion for this talent is to change it to aoe damage per auto attack/instant damage skills, every attack to an enemy, it gives any other enemy around Barbarian 25% of the damage dealt.
     
    This way we can solve the lack of aoe damage for Barbarian class in both pve/pvp, and live up to the description given in branch “Berserk”.
     
    Thank you ☺️ 
  16. Like
    Dseta reacted to Cowabunga in Key class talents in branch “Berserk”   
    A good idea I thought of and discussed with other Barbarians who thought it would be great also:
     
     Execution
    Increases additional damage from the “Defeat” skill against targets with the “Bleeding” effect by 5% per effect, up to a maximum of 20%. Guaranteed to inflict a critical hit with a skill if the target has 4 or more “Bleeding” effects, it is impossible to dodge, parry, or block the strike.
     
     Bloodletting
    Basic attacks and skills that deal instant damage have a 25% chance to inflict an additional Bleeding debuff on the enemy for 8 seconds. The effect deals physical damage equal to 20% of the character's physical strength every 2 seconds. The maximum number of effects from the talent on a single target is 4
     
    Since Barbarian is very vulnerable and have almost 0 defense when he is using 2 hand weapon/build, which will most likely be using Berserk Branch, it would be great if 1 of these talents get extra effect or reworked to: if Barbarian attacks a target inflicted with bleed debuff, Barbarian and his party will get heal certain % of the damage done every auto attack/instant damage skill done to target. 
     
    This way Barbarian will provide support to his party and himself in battle. 
     

  17. Like
    Dseta got a reaction from Steelblade in NERF BEATSMASTER!!!   
    This is the most broken class of sentinels, it is so broken that nowadays everyone chooses it.
     
    Proximity to Nature: Applies the Hunter's Mark buff to a character for 6 sec. The character cannot be attacked, and they are also deprived of the ability to move, apply skills, auto-attack, and use items. When in effect, the character and all the allies within a radius of 3 yards recover health in the amount of 45% of the character's magical power every 1 sec. and receive the "Forest protection" buff that increases the physical and magical protection of targets by 25% for 14 sec. Maximum number of targets is 9. The restriction does not apply to the character and the Moon Monster.
     
    Why would a damage class have a zone healing ability???
    The Warlock's Stone Body ability is ridiculously weak compared to this ability, considering that both have almost the same mechanics.
    Proximity to Nature skill urgently needs a tune-up
     
    Aura of the Forest: Applies the "Aura of the forest" attacking buff to the Moon Monster for 10 sec. The buff deals magic damage to all enemies in the amount of 100% of the character's magic power within a one-yard radius every 2 sec. When a monster receives instant damage from skills and auto-attacks, the effect damage increases by 5%, but by no more than 20%. If there is no Moon monster, it deals the "Aura of the forest" attacking buff to the character for 10 sec. The effect deals magical damage to all opponents in the amount of 100% of the character's magical power within a radius of one yard every 2 sec. Maximum number of player targets is 6, and maximum number of monster targets is 14.
     
    Power of Nature: Increases the damage dealt by the "Aura of the Forest" skill by 15%. When used, the skill gets the maximum damage bonus.
     
    Aura of the Forest is the most unfair and broken ability in the game. 
     
    let's do the math
    100% + 20% + 15% = 135% x 5 = 675%
     
    explanation
    the Aura of the Forest skill has a damage of 120% plus his talent 15% so it would be 5 hits of 135% for a total of 675% damage.
    This skill is ridiculously strong compared to all the other consecutive damage skills of other classes.
     
    For example
    warlock hex skill has 80% damage on 4 hits for a total of 320% damage.
     
    Chieftain's Swooping Army skill has 60% damage on 5 hits for a total of 300% damage.
     
    Aura of the forest skill urgently needs an adjustment, it cannot continue with that damage so unfair for other classes of consecutive damage.
     
    @Dr Strange @Nolan @LeeLoo

  18. Confused
    Dseta reacted to KienGG in Лидер срочной доработки – преувеличение ключевых/основных навыков.   
    Я пришел предложить переработку и даже ОСЛАБЛЕНИЕ класса Вождя/Вождя. Я подробно объясню все моменты, почему вождь - САМЫЙ СИЛЬНЫЙ и УКРАЖЕННЫЙ класс в игре, среди всех остальных классов!
     
