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Gladiator

Legendary Mentor
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  1. Like
    Gladiator got a reaction from Laevateinn in BARBARIANS NEED NERF !!!   
    Yeah, it's not a "bug". It's worse - bad design.
    Damage reduction, especially with heavy mermen gear, needs to (and -by admins- will) be reworked eventually. Currently they all add up and it makes the damage reduction too strong when there are many layers of them.
    It also makes it possible in extreme cases for a PvP geared tank to receive even 0 damage in a PvE setting, and vice versa, PvE gear in PvP setting. Because it doesn't matter if the initial damage is 5k. If it's possible to reach 100% damage reduction, it will be 0.
    Remember when Paladin received 0 damage at like 10% HP in the last rebalance test server? Of course instead of fixing the problem with damage reduction calculations, they nerfed Pala. So let's see what they do now.
  2. Like
    Gladiator got a reaction from Amaleo in BARBARIANS NEED NERF !!!   
    Yeah, it's not a "bug". It's worse - bad design.
    Damage reduction, especially with heavy mermen gear, needs to (and -by admins- will) be reworked eventually. Currently they all add up and it makes the damage reduction too strong when there are many layers of them.
    It also makes it possible in extreme cases for a PvP geared tank to receive even 0 damage in a PvE setting, and vice versa, PvE gear in PvP setting. Because it doesn't matter if the initial damage is 5k. If it's possible to reach 100% damage reduction, it will be 0.
    Remember when Paladin received 0 damage at like 10% HP in the last rebalance test server? Of course instead of fixing the problem with damage reduction calculations, they nerfed Pala. So let's see what they do now.
  3. Like
    Gladiator got a reaction from baekboo in BARBARIANS NEED NERF !!!   
    Yeah, it's not a "bug". It's worse - bad design.
    Damage reduction, especially with heavy mermen gear, needs to (and -by admins- will) be reworked eventually. Currently they all add up and it makes the damage reduction too strong when there are many layers of them.
    It also makes it possible in extreme cases for a PvP geared tank to receive even 0 damage in a PvE setting, and vice versa, PvE gear in PvP setting. Because it doesn't matter if the initial damage is 5k. If it's possible to reach 100% damage reduction, it will be 0.
    Remember when Paladin received 0 damage at like 10% HP in the last rebalance test server? Of course instead of fixing the problem with damage reduction calculations, they nerfed Pala. So let's see what they do now.
  4. Like
    Gladiator got a reaction from Shadowmon in [2024.04.24] In Development: Arena Update. Part II   
    PvP NPCs and quests sound cool and all but you're really not being generous with these drops of information you're dripping on us...
     
    Hear me out.. Add bots in Arena.. I know, I know no one likes fighting NPCs instead of real players, especially in arenas, but if you make the NPCs smart and strong enough (automated depending on your level), it'd be more fun than fighting most players, better yet, fighting no players, because Arena would be active, at least if you only meet them when match making takes a long time.
  5. Like
    Gladiator got a reaction from Higgings in [2024.03.20] In Development: Arena Update. Part I   
    Let me be more fair, I guess...
    On paper the new matchmaking and league systems sound good but they require a large active player base that does not exist at the moment.
    Without addressing that, this sneak peak provides nothing promising.
     
