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Gladiator

Legendary Mentor
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Everything posted by Gladiator

  1. ( ͡° ͜ʖ ͡°)
  2. If you think they're E or anything less than A, then I would definitely say so.
  3. What do you mean bro, they have insane burst damage, more than any other class, on top of that they have the perfect counter to the S tier you mentioned, Paladin, they can remove shields, and then nuke the target with literally 2 skills that deal over 4-5k damage combined. The movement speed buff is very handy in catching ranged targets. And yes they do have a good crowd control in form of an AoE trap. They do have some skills that makes them sturdy for a certain time and the movement speed also can be used to run away. It seems that you haven't seen any good chieftains. They're the Legion meta with Shamans atm and Rogues and Charmers to an extent. Arena for me would be something like this: (Not in order) S - Paladin, Druid, Shaman, Charmer A - Chieftain, Ranger, Rogue, Bladedancer B - Templar, Warlock, Necromancer, Barbarian, Hunter, Mage C - Priest, Deathknight, Seeker D - Warden
  4. Oh there is so much that I disagree with Chieftains are E tier?! They're easily A-S Maybe can you send the tier list link if you got one so I can build my version?
  5. Oh boy, that easily can turn into a sh*tshow of guild-hopping and afk-feeding. I guess we'll have to see... EDIT: Ok but am I wrong though? I can already see the loopholes. I don't mean to be negative, and I appreciate new ideas, it really sounds fun. And of course we'll wait and see test results and how it plays out, I'm sure things can change... But what I can point out now is the following: Guilds make 'virtual' alliances with other guilds of the same and the opposite factions, that's the reality. If they have allied guilds of the same troupe of the enemy guild they will intentionally die and waste the revive attempts and put that team at a disadvantage of not only -5 members but also leaving 0 revive attempts. -> So right off the bat, I think revive attempts should be assigned to the guild and not the whole team. So for example 4-5 revivals for each guild in a team instead of 10 for the whole team. Also is the troupe assignment 100% randomized? Or does it also take into consideration guild levels and past guild tournament performance? And are people of a guild able to leave and join other guilds to of the same troupe to be able to build a full team of 15 members that basically belong to a single 'parent' guild? (As long as they can manage to be top3 in tournys) Honestly, I'd prefer that, at least people would have more control over their teams. The only remaining issue would be 'selective attacking' which is a problem in every GvG currently but that's of the least concern because I don't know if there is a way to combat it.
  6. Ok I am confusion though.. Is top 3 guilds meaning top 3 guilds of each troupe in the tournaments? So like this? Team 1: Top 3 guilds of the Troupe "Piazza'' vs Team 2: Top 3 guilds of the Troupe "Theater of Shadows" vs Team 3: Top 3 guilds of the Troupe "Red Harlequins" vs Team 4: Top 3 guilds of the Troupe "Buffa" vs Team 5: Top 3 guilds of the Troupe "Theater of Silence" vs Team 6: Top 3 guilds of the Troupe “Lilac Harlequins''
  7. FINALLY! Long long overdue, better late than never I guess. This is looking pretty promising, especially the survival mode, looking forward for that. Always good to see new concepts added to the game. I am reserving my rights to change my mind though, I have my worries about how it will go down. Other than that I like the theme. But a spectate mode is implemented?! So we can hopefully see that in arena maybe in the future since it's already been done.
  8. No lemme pick my teammates and demand in a full party, that's it.
  9. Huh, I wonder what could be done to avoid afk randoms getting into my arena team...
  10. I'm gonna throw it out there, even if people will hard disagree, I don't think BD is that OP if you care about anything except 1v1 fights. I think a small (not really small) nerf like making Power of the Blades a skill with constant mana consumption would be a good enough rebalance. That way BDs will have to be more aware of skill-spamming, change pene enchants, and then you can remove the buff with relics or skills or mana depletion. That would be enough IMO.
  11. Yeah I don't know why this isn't brought up more, the basic Necro and Priest shields are way too weak and outdated for the game currently, they should be considerably buffed imo. The damage in the game is increasing by a lot and those shields are remaining the same power as back when the maximum damage you can receive is like 500-600, like you have mermen dungeons where most things hit for over 1k and 3k+ (?) crits, yet the shield absorbs around like what 1k or less? And in PvP Chieftains deal over 5k damage in a couple of seconds from 2 skills only. I guess thank god we have Paladins and Druids for now..
  12. Nooo then I can't spam skills without consequencesssss :((
  13. Hey I think I saw you in world chat today, add me in-game I can help you with these bosses when I'm on if you still need.