    Прежде всего: у Шефа есть 5 навыков, которые считаются КЛЮЧЕВЫМИ/ВАЖНЫМИ в игре, а именно: Сопротивление/Анти-Оглушение, Поддержка Пакета (это самый длинный Анти-Оглушение в игре, и все это знают). Навык исцеления, Энергия Медведя (который лечит больше в зависимости от потерянной жизни, очень полезно). Навык контроля территории, Сурра (который останавливает пораженных игроков и снижает их урон и скорость атаки). Защитный навык «Жесткая кожа», который действует 13 секунд и снижает весь получаемый урон на 40% (не считая талантов и реликвий, усиливающих эффекты). Отличный навык скорости передвижения, энтузиазм волка (что является преимуществом для GvG из-за быстрого передвижения, группировки и т. д.).
     
    Возьмем пример МАГO: МАГO есть навык сопротивления «Облагораживание», и давайте учтем, что защитным навыком является «Эфирный барьер», который на данный момент является сбалансированным, средним. Способность Вождя «Жесткая кожа» гораздо более эффективна и ОЧЕНЬ помогает Вождю в начале боя, хорошо, когда он выйдет, он может быть уязвим, но барьер уже был ослаблен раньше, и я признаю, что он был гораздо более сломан, активировать его сейчас - это сложнее и длится недолго. У Мага нет эффективного оглушения/контроля области (Иллюзорные цепи и Каменные осколки, честно говоря, не идут ни в какое сравнение с Пощечиной Вождя, которая СНИЖАЕТ на 5/5 50% урон и скорость атаки затронутых игроков, а также блокирует их).
     
    Другие примеры: Искатель НЕ обладает способностью сопротивляться или исцелять. У Призывателя есть дерево для исцеления, но нет способности сопротивляться. Другими словами, если вы проанализируете ВСЕ классы, у Вождя есть ВСЕ, в то время как у некоторых классов есть навыки от 2 до максимум 3, которые считаются КЛЮЧЕВЫМИ/ВАЖНЫМИ.
     
    По моему мнению и мнению МНОГИХ других игроков, Шефу нет необходимости иметь весь этот НАБОР навыков и механик, на самом деле Шеф — один из классов, на который чаще всего жалуются. Физический руководитель чрезвычайно силен! Шеф AP +8 убивает персонажа +10 с некоторыми частями величия, он использует навык сопротивления «Поддержка стаи», он остается еще на 10 секунд, не имея возможности потерпеть контроль/оглушение, а с навыком «Сопротивляющаяся кожа» он почти не умирает, что остается человеку, просто дождаться его смерти, и если вам удастся лишить вождя жизни, он исцелится, потому что даже с базой от 1600 до 2000 физического урона и около 400 магического урона, он хорошо лечит, достаточно, чтобы остаться в живых, если вы вот-вот умрете (тем более, что этот навык также дает дополнительное исцеление, которое увеличивается, когда вождь близок к смерти, с меньшим количеством жизней по сравнению с максимальным, потерянными HP/Life). Магический руководитель тоже очень силен, но более уравновешен.
     
    Мои предложения: Сказав все это, я считаю, что удаление/изменение, как это было сделано некоторое время назад, некоторых способностей/навыков некоторых классов (например, навык Агрессия Танцора с клинком был заменен на Вихревой клинок) было бы решением.
     
    Вождь это класс с наиболее ключевыми навыками в игре, поэтому удаление/изменение навыка «Исцеление энергии медведя» или навыка «Энтузиазм движения волка» было бы правильным (изменение только ОДНОГО из них или даже ДВА, но я не вижу необходимость, можно изменить только один, вам не нужны навыки исцеления или скорость передвижения).
     
    Что касается навыка «Крепкая кожа», я считаю, что его механику следует изменить так, чтобы его можно было использовать только на САМОМ ГЛАВНОМ, не используя его на союзниках (у него уже есть навык «Пакетная поддержка», который является анти-оглушением/сопротивлением, который можно использовать используется на союзнике). Или заставить его увеличивать защиту, равную способности МАГO «Солнечный барьер». Общее снижение урона очень сильное.
     
    НАСТОЯЩЕЕ ВРЕМЯ ШЕФ САМЫЙ СИЛЬНЫЙ КЛАСС В ИГРЕ, А С САМЫМ РАЗВИТЫМ НАБОРОМ НАВЫКОВ И МЕХАНИК, НИЧЕГО НЕТ СПРАВЕДЛИВЕЙ, ЧЕМ ПЕРЕРАБОТКА/БАЛАНС ИЛИ ДАЖЕ НЕРФ!
     