    Ideas to drive up arena activity:
    Make fighting in the arena free, i.e. remove tickets. But matches would give only rating points. Remove "demand all modes" button. Purchasable items "(Great) Gladiator Elixir" with increased prices will increase the rating points by a specified percentage and additionally give arena points in the value of 100%-150% of rating points. Rating points count towards rankings, technically you should be able to climb to the top league ranks for free! Well, time and probably a whole lot of top-tier buffs make it not so free... Depending on how players spread in the new leagues, top 50% or so of active players ranks will also get a chunk of arena points at the end of the season. Could be a certain % of the rating points, depending on their league. Arena points/shop:
    Arena shop items that are more frequently updated with items that are relevant not only for arena but also for mass fights, items such as anti-control foods or anti-resistance buffs for example, or special minions with AoE effects. As far as I know, most if not all AoE skills from minions were removed at one point, so they would be very expensive, but also unique. This is important for end-game players of the top guilds fighting in raid boss wars and such, it will keep arena relevant for them forever basically. For newer players, get rid of the chests, add the costumes to be directly purchasable, and the books too but make them cost something crazy like 500k AP or something. People Like to work and grind towards a set-in-stone goal in MMOs... Add more books too, why not. Rewards for new league rankings can be whatever but ideally, the top league would give seasonal buffs that contribute to mass battles.
  6. Like
  7. Haha
    Gladiator got a reaction from Drakoslayd in [2024.04.01] Warspear Online Update 12.3.104. Celebration of Balance. Announcement.   
    Very disappointed in this update, where is the 100% chance to +10 weapons?
  8. Wow
    Gladiator reacted to Dr Strange in [2024.04.01] Warspear Online Update 12.3.104. Celebration of Balance. Announcement.   
    Warriors!

    The never-ending clash of heroes from every faction and class of Arinar rages on, and we’re committed to making your adventures across the realm even more balanced!

    Today, on April 1, we’re excited to announce an unscheduled rebalancing update that will unleash your combat prowess and redefine the way each class is meant to be played! This update is all about fine-tuning – from tweaking character skills, to overhauling the way you gain Experience, Knowledge, and Reputation, right down to the core combat mechanics.
     
    Instant Leveling: A New Era in MMORPG
    Our team believes that the traditional level grinding in MMORPGs is a thing of the past, so we’ve cranked up the speed and made things a whole lot easier! Say farewell to Reputation – get everything you need from Magister Avaris all for a grand total of zero!
     


    With this tweak, you can now level up your character at once and enjoy every aspect of the game without ever feeling limited!

    Overhauling the Core Mechanics
    After in-depth research and numerous experiments, we concluded that ranged classes have long been at an unfair advantage in drawing double shots before a melee fighter could even swing.
     

     
    So, we’re leveling the battlefield to provide equal opportunity – all attack types are history. Now it’s a fair game for everyone, with no attacks whatsoever, ensuring a square fight for every player!

    The Ultimate Class Balance
    We strive to maintain gameplay that is fair, enjoyable, and fresh for all. We’ve listened to your feedback and found that many of you are concerned about class balance. So we went back to the drawing board and realized that an excess of skills makes the game too confusing to enjoy!
     

     
    It’s time to turn the tide and take decisive action – we’re removing all skills for all classes! Warspear Online is going back to basics, where every character stands on equal footing, and the gameplay is transparent for everyone.

    Warriors, this update is set to change Warspear Online forever! Brace yourselves for amazing changes and an exciting journey into a brave new world of equality and endless opportunities!

    See you on the battlefield – and a quick look at your calendar might be in order!
     
    Happy April Fools’ Day!
    The Warspear Online Team
  9. Speechless
    Gladiator reacted to Dr Strange in [2016.04.01] Первоапрельская инфографика, которой вы еще не видели   
    Это же 2016, господа... 2016... 
     

    Позвольте представить вам несколько аргументов, которые доказывают, почему этот день будет лишен каких-либо шуток или шалостей: 
     
    1. Важно помнить, что производство игр - это серьезное занятие, и в нем нет места шуткам. Наши разработчики уделяют максимальное внимание созданию качественного контента, основанного на серьезных концепциях и идеях.
    2. Сегодня - високосный год, и по народным поверьям, этот день не самое подходящее время для шуток. Мы всегда стремимся создавать безопасную среду для всех игроков, поэтому предпочитаем воздержаться от шуток в такие особые годы.
    3. Раздел форума, в котором мы сейчас находимся, предназначен для официальных новостей, а не для развлечений. 
    4. Сегодня уже была опубликована новость о еженедельном событии, и в соответствии с техническими особенностями форума, мы не публикуем более одной новости в разделе в течение одного дня. 

