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Gladiator

Legendary Mentor
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Everything posted by Gladiator

  1. You just answered yourself. Get a healer and let him use 60% pot, maybe 2 barbs isn't the answer against healers? You can use heal pot too, don't say heal pot. 😉
  2. Nope, healers need more attention in Arena. They can get killed by a single combo by most tank/damage classes. Just keep them stunned and they won't be able to heal. I think it's fair as it is. Either remove all from being used in arena or keep all.
  3. You gotta be kidding me ... What's the point of making different times if all of the times are practically the same? What's the point in 1 hour difference between some days? With those set times, if someone can't log in for the event on a specific time because of sleep or work for example, he just can't log at all days and will miss out on a lot of reputation and chests. Why not make more separated times for different days (like 3 - 4 - 7 - 12 - 16 - 20 -24), so some people don't be at a disadvantage. I guess since I can't wake up to log at 3 a.m, I'll never get to experience this event and I'm gonna miss out on a lot of reputation. Unless... Maybe I share my account I know you might have chosen those times because they probably have the highest activity on the server, but with such events that give long term advantages, I don't think that should be the concern over fairness for the maximum amount of players. Also I know that it's a US server and those times suit that area, and there is a server for EU with better time for people in Europe. To that I say: Really... First of all, as if 100% of US server players are from the US, I'm willing to bet they are not more than 10% of active players. Secondly, even though it's a suited time for the US, there will be players in the US that will never be able to participate at that specific times, and that's putting in them in disadvantage. And oh yeah, lemme just change server just because of this event... I'll just delete my 8 year progress in US server and change over to EU... Just for this event. K im done pls halp.
  4. Pala needs huge buff imo honestly tbh in my opinion i think to be honest
  5. Yeah, last stage felt undoable in 10 minutes for us too. I mean probably it is doable with like 60-100 people online, but when is that the case?
  6. Can you also make Oxygen regenerate while we are offline? I mean technically our characters sleep while we are offline, so it makes sense to make oxygen regenerate.
  7. Alright so I wanted to play as much as possible before I give my opinion on this update... There is a lot to notice in this update, lots of new content and concepts and I love that. - Talent Trees: One of my favorite part is the talents and I can see it having applications outside of this section of Ayvondil in the future, so definitely looking forward for seeing talents in future updates. However I feel like the talents feel a bit weak, especially considering that we need to spend mermen reputation which we also need a lot of, but also doesn't have too much availability - Sunken Ship Treasures: I was very excited for the Sunken Ship Treasure part, I thought at first that we have to find keys in the open underwater world, but apparently it's not the case, so it was kinda disappointing, but I liked the concept of finding stuff without a quest or event. - Oxygen: It's a cool concept, I expected that we'd need such mechanism for this update. At the moment it seems like it drains too fast, not only for me but for other players as well, but I'm willing to have some hardship until we upgrade talents, it might get better. But would've loved if oxygen tanks or vials were cheaper. >>> However I'd like to suggest that after we run out of oxygen, we don't immediately die, but start receive gradual damage, like 10% or 15% of the HP per second. Because there is the annoying issue again of misclicking the cancel button when the screen to refill pops up. That would give us the chance to go to the bag and use oxygen. It's annoying to die in the middle of the sea just because the menu pops up unexpectedly, the same issue with dungeons time over menu. - Questing and Monsters: Quests themselves are not really challenging, but questing is. I'd have preferred if the hardship of questing relied on quests themselves being hard and not the walking part. But some monsters have really cool little features that I like, like the bloodthirsty sharks that get attracted to bleeding players. And dungeon mobs that get buffed when they are near each other. But monsters that have the debuff Hydrophobia are just too annoying, I guess the duration could be reduced or the cooldown increased so they don't cycle it until we die. All in all, it's a pretty good update. Good job dev team!
  8. Consistency error you can see underwater area and there is a ship: After you take the Teleport, the area is different than what it appeared to be: Immersion absolutely ruined.
  9. Exactly, even perfect stun cycle classes like Charmer, Druid, Warlock, and Deathknight aren't much of a threat these days, and those can actually make optimal full stun keeping their resilience and defensive stats to a better extent than Paladins. It's just not a reliable build anymore. Sure you can go for it for the fun of it, but don't make it your main.
  10. I'm skeptical of how better this is than full resilience or mix with resistence, because even with 60% cd there were some gaps, that are enough for them to break your cycle and kill you very fast because of low defense.