    Прошу прощения за орфографическую ошибку, я бразилец и играю на сервере BR-Tourmaline, фракция Sentinels. А на нашем сервере Шеф - это ещё и самый сильный и неуправляемый класс. Мы уже публиковались на бразильском форуме, и я пришел сюда, чтобы расширить наше освещение.





  19. Confused
    Dseta reacted to kingdor in CLASS WITH EVERYTHING!! NERF IT!!   
    First of all I play with blade dancer one of the worst classes on the game and u nerfed it over and over again now u put class that has everything! Initiate resist,dmg reduction healing Aoe dmg movement speed and imensa target dmg, lemme tell u what happens when I fight a chieftain weaker than me. The battle starts he one shots me. I can literally do nothing but die now just tell me why did u make it that strong?
  20. Like
    Dseta reacted to Mateusz in Make barb usefull again   
    In my opinion barb is in rly bad state in terms of group fights. Have 0 really usefull skills in gvgs/raids etc. 
    Here are my suggestions to change that issue: 
     
     Warcry: Deals the "Aggression" debuff to all enemies around the character within a certain radius for T sec. and the "Mountain defense" debuff to the character for T sec. The "Aggression" effect causes monsters to attack the character, and only knocks down the target of the attack for players. The "Mountain defense" effect increases the physical and magical protection of the character by D%. The maximum number of player targets is Y, there is no limit on the number of monster targets.
     
     Bloodshed: The "Warcry" skill additionally applies the "Bleeding" debuff to all opponents for 9 sec. The effect deals periodic damage of 33% of the character's physical strength every 3 sec.
    In last rebalance year ago our talent warcry got added the maximum amount of targets depending on skill lvl. Before there was no limit of pvp targets which wasnt that bad since skill deal about 200 dmg per tick to pvp player. With last rebalance we need to waste 3 skill points (1lvl is 3 targets) just to get 3 more targets at 4lvl. Since dmg is very low, very slow and the amount of targets isnt great too it makes skill and talent completely useless in terms of group fights. 
    My suggestion is to add more dmg from bleed if we lvl up skill and 1 instant tick when we use skill.
    Just as an example(numbers of % can be different than my example):
    1lvl-33% 2lvl-40% 3lvl-50% 4lvl-60%. This is basically the only aoe dmg skill that barb has and its useless in current state. 
     
     Combat Fury: Deals the "Combat frenzy" buff to the character for T sec. The effect increases the "Accuracy" parameter by A%, restores H% health from maximum instantly and J% health from maximum every 3 sec. for 12 sec.
    Since barb has 0 support skills and mc side lack in aoe healing overall here we can change skill mechanics so when barb use combat fury he get same effects as now but his party will get that buff which heals them % health from max hp every 3 secs for 12 sec. Thats something which wont make any big change but would make barb a little more usefull in pt. 
     
    Scream of Fury: Decreases the "Penetration" parameter by P% for all enemies within 2 yards of the character and increases the character’s "Block” parameter by B% for T sec. The maximum number of player targets is Y and the number of monster targets is unlimited.
    This is the skill that noone use, even with new talent its still very useless bcs talent % is too low and takes too much time to use the skill. As much as i tested it does basically nothing also doesnt work for aoe stuns like zone or circle + talent is located in very bad branch that noone choose.
    I suggest it should be completely reworked for something that deal aoe dmg(if aoe bleed wont get buffed) or buff our allies. 
     
     Charge: The character instantly moves to the enemy from a distance of two or more yards, deals physical damage in the amount of P% of the physical strength of the character and deals the "Stun" effect for T sec. The effect does not allow to move, attack or use skills.
    I suggest to add to this skill % chance to land aoe stun or aoe dmg in radius of 1 yard around target. It wouldnt be broken since there wont be 100% chance to land aoe stun/dmg + enemy still can resist that stun. 
     
    There are just some ideas, u may not agree with some of them but the 1 thing is sure, barb need improvements in terms of aoe/group fighting like gvgs/raids/castles etc. The current "debuffs" that barb has are completely not up to date with nowadays reality of group fighting. 
     
    All the changes i suggested are in good faith to change barbs solo playstyle oriented role to more group/guild friendly and usefull class. 
     
  21. Like
    Dseta reacted to Theweasel in talent "demonic charm"   
    This talent should provides an aditional effect. 
     
    Why? : this talent is just an automatic demon form, nothing more... No defensive/decent healing  effect,
     
    Why it needs something like that? : in order to maintain demon form its necessary.  the actual demon form is not going to maintain the demon appearance with the amount of health that the talent is demanding. 
     
    How i would fix this? :  
     
    1- fix demon form healing effect. 
     