    Таким образом, на основе представленных пунктов, мы можем смело предположить, что сегодня вечером нас не ждет ничего необычного! 
  10. Wow
  11. Like
    Gladiator got a reaction from ExDoff in Paladin Revisited - Food For Thought   
    The game's overall balance might seem all over the place nowadays, which I do think is the case due to a couple of classes (e.g. Chieftain, Reaper, and Beastmaster) and items in the game (Castle potions and Octopus and Orcinus books). But other than that, in my opinion, Paladin is in a pretty good spot in most areas of the game, except in few aspects due to some outdated skills and I'm here to discuss some of these issues.
    I do think some of the Paladin's skills need to be revisited, especially Light Defense and Sun Seal. But here I also have a couple of ideas to rework some other skills and talents that can help Paladin fulfill purposes that it already has but very untapped. 
     
     
    1. Light Defense
     
    In my previous topic analysis of Paladin's defensive skills, I discussed the defensive powers of Inner Force, Light Defense, and Sacred Shield from a neutral perspective. Most notably, I found that Light Defense is a reasonably good defensive skill at level 4/4 in a full party and a stronger skill than Inner Force on a solo-level if the Paladin's HP is higher than 40%. But also that defensive capability is approximately 10% damage reduction, which is weak by all standards of the game (Unless you think about 10% protection to 5 people in GvG). Which is still pretty weak for the 3 skill points, considering that a GvG-situation is not very common. So, since the skill is pretty good with 5 people, but pretty weak below that, I suggest few options to make it better:
     
    (Keep in mind, I tried to suggest numbers that make sense but they are just examples and are up for debate)
     
    Option 1:
    - To make it simpler, make the skill an area spell that casts a buff of a set amount of % damage reduction within it, that also splits among the affected party members:
    So at level 4/4, if the skill is affecting ...
    5 players, it gives 8% damage reduction
    4 players, it gives 10% damage reduction
    3 players, it gives 11% damage reduction
    2 players, it gives 13% damage reduction
    1 player, it gives 15% damage reduction
     
     
    Option 2:
    - Keep it as it is now, maybe reduce its duration or increase its cooldown, and add one of the following additional effects that scale back according to the number of affected allies:
     
    If physical damage is higher than magical damage: Periodic HP% regen for affected party members. For example 5%-6%-8%-10% of Paladin's HP every 10 seconds (Unaffected by any healing modifiers). The value of HP recovered would be split among the affected targets.  If magic value is higher than physical: the skill provides periodic debuff cleansing. 1-1-2-2 debuff(s) removal every X amount of seconds. X depends on the number of affected targets: 5 players - 18 seconds, 4 players - 16 seconds, 3 players - 14  seconds, 2 players - 12 seconds, 1 player 10 seconds. Or
    If using a two-handed weapon: it additionally reflects 6%-7%-9%-12%-15% of the damage dealt to the party members back to the enemy, depending on the affect number of players (5-4-3-2-1) If using a one-handed weapon and shield: It additionally increases party members' Resistance parameter by 5%-6%-8%-10%-10% (affected players: 5-4-3-2-1)  
    As I was writing this I kinda realized how hard is it to make a bonus value that is not broken for 1 person that it would still be relevant for 5 people if you divide it by 5... But you get the point, I think the skill should be redesiged in a way that it is not completely useless other than with full party. I'll leave it up to the brilliant devs that figure out.
     
     
    2. Sun Seal 
     
    Heal effect based on damage dealt (5%-10%-13%-16%) from Sun Seal seems very good on paper. I mean 16% life steal with basically permanent duration? Sign me up! And indeed it was is pretty good in my experience when playing with physical damage weapons in PvE. It helps tank minibosses a lot and serves as nice bonus to your life steal and potentially even replacing the need for it. This is all good and dandy as long as the fight is with a single high HP opponent - a boss. However, it was never possible to gain any value out of it in PvP. Most of the time there are many opponents, most people have heavy mermen that can cleanse the seal debuff, and most people have a high resistance. And even in PvE, dungeon monsters do not have a high enough HP to survive long enough to get the full benefit of the 25 seconds of a 4/4 Sun Seal. Sun Seal is mostly a single target damage dealer skill with average multipliers. It would be great to see a change that better enable that healing aspect of the skill.
     