  14. I thought that the corner of my screen was somehow broken...
  15. At least this a buff that can be removed by certain skills/relics, also mana draining would turn it off. So at least there are ways to counter it.
  16. Again, you can't use its price as an excuse for it being overpowered or why it should stay overpowered... The question here is ''Is it OP or not'' the price doesn't and shouldn't even matter in the discussion.
  17. I don't like it personally, but I don't think devs have anything against it, because they seem to keep allowing it mechanically in certain GvG events castles, and when asked about it, they say things like they don't see it as not a problem. Also I think they can't do anything about it, as long as there is there are different guilds with common goals, they will ally with each other against guilds that don't have the same or opposite goals, it's bound to happen. What are they gonna do? Ban people for not killing each other? Probably not. Like even if they provide incentives for single guilds, like castles or Mermen event for example, guilds would still rather do deals like ''alright you take this one and I'll take that one'' or ''you take this week, we'll take next week'', why fight for it when they can just simply do that? So whether you like it or not, and whether devs have a problem with it or not, there is pretty much nothing that can be done about it. It's a reality and we gotta deal with it I guess. But I agree with you, I even prefer no alliances at all, just each guild on their own, but I know it's unrealistic.
  18. Nerf shield and buff other skills, that's the way to do it. Having 1 skill that define a class is dumb. Sun Seal, Inner Forces, Light Defense are all skills that are supposed to be defensive for Paladin and his teammates yet they all suck. If they're gonna nerf it, they have to buff these skills. Then we can have other options, if Sacred Shield is still usable after the nerf, we could see multiple Paladin builds unlike now.
  19. What's wrong with people here wanting to take away the push back effect from shield strike? It's not the first time I see it. It's extremely useful in a lot of situations, especially in seals arena and all arena generally. Someone from the Russian community please stop this, devs might actually listen and think it's a favor... Some points here are also laughable, asking to buff heals (5, 13) and fetters (2) is insane.
  20. You can't show 60% duration reduction on all debuffs at all times with no fail and no exceptions, and in the same breath say: And yes I'm sure it doesn't make you absolutely unbeatable, but you don't have to become unbeatable to be overpowered and in need of a nerf. For example the old Counterattack was mentioned here before, it did not make Bladedancers unbeatable, yet many thought it was unbalanced, and we can all list our examples here. In your own words you said PvP on your server is ''balanced'' because the book exists on both sides, so what if it wasn't? You can't tell me your definition of balance is when you can only fight it with itself. So let's give all classes the same exact skills right? The definition of overpowered is literally being just too powerful for the game, like you could reduce the books effectiveness by 50% and it will still probably be the best book in the game by far, that's how good it is. like instead of 60% it would be 30%, that's still HUGE. This point was already brought up too, but lemme add: The fight on the book is big because it's too powerful, it doesn't not explain why it should be that powerful in the first place. You can't say people fight a lot over it and pay a lot for it, THEREFORE it should be powerful. Saying ''The book is expensive, that's why it should be powerful'' is like saying ''Diamonds are expensive, that's why they should be rare''. It's illogical and it's the other way around.
  21. 100% agree I think this makes the most sense especialy the first option, I would be down with even every 2nd debuff. This way you can still be smart about your debuffs order knowing which debuff will be shortened.
  22. How is it a positive thing? If the shield absorbs let's say 20k damage now (10k x 2), with that change it would be either 15k x 1 or 7.5k x 2, it's literally a nerf to the current situation in terms of total shield power. But don't get too hung up on the numbers, it's just an example anyway. It's up to devs to determine what's balanced, because 150% HP would be balanced if you have classes dealing 3k+ damage per second, that would mean 5 seconds or less and the shield is gone. For what it's worth, I'm fine with even 100% HP x1 or 50% x2 etc.. if other skills get a decent buff. And what's the problem with being able to cast it on self? Casting it on 1 person / on self would put other teammates at a disadvantage, for example in a 2v2 arena fight, opponents will deliberately attack the other teammate first and leave the shield to run out with no use, it would be a bad decision to cast it on 1 person.