    Example:  the player recovers 2%/3%/4%/5%/6% of  the maximun health each second for 7 seconds 
     
    3rd branch talent "demonic appearance +"  change the increase healing effect and instead adds another +1 seconds to demon form without spending hatred. 
     
    2- fix delayed death skill 
     
    Example: lowers the effect by - 15% on  each level,  and removes the impending death debuff. 
     
    Note: the delayed death talent needs to be removed, and instead adds maybe a talent to Chains of the underworld. 
     
     
    3- demonic charm talent 
     
    Example : when player health drops to 30% the demonic appearance is automatically applied, removes all debuff applied and the amount of hate is increased to full, aditionally  decreases all incoming damage by 25% and increases the healing effect by 1%, the skill applies once in 60 seconds. 
     
    Note: after learning this talent, the skill turns to passive, which means the player cannot use it by himself. 
     
    Conclusion:
    Similar to last wish from barbarian or secret reserves from Deathknight,.. the purpose of this, is making a good reason to learn that last talent (which cost freaking 75k of knowledge) more than just an self click demon form and dying 3 secs later after activating.. (pathetic death?, or dying with style?) together with delayed death brings a strong defense until hate bar is out and demon form turns off (or chaos explosion talent remove it) 
    Mostly for massive battles, were reapers  right now has low impact, mostly because all their aoe's  has limitations, chaos explosion with 2.5 seconds of delay and Otherworldy boost which dot damage only works in demon form. 
     
    Thats all  let me know  what you think about this
  22. Confused
    Dseta reacted to Piplup in Potential rebalance for Bm   
    I personally think the Beastmaster class Needs a rebalance, not a nerf or a buff.
     
    I believe the healing from the Proximity to Nature skill is a little strong and should be toned down just a bit considering Beastmaster is filled with heal talents. If Moon manages to always be full hp, the player itself is usually tanky due to the Soul Connection passive skill and it's almost always full hp. I think lowering the base heal amount by 5% is sufficient enough.
     
    There are some flaws to the Beastmaster though... its extremely weak in terms of stunning people because it only has 1 stun skill and its extremely vulnerable to stuns as well. As tanky as Beastmaster is, I dont think its enough to balance how weak it is against crowd control. I think adjusting the Soul Connection skill can be a good way to start. Lowering the damage reduction from 35% to 25% (4/4) and giving it a new effect where each 10% of available hp on Moon also gives the character 2.5% resistance (25% max at 4/4)
     
    Moons damage itself is extremely weak and I think a way to balance this is increase the base damage scaling for Moon and lower the damage scaling of Aura of the Forest. I suggest increasing the duration of this skill by 2 seconds making the duration a total of 12 seconds. With this change, I think halving the damage of aura by 50% and changing the damage intervals from every 2secs to every 1sec could work very well. Of course this means the cooldown should be 2seconds longer but thats completely fine. My hopes in halving the damage but increasing the interval speed and duration is to allow enemies more time to escape while taking lesser damage in first few initial seconds and taking a longer time for Aura of the Forest to reach max damage.
     
    The Back to the Roots and Moonlight skills also need a major rework. As they are now, they are completely and utterly useless skills and serve quite literally no use or purpose on Beastmaster. 
     
    Back to the Roots should provide the tailwind buff to both the character and Moon respectively with an increased duration and faster speed. I also suggest removing the Back to the Roots key talent as its just terrible. I also recommend removing the effect that removes negative effects as my suggestion to the Soul Connection skill will now cover resistances passively (if it gets implemented) and change it to a minor heal or small aoe damage upon returning back to the character. 
     
    I can think of two ways to change the Moonlight skill... either change it to become a mobility skill for example; allowing the character to leap to Moon and restore some hp (this idea comes from other games where blessing the moonlight restores peoples health/rejuvenates them) or make the skill a passive. It will retain the damage over time effect and the effect that allows Moon to continuously reapply the stacks but lower the stacks it can apply from 2 to 1, increase the tick damage since there is only 1 stack and remove the slowing effect that applies to any enemy. After every 5 successful attacks moonlight deals, unleashes a shimmering moonlight so bright that it either 1. Temporarily silences opponents in a 1by1 radius around Moon or 2. Unleashes a shockwave of moon rocks upon enemies causing AoE damage around Moon within a 1by1 radius. The Moonlight skill damage should be changed to deal damage based on the higher damage of the character (physical or magical)
     
    The key talent that should replace the Back to the Roots key talent should be a talent for moonlight based on my suggested Moonlight changes. The effect of applying a single mark/stack becomes 2 marks/stacks and the damage is increased by 20%. 
     