    It should have an additional effect:
    - If ally hitting target with seal already has full HP, instead of wasted heals, it transfers the heals to the next party member with lowest HP. 
     
    And more importantly for PvE:
    - If enemy dies while seal active, depending on remaining seconds of duration, heals all party members around target by 5x5 radius with a certain amount.
    For example if there is 10 seconds duration left, it heals 10% of the HP or something like that. In most extreme case if Sun Seal was used as a final blow, it would have 25 seconds left, so 25% of the ally's HP. 
     
    And to increase its reliability against bosses and minibosses as it gets resisted by bosses a lot, I also suggest making it irresistible at levels 3-4.
     
    3. Shield Strike with magic mace:
     
    With the addition of the branch "Bulwark of Faith", one-handed magic mace and shields gained a lot more popularity as it makes Paladin very tanky while maintaining a good level of support. But those builds are the worst in terms of damage, overall, the build lacks that oomph. Now, of course it is not supposed to do that much damage if it is going to be this tanky, but also it should be able to do some damage... It certainly won't break it. 
     
    Suggestion:
    - Adjust the formula and make the damage scale off of both magic + physical damage instead of just physical damage. Scale back the phyiscal damage part so that the added magic calculation does not significantly increase the current skill damage for normal physical maces with magic sub-stats.
     
     
     
    --Extras--
     
    Other fixes that are not as a essential. These suggestions have a theme: Magic Paladin as a damage dealer and buffer in PvP.
    Let me first say, magic Paladin in PvE is already in great shape at the moment, but let's be honest, in PvP it is extremely underwhelming, it is just a glorified healer that stands there and does nothing but heal and shield, it poses very limited offensive threat to the enemies and ends a up like a loud, annoying bug that does not sting so you wave it away every now and then. All other healers (maybe besides Necromancer) deal a very considerable amounts of damage, are pretty tanky, as well as provide as good, if not better support than Paladin... 
     
     
    4. Sacred Shield talent
    Right now, it only increases damage against monsters. I don't see why it shouldn't apply in against players too, shield tends to break fast anyway, it's not gonna break the game... It would be a nice little bonus.
     
    5. Inner Force rework for two-handed weapons:
     
    This one is admittedly a little ambitious, I doubt it's gonna happen since it is a pretty radical change to the skill mechanic, but nothing to lose I guess, so I'll just put it out there:
    I always disliked how selfish Inner Force and its talents are. It is good that it makes Paladin a viable tank, however, I think if the Paladin is using two-handed weapons the skill should serve a different purpose that suit the 2-handed weapon better. I also think it can make two-handed magic Paladin a little too tanky especially in PvP, in my opinion. So I think if Paladin is using 2-handed weapons it should not give tankiness but rather it should provide different effects that are rather offensive/offense support.
     
    Inner Force: If using two-handed weapons, it increases physical and magical powers of party members depending on Paladin's missing health: 1% phyiscal and 1.5% magic for every 12%-10%-8%-6% HP missing. Talent "External Influence": If using two-handed weapons, increases damage dealt by allies from skills by 1.5% depending on missing health. Talent "Unbroken Spirit": If using two-handed weapons, it increases Cooldown instead, +5% and additional 1% depending missing health.  
     
    6. "Reckoning" Talent Branch
     
    And finally, to go with the mentioned Inner Force rework, Reckoning talent branch needs an overhaul. It's not a priority since most Paladins already chose a different branch, and rebalancing this branch would take a very long time to see its effect.
    What would be great to see if that Aura talent "Everburning Candle" would synergize with the Inner Force rework and much like a candle (implied by the name) The Paladin would "burn and melt" his own HP to provide additional "light" to his allies. 
     
