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Legendary Mentor
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Everything posted by Gladiator

  1. Follow-up question then, are they considered 'players'? Meaning AoE skills are limited on them?
  2. Do Necros totem stack? Meaning if there are 4 totems on, does each make 1 skeleton for each dead character?
  3. Yeah if they make it so that 1 resist buff every 5 seconds would still give 4 resists every 20, but at least you would have a way to work around it by 'wasting' 1 debuff so you can safely use your important ones. Like when dealing with barbs stone skin. 4 guaranteed resists at the beginning of the fight are just bad design. Also can we talk about Mages getting 2 powerful skills in 1? removing 3 buffs is on its own a very strong skill. But as if that's not enough, it also reduces the duration of all incoming buffs by 65% for 14 whopping secs on a 30 sec cd?! I mean both of thes
  4. I think the cooldown bonus is bad and it's very hard to get an advantage out of it, it should be at least 30% bonus at max level and block maybe 8%. Only then I can see the skill viable in any form or way in PvP or PvE. As it stands you have to stay in 60% for a very long time to gain advantage of the cd buff, but even then 15% is low. I wanna hear any justification of nerfing it in the first place instead of actually making it stronger. I think some ways to fix it could be: - Bring HP threshold back to 70% and make it 8% block and 30% CD. Or keep thresold at 60% but give
  5. So they already nerfed the skill that didn't need a nerf. What's the logic behind this? The skill was already underwhelming compared to most of the newly added skills. You might think activating at 70% HP is too much, but if you look at the added bonuses, it's really not game changing at all. Now I think 15% Cooldown has to be increased. Paladin will fall out of the meta in Arena very quickly, now that you have characters that remove debuffs (fetters and stuns) and characters that remove buffs (sacred shield), and characters that completely ignore debuffs (BD) I don'
  6. The skill in itself is not bad, however if compared to some of the new skills other classes got, like Druid, BD, Shaman, and Mage, this skill seems terrible, or more accurately, the other skills are broken. But my first impressions of it is: I like it since I'm a main 1h+shield player. Also was very pleased that it activates at 70%, I was afraid of having it activate at like 30% hp or something, so in Arena and PvP it will be active most of the time when needed. Also the block bonus is nice, I didn't expect more than 8%, so fair enough. But the cooldown bonus seems weak to me. I mean
  7. Just because it's badly applied in Arena, doesn't mean it should be applied here. For example, allowing only lvl10-12 / lvl7-9 / lvl 4-6 guilds to match each other in GvG with each their own rewards seems fair. There would be no way for bigger guilds to control GvG against lower level guilds.
  8. I'm pretty sure it will be balanced so high level guilds will only meet high level guilds and low level meets low level, it will be almost like arena where lvl26 will not meet lvl30. Or at least that's what I understand from this.
  9. Cool, is it gonna be in spring of this year as promised before?
  10. The king doesn't seem so happy with these drop chances that have been given over the past weeks
  11. Does the picture have to include me? I'm seeing participants with only a pic of their laptop/phone.
  12. I'd like to suggest a new stat that comes in new Arena shop accessories for Arena points. I think Arena shops deserve accessories since the only PvP-Viable accessories cost imperials which not every one can afford. So what is this new stat? Concentration - or whatever you wanna call it 😄 Concentration: Increases the accuracy of landing any debuffs, in other words reduces the chance of resisting debuffs from skills or relics. I think Resistance is kinda getting a little out of hand in PvP and Arena. You can get around 20% resistance with lvl12 guild passive while still keeping
  13. What is there to bot? If the rewards are something like personal HP pots/life scrolls/repairs, I don't see why would anyone go through the trouble of botting them. I don't see any problem in having free stuff if you log for 2hrs for example even if afk. It's not gonna break the game. It will rather help progression of newer players.
  14. Also daily login reward can be worked on. Right now it's what? like 30 GP for the first 5 minutes. I think they can add more stuff for 30 mins > 1hr > 2 hrs where the reward gets better and better.
  15. You bring up some really cool and interesting ideas. I really like these two concepts in particular and hope to see them in some form in the game: - Giving a secondary meaning/importance to previously existing stats like rage in 'Unstoppable Rage' (However I don't like that it would block damage, but all other bonuses are actually nice) or parry in 'Blade Protection' - Skills with loading time: Very good idea, even if the skill can be a bit too powerful. As long as there is some penalty like using up 100% of the energy and maybe immobilization, the inability to use skills durin
  16. How much is too much? I'm kinda working on a guide and it feels like it's gonna be very long
  17. I would add a 0 to my arena mace physical damage and make it 5690. If you mean the price, well I don't own anything super expensive so I would rather add a 0 to the price of a banal item like this one: And brag that I have the most expensive Roland's Hat (10 gold). (Btw in the background you also see Daria's Glasses and Peter's Crown. Yes they belong in my treasure char) What is the weirdest item you own? Mine: I kept it to use as a pun.
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