    I do main Bm so I tried to be fair (at least i believe this to be fair) and provide nerfs people keep asking for but balancing it out by improving other unused aspects of the Bm class. 
  23. Like
    Dseta reacted to Brocklesne in reajuste na habilidade "Talho"   
    "Furacão Sangrento"
     
    O Bárbaro recebera o Efeito Positivo "Golpe Giratório" por  1 s /2 s /3 s / 4 s/ 5 s/. A cada 1s Inimigos que estão a 2 jardas do Personagem Recebera o Efeito de "Sangramento" por 4s  a cada 3s  os Inimigos receberão 20%/25%/30%/35%/40% de Dano Periótico.
     
    Gasto de Energia : 11 / 12 / 13 / 14 / 15
    Recarga:  12
    Alcance do Uso:  2 Jardas
    Esquiva Aparo Bloqueio Acerto Critico  ( SIM )
    Resistência  Atordoar ( NÃO )
     
    Talento:  Aumenta em 1s o Tempo do efeito "Sangramento".
     
  24. Like
    Dseta reacted to Brocklesner in Sugestão de Reajuste p/ Barbaro   
    Observação:
    Assim como a Habilidade de Agreção da Classe BD foi Alterada a Habilidade "Talho" Também deveria, Pois é muito Simples para uma habilidade Inicial.
     
    Minha Sugestão: 
     
    "Estilo de Luta"  (Ativa/Passiva)
     
    Modo Defensor: Quando a Habilidade estiver desativada o Barbaro ficara no modo Defensor.
    Suas Habilidades de defesa terão o Tempo Aprimorado em T s, e Absorvera  P% de danos perioticos e em D% Danos de auto-ataques. 
     
    Modo de Ataque:
    Após o ativamento da Habilidade o Barbaro Recebera o Efeito positivo "Foco em Combate" o Barbaro focara seus ataques em pontos vitais do inimigo aumentando a eficácia de seus ataques 6%.
    Habilidades de Dano Instantâneo do Personagem terão X% de chance de Causar a redução na velocidade de movimento e defesas fisicas e magicas do inimigo em Y%  por T s.
     
    Habilidade Permanente e efeitos não acumulativos.
     
  25. Like
    Dseta reacted to Hykcuk in Актуальгый перс под современные обновы   
    Всем привет,играю на варе лет так 15 с перерывами,клас очень легкий в управлении без всяких заморочек.Один из не многих классов на котором легко играть с телефона.Все бы устраивало если б не одно но:скилы вара не обновляют под современные реалии игры!Однокнопочный контент в 1 цель,давно уже никому не интересен,везде где не тыкнешь,или файт гвг/битв/замок,или кучу мобов в новых инстах.
     
    Предлагаю следущее:
    1."Крик"-сделать так,чтоб его игроки начали покупать,и его спасет только массовый урон в нормальных %,чтоб у вара был нормальный отхил и полезность на гвг.
     
    2."Рывок"-тоже переработать в плане применения для таргета,тобишь навык бесполезный когда ты стоишь в плотную к игроку,и зачастую когда ты в расинхроне и хочешь отойти,чтоб его прожать,а у тебя дальше продолжается авта! Скил-применения без таргета и полезность применения на гвг и пве с добавлениям масс баша.
     
    3."Масс кровотек"-33% от физы,честно я не заметил,по сравнении с вождями.
     
    4."Стак кожи от парира"-бесполезный когда блок его перебивает. Отдельное окошко под кожу парира нужно,чтоб к примеру было 2 стака кожи от блока+1 или 2 стака от парира.Тобишь 3 кожи на персонаже.
     
    5."Последнее желания"-мгновенно кд после смерти или рега на арене.Добавление мгновенного отхила после впитания урона!
     
     
    Тема двуручки очень плачевна в плане пвп! Из-за не хватки масс урона,варвар не живет + теряет кожу от блока + теряет стан от "Удара щитом"!
     
    В пве тоже не все блестит,танковать не возможно.То что варвар не танчит с двуручкой,за него танчат дк с двуручкой и маг вожди!
     
    Мое предложение:
    1."Удар щитом"- при применении двуручки сделать так чтоб скил переключался под оружие с добавлениям % к автоатаки для удобной игры на арене и отхила при танковании.
     
    2 "Кожа"- так как теряется кожа от блока,пассивно сдедать 4 стака кожи.
     
    Сделайте так,чтоб клас был интересным и мобильным в современном мире аринара.
     
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