    So it would work as following:
    - While Light Aura is active, each time a healing effect is received by a party member, the Paladin sacrifices 10% of the healed amount of from his own HP. Every 2 seconds, 100% of the amount of sacrificed HP over the 2 seconds is added to each party member affected by Light Aura (except Paladin). This effect stops if the Paladin is below 40% HP.
     
    The same concept could be applied to "Faith Reckoning" by adding a condition that increases the chance of applying the negative effect as the HP decreases. The chance starts with the current 20% at 100% HP, and every 20% HP lost adds 20% chance to activate.
     
     
    But the idea is to have a legitimate and fleshed out damage/support archetype for Paladin with a 2 handed build that is viable for PvP and PvE. Something that the Paladin already kinda has with Banner but that's it really, and the damage aspect of Paladin in PvP is very overshadowed. Now, I can see the argument that this would make magic Paladin in PvE too good, but come on, is it really gonna be better than Seekers, BDs, Mages, and Beastmasters? I doubt it. Mainly because all of these reworks rely on Paladin being low HP, and typically, 1 Illumination usage with decent Life Steal instantly fills up Palas HP. So I don't think that Paladin is gonna be low HP for a long time to make these additions all that crazy. Keep mind, Pala would lose the damage reduction and healing power from Inner Force and its talent, in fact, due to the "Everburning Candle" talent, not only would the Paladin sacrifice 10% of the party's healing, but also effectively receives 10% less healing himself.
     
     
    That's it, whachu think?
  12. Like
    Gladiator got a reaction from Laevateinn in [2024.03.20] In Development: Arena Update. Part I   
    Let me be more fair, I guess...
    On paper the new matchmaking and league systems sound good but they require a large active player base that does not exist at the moment.
    Without addressing that, this sneak peak provides nothing promising.
     
    Ideas to drive up arena activity:
    Make fighting in the arena free, i.e. remove tickets. But matches would give only rating points. Remove "demand all modes" button. Purchasable items "(Great) Gladiator Elixir" with increased prices will increase the rating points by a specified percentage and additionally give arena points in the value of 100%-150% of rating points. Rating points count towards rankings, technically you should be able to climb to the top league ranks for free! Well, time and probably a whole lot of top-tier buffs make it not so free... Depending on how players spread in the new leagues, top 50% or so of active players ranks will also get a chunk of arena points at the end of the season. Could be a certain % of the rating points, depending on their league. Arena points/shop:
    Arena shop items that are more frequently updated with items that are relevant not only for arena but also for mass fights, items such as anti-control foods or anti-resistance buffs for example, or special minions with AoE effects. As far as I know, most if not all AoE skills from minions were removed at one point, so they would be very expensive, but also unique. This is important for end-game players of the top guilds fighting in raid boss wars and such, it will keep arena relevant for them forever basically. For newer players, get rid of the chests, add the costumes to be directly purchasable, and the books too but make them cost something crazy like 500k AP or something. People Like to work and grind towards a set-in-stone goal in MMOs... Add more books too, why not. Rewards for new league rankings can be whatever but ideally, the top league would give seasonal buffs that contribute to mass battles.
  13. Like
    Gladiator got a reaction from Drakoslayd in [2024.03.20] In Development: Arena Update. Part I   
    Let me be more fair, I guess...
    On paper the new matchmaking and league systems sound good but they require a large active player base that does not exist at the moment.
    Without addressing that, this sneak peak provides nothing promising.
     
    Ideas to drive up arena activity:
    Make fighting in the arena free, i.e. remove tickets. But matches would give only rating points. Remove "demand all modes" button. Purchasable items "(Great) Gladiator Elixir" with increased prices will increase the rating points by a specified percentage and additionally give arena points in the value of 100%-150% of rating points. Rating points count towards rankings, technically you should be able to climb to the top league ranks for free! Well, time and probably a whole lot of top-tier buffs make it not so free... Depending on how players spread in the new leagues, top 50% or so of active players ranks will also get a chunk of arena points at the end of the season. Could be a certain % of the rating points, depending on their league. Arena points/