  23. Hey there! Since there is an upcoming balance update, I would like to point out things in Paladin so hopefully devs at least consider changing them, in case it wasn't being worked on already. It's gonna be a bunch of changes for several skills, obviously I don't expect everything to be changed, but I guess I'll put it out there... I thought also of color-coding the importance of the changes, Red-Orange-Green for Essential-Average-Optional So here we go: 1. Inner Forces: - Add skill animation: Whether the skill remains as it is right now or not, please add animation or a buff icon to represent how many ''2%''s are being applied - Buff/Change mechanics: I think the skill is very underwhelming right now, I did some basic calculations, and here is a rough estimation of the effectiveness of the skill: It shows the effectiveness with an example of 1000 damage received and 8000 HP for Paladin, and as you can see, the total damage reduction is not impressive. Now granted, this is a passive, so this is a permanent damage reduction and this representation is not totally fair to assess the effectiveness of the skill, since the Paladin can heal/be healed and the longer the fight, the more benefit you get from the skill, so it's a bit more complicated. But still, personally I'm not a fan of the skill for another reason - it's too selfish, I don't play Paladin to be a tank. I like Paladin for support/utility, and this skill offers none. While only buffing the activation threshold or the amount of damage reduction will make it a better skill, I think the skill mechanics should change, So I suggest changing to maybe something similar to this: Whenever any party member drops below X% HP, they get a shield that reduces incoming damage by Y% for a specific amount of time; additionally, Paladin will get an ''Inner Force'' buff for a specific amount of time, when the Paladin collects 3 of those buffs, the Paladin gets a heal boost for the next heal use, and immediately cools down ''Heavenly Lights''. For example, at 4/4: whenever a party member drops below 30% HP, they get a 30% damage reduction buff for as long as they're below 30%, Paladin gets 1 ''Inner Force'' buff for 30 seconds. Then few moments later, the Paladin also drops below 30%, so he will get that 25% damage reduction buff and another ''Inner Force'' buff, and then lets say a third person drops as well, Paladin gets a 3rd ''Inner Force'' buff and gains a 50% healing boost and immediately cools down ''Heavenly Light''. Once the skill is used, Buffs go away, and collecting more Inner Force buffs will be blocked for a certain amount of time like 40 seconds or so. The catch is, this boost for heal skill is only applied in a party of 3+ people, because the Inner Force buffs will not apply if the same person heals up and drops below 30% HP again, then he will only get the damage reduction (maybe with a cooldown too) This way the skill has utility for Paladins in a party, and it's not super strong when the Paladin is alone. 2. Light Defense - Buff: Same problem here, it's too weak compared to other skills. 40% defense increase seems big but it is effectively 5-8% damage reduction since the defense has a diminishing return curve. I think it's just lazy generally, a skill like that is more like a basic skill. I think it needs an additional effect, maybe additional resistance, or additional offensive stats like accuracy/cooldown etc, of course then with less duration (would have to change the name too then, heh) I saw the argument being made somewhere that even 5% damage reduction on 5 people in the party that's like 25% reduction total. I think this very wrong. Most of the time you only have 1 or 2 people taking damage, in PvE most of the time only 1 is a tank. Even in PvP, people tend to focus damage on 1-2 targets in a small scale fight. So it's very misleading to think of it as 5% x 5. 3. Sun Seal - Change/Buff: The skill is basically damage dealer for magic users and part of a combo for shield users, it's never used for the life steal effect, because it is too weak. I think it's around 17% (?) at 4/4. The concept of the skill is not bad, it's just very hard to gain any value out of it, I think it needs a bit more utility. So maybe change to something like this: Deals damage to the selected target and puts the seal on them and casts a field around the target. Any damage dealt to enemies within that field will restore health. (Basically adding an AoE effect to the life steal effect) Duration: 3-4-5-7 seconds. Cooldown: 30 seconds. It can be adjusted as well. Radius: 5x5 Square around the target Damage can stay the same as it is Health restoration: 15%-20%-25%-35% of the damage dealt. So In summary, more potential for the life steal to be effective, Obviously in PvE scenarios the enemies die fast which is the main issue for this skill, so having the regeneration effect not tied to a single target but an area surrounding it greatly enhances the skill, also increased the % of life steal, since 17% at max level is way too low. For that, and for balance reasons, the duration would be greatly reduced. What that does is that skill give a big boost in a short time, instead of a weaker one for a long period of time, which makes it hard to benefit from because only boss fights last long enough (and it mostly gets resisted there) that makes it very niche. The combo with shield strike wouldn't change anything, you would have to use shield strike on the same target that you used sun seal on. - Reverse: Give back the ability to focus banner damage on the target 4. Sacred Shield Oof, this is a big one isn't it... People are gonna hate me for this, but it has to be said... It's too weak, it need to be buffed. SIKE! Just kidding