  11. Changed the first skill, didn't feel right to add area stun skill to a damage type minion.
  12. Well, what I wanted to show is that it's almost transparent. Thus the blue background (ocean color)
  13. Introduction The deep sea is filled with dangerous creatures that know no mercy for any foreign incomer that tries to disturb the Biotope. It was known in the world of Arinar that one who goes too deep into the sea, doesn't come back to report of his findings. And after the Warriors of Arinar knew that their fate will be going down into the sea to find the Clock of the World Creation artifact, chosen alchemists and scientists of Langasard started preparing to help the warriors by breeding sea creatures to get new species that can accompany the warriors. They tried breeding many sea creatures selectively with special characteristics from giant sea horses, to octopuses, to squids, and even manta rays. But all trials have failed. The last trial of breeding such dangerous creatures was when they tried to get human-friendly types of sharks through inbreeding, since they were known to be one of the most powerful creatures of the sea as well, but many Warriors were still eaten by them during their adventures. The last resort was jellyfishes, no one had ever tried breeding them, because not only their reproduction cycle can take up to a year, but also scientists were afraid to be stung and poisoned as soon as they touched the jellyfishes, but with the help of the advanced technologies of the Fauns in Pelion, that they acquired through defeating the Engineer and his minions, they managed to capture tens of different species of Medusozoa jellyfishes in huge aquariums that enabled the breeders to safely do their experiments. The Story of the Inbred Jellyfish Breeders spent months of inbreeding many generations of different species of the Medusozoa Jellyfishes under controlled conditions to get certain traits that would make them human-friendly and at the same time fierce against enemies. After a while multiple random mutations occurred in one species of sky-blue Medusa jellyfishes, that caused the jellyfish to be too fast in movement for the breeders to catch and to further breed, it started to kill other jellyfish kinds, which was not familiar to the breeders before at all. As it grew, it reproduced without the control of the breeders, giving birth to hundreds of offsprings at once. This species, like many other inbred kinds, didn't attack the breeders, but the difference to the other kinds is that they killed every other creature living in the aquarium except for their own kind. They tested their power by putting them to the test against different types of dangerous deep sea creatures, and they all were paralyzed and let bleed to death. Since this kind was very different from the other jellyfishes, it was assigned as a new jellyfish species, and was named as a mixture of the place where it was created, Arinar, and its color, sky-blue: Medusozoa Azurinarae. After a long time of training, the breeders learned to control the jellyfishes, and warriors started using them as hunting pets for sea adventures, since they are very quick, strong, and also have a good camouflage with its blue color, which was later discovered through putting the creatures in new environments with different background colors, it was only blue because the sea was blue, but in fact, it was pretty much invisible! Mechanisms and Description - Damage dealer type; also assuming the aim is mainly for PvE-purposes - Very fragile (Something like 1k-1.5k HP) but very powerful, its strength isn't in dealing big chunks of damage at once, but through little bits of periodic damage with very high speed - The mutations caused a radically shortened life span for those jellyfishes, normally jellyfishes live up to 2-3 years, but this one lives only one or two hours - Very high reproduction rate, which means they are relatively abundant and affordable - The mutations also caused a big improvement in the movement mechanisms of the jellyfish, making it incredibly fast in movement and attack (Movement speed x2 the normal character speed, and attack speed comparable to Labyrinth Parasites) - Typical of jellyfishes to be transparent almost like plastic bags. So they are always under invisibility effect, as long as not in battle mode Skills 1. Paralyzing Tentacles: - The jellyfish spreads its poisonous tentacles and wraps the enemies in an area of 2 yards around the jellyfish disabling their movement for 4 seconds and causing them to lose accuracy and attack speed. - Cooldown: 15 seconds 2. Infectious Sting: - Sting that deals big instant damage followed by a periodic bleeding for 10 seconds (1 tick every 2 seconds = 5 times). During the bleeding time, the target can infect the enemies in 2 yards radius around the target, making them receive periodic damage of the same amount and duration. Infected targets can also infect more surrounding targets and so on... - Bleeding debuff doesn't stack from bleeding skills of other minions or other infected targets or bleeding skills of players, but only replaces/renews them. - Damage type and amount depends on the character (I'm thinking that the damage ends up around 100 damage per 2 seconds on a medium defense monsters, making it 500 every 10 seconds with a possibility of multiple targets) - Cooldown 10 seconds 3. Reproduction: - The jellyfish produces 3 offsprings (same design but smaller) that attack enemies nearby for some time (10 seconds) - Low HP (something like 200 HP) - Speed is slower than the original jellyfish - Damage depends on the character but also weaker than the mother jellyfish (Thinking of around 50 damage per hit) - No skills for the offsprings. - Cooldown 30 seconds 4. Cnidocyte Explosion: - When the jellyfish dies, its toxic stinging cells (Cnidocytes) splash on the enemies in 2 yards around the jellyfish, causing them to suffer additional bleeding for 6 seconds (once every 2 seconds) - Activates when the minion dies or when the duration of the minion ends - Damage type and amount depends on the character (ultimately this would be stronger than bleeding effect of the Infectious Sting, something like 200-300 per 2 seconds on medium defense monsters) **All mentioned numbers are just to give a concept and are subject to change Design As you probably could guess, I'm not the best (pixel) designer... Gladiator, US-Sapphire
  14. Yeah just happened to be for the minion contest, I'm working on something
  15. Not bad on paper, but I'd pick mana enchants on cape, chest, and mana regen on belt. Since you have high cooldown, you will run out of mana before you cycle your stuns, so you'd need a lot more mana than this. Actually even with the enchants I mentioned, it can still be tough in longer fights. Also better to go with resistance enchants on both amulet and helmet.
  16. If I'm giving the minion skills that are completely new, can I suggest numbers for the skills, like how powerful and how much cooldown they would have and such, just to give an idea of the concept?
  17. It wasn't my best performance against Bladedancers there. Mainly because Coldblade was very good at dodging and i wasn't using the best build against bladedancers in 1v1 or against any melee. That would be 4 Sacred Shield and 4 Harads Prayer. In the vid I'm assuming I had 3 Banner 3 Prayer and 3 Strike, which is just better against healers and maybe damagers but weaker against tanks. Actually 4 shield and 4 prayer is better against rogues and rangers. But in general I think 4 sacred shield and 4 prayer is probably the best build overall, in 2v2 and 3v3 arenas, 1v1s except vs healers, and tanking solo in PvE. Of course it has its downs in some Arena and 1v1 situations especially against healers, because you don't deal as much damage and can't buff allies damage a lot with banner, and maybe in 5v5, but I didn't test it yet in 5v5 so can't say for sure. Another good combo against bladedancers is max banner and shield strike. you'd be able to 1 combo them if you are strong enough, but its a bit risky, especially against full resilience and high dodge bds, also you'd have to always get the starting combo which is not always the case.
  18. Not really, maybe more like this. Didn't expect much, so nothing really disappointing other than that 5v5 will become inactive again really fast. It takes a long time to get into fights right now already. The game needs to get more players and to get players that quit interested again.
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