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Gladiator

Legendary Mentor
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Gladiator last won the day on May 30

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About Gladiator

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  • Birthday 01/31/1998

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    Arena
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  1. I don't mind a lot of what's being suggested, and agree with removing or redesigning the circular map. But I don't agree with cutting arena time in half. Blocking is part of the arena, and wasting the opponents time is how you win, you might not like it but I don't think removing time from the battles the solution, maybe enable players to leave the fight a bit earlier. And a big fat yes
  2. I'd say classes are classified in tiers, and all classes in that tier are kinda balanced to an extent between each other. This would be my tier list for PvP (Arena mainly). And for fun, I also put them in order within the tier depending on strength in 1v1: S-Tier: Bladedancer, Druid, Shaman, Charmer, Necromancer, Paladin, Mage A-Tier: Ranger, Barbarian, Warlock, Priest B-Tier: Rogue, Deathknight, Hunter, Seeker C-Tier: Priest D-Tier: Seeker (These two can be very good in PvP, but it's so much harder to build them to be viable in Arena than the other A-B tier classes. So I put them here as an average build) F-Tier: Warden Dungeon/PvE tier list?
  3. Yes the bow, sorry. Yeah high def is everywhere now, but you would rather hit low than get dodged all the time.
  4. The staff on the far right after you kill the underwater boss and open the fake chest.
  5. Depends on which build you have. If you have magic 2 handed then around 20% is enough, since most damage comes from Illumination and that skill doesn't miss at all. The accuracy is necessary for Banner and Harad Call though. If you're using 1 handed or physical damage builds, then try to get 30%+ The crit can still be above 30% with that much accuracy. Don't worry much about penetration since there is a buff that gives you 20% pene in the underwater part of the dungeon. So focus first on getting as much accuracy as you can and then crit.
  6. Tab to show all active buffs on the character and how much they last for. Would be great quality of life change, especially if you have a lot of buffs like war buff, buffs from events, gp/ap pots. It gets hard to keep up with.
  7. Yeah I can also, as a lvl30 full +10 Paladin, go in astral lab alone. Does that mean the game is not for group play? No, it just means that I became way stronger than the content. Now go try solo the new mermen dungeon or Octopus raid boss. That's where you can really test if it's about group play for your level. But yeah, of course at some point players will evolve to solo older content, but when Technopolis was new, it was balanced for group play at THAT time. And still is for players of that specific level and strength.
  8. What exactly is gonna be improved here?
  9. New skills got the most attention in this update, doesn't undermine the fact, that the other new content coming looks very good. Looking forward for it.
  10. Imagine being a Paladin paying 40k and investing 3 valuable skill points for a glorified CD book that any class can buy from events.
  11. I know it's gonna be a bit of a controversial opinion, but I don't think it's unreasonable to consider so I'll put it out there with the explanation: Paladin should be able to use Sacred Shield on himself now. And since Devs are not planning to fix the new passive Inner Force, I think it would be only fair for Paladin to be able to use shield on himself, even if it's a bit weaker version (If used on himself) or for some sort of penalty, maybe only being able to use shield on himself if using shield + 1handed, since 2handed builds have a good amount of support and heal, and the shield build is more about tanking. Explanation: With all these debuffs and buffs Like Druid's and Shaman's new skills, and Warlock's/Necromancer's increased crowd control, the ability of Mage to remove and reduce duration of all buffs (Including Sacred Shield BTW), and increased damage for many classes like Barbarians with high attack speed, and now ability of Rogue to stun with already insane dodge, not to mention the ability of Barbarians, Mages, and Bladedancers to completely ignore debuffs. I think that the meta will shift towards pure damage vs defense/heal, Paladin's control skills will less effective than ever, and don't forget that Paladin's only advantage over all of these aforementioned classes is crowd controls and support, which is becoming less and less effective as explained. Truth of the matter is: In Arena and Team situations, it would be obviously disadvantageous for Paladins to use shield only for them, so it would only be helpful in 1v1 situations, but 1v1 situations are a big part of Arena, and in most situations, if a class is bad in 1v1, then it's also not great in Arena. In many Arena fights there will be a 1v1 battle at the end, and if the devs don't see that, they clearly don't play the game. And when the Paladin's allies are dead, there is nothing that the Paladin can do but eat up all the damage and die. On the other hand you have classes that have the potential to kill 2 players 1v2. What this change will do is instead of the Paladin dying in 10 seconds, he will die in 30 seconds, which to me it sounds like it goes towards balance. Like, Paladin will never be able to kill ranged characters that have insane damage, heal or control just because of this change, but it will at least give a chance, it will make it more balanced against melees (but still not overpowering, considering the other advantages other classes have). If I see comments about this game is not about 1v1, you clearly don't understand the game. 1v1 is a huge part of the game especially Arena whether you like it or not. And I don't think there should be 100% balance between classes in 1v1. Like I'm not saying that every classes needs the same amount of stuns, heals, and damage. But there should be some way to make 1v1 encounters more reasonable for all classes. Also if the game isn't about 1v1 and if making this change would make Paladin OP in 1v1, then what's your problem? By that logic, there should be also no reason not to give Paladins the abilty to use the shield on themselves. Checkmate 🙂
  12. BD is fine considering the amount of control Legions have now, it's ridiculous going in Arena against Warlocks, Hunters, and Shamans. Don't forget the uncounterable dodge
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