obviously Yeah, we all know it's too strong, but as it stands, it makes Paladin playable honestly, if other skills that I just mentioned get buffed the right way, I can justify a reasonable nerf for Sacred Shield, otherwise, Paladin will be at the bottom of the pile. But what I hate the most atm that whatever I'm doing, whatever build I use, whether it's 1handed, 2handed, PvE, PvP, Magic, Physical damage, you always gotta have 4/4 Sacred Shield, not because it's too good (well partially, it is) but rather there is no other options. So a nerf for the shield has to be accompanied by buffs to other skills. - Nerf/Mechanics Change: 100% of the HP is not too big considering the shield doesn't take defense into consideration, but when you consider that it casts 2 copies, that's when it becomes too much. So here is what I suggest: Power depends on the number of shields casted. For that to be feasible, I think it might be better if it was an area cast skill: Paladin places shields on players in a specific area (3x3 square), the total power of the shield(s) will always depend on the Paladin's max HP (80%-100%-120%-150%). Now here is the catch: If 1 person gets the shield, the shield will have 100% of its power, if 2 people get the shield it would be 50% - 50% of its max power, and so on... It would also be capped at 5 people, so at max you can get 5 people shielded and each would have 20% of the maximum power. Now the question is how much is 100%? It would have to be a number that is not too overpowered at 100% and not too little at 20%. So maybe something like 150% of the Paladin's HP, so that 5 people would have 30% HP shield. Another problem would be deciding who gets the shield if there are more than 5 people at that area, also does it count minions? I think party members should be prioritized, otherwise lowest HP allies I see how 150% HP shield on 1 person can be too much, but think about the disadvantage other party members would have not having any shields, so they would be a weaker target to kill first. And this way when casted on 2 people, each will get 75% HP shield, compared to 100% currently. I don't know, what do you think? Another thing, is you have to consider screen bugs/desync, so it would be harder to cast the shield, so it's not as simple as clicking 1 ally and getting 2 powerful shields. The only situation where the shield is 'buffed' is the ability to self cast or cast on 1 person. it would change the way you play the skill and I believe it makes it more dynamic and situational, the power can be discussed. 5. Light Aura - Buff: Not a huge deal, it is a basic skill at the end of the day, but I do think it's too niche. I'm thinking of adding an effect for those using physical damage classes. So it would buff healing effects for magic users/healers. But right now it does nothing for non-healer party members. I think it would be cool to have an effect for for BDs/Rangers/Seekers/etc.. What about a nice little ''Piercing Attack'' bonus or an ''Attack Strength'' bonus, or just simply increased damage from physical damage skills. Nothing too crazy, 1%-1.5% or something like that per level. More incentive to level it up every now and then. 6. Paladin's Prayer - Change: Right now it increases the max HP for 14 seconds and then you lose parts of it every 4 seconds, this makes the skill solely used as a heal skill, never as a skill to increase the max HP, since you lose the HP before you even get to get advantage of it. I think it would make more sense to increase max HP for 20 seconds and then after 20 seconds you lose the whole extra HP at once. 7. Harad's Call - Buff: Make the stun last longer with skill development, since the chance is not 100% in PvP even at max level, there is no reason to level it up. Also it would be a good counter for the bigger amount of AoE control the Legions have over Sentinels. To rap it up, IMO in a perfect world there should be no skill that is just not worth leveling up, because right now most if not all Paladin run the same skill set up, mainly with maxed Sacred Shield and Harad's Prayer, shield users use Shield Strike and 2 handed users go for Banner, all other skills are pretty much worthless. And I have only leveled up to experiment with. With those changes I think all skills would be a good choice to level up depending on the situations, it would definitely refresh Paladin and have multiple ways to play it, and changing skill set up every now and then is one of the best things I like to do with my spare gold, but right now, there is not many options... ___________________ So what do you think? What else would you think needs to be changed? And what do you think about what I suggested?
  24. Wow you're really gonna clickbait us like that?! In all seriousness though, I'm looking forward for this, hopefully it will be good. I really think balancing needs to happen more often though. Oh sure I will.. See you there soon
  25. On the flip side, I totally believe playing your character with the right skill set up for PvP and PvE greatly increases the enjoyment of the game. For example as a Paladin, I could go the cheaper route and do just fine doing dungeons with my single PvP set up, but damn it's so much more fun when you have full PvE set up. And I think that is a good reason for devs to do it, even though it might not be the best business choice at first glance, but improving gameplay experience for your players at the cost of initial money loss might make you more money over time. For me personally, I change skills every month or so, it makes me play the character differently every time and it keeps it refreshing. So having a cheaper way to do that would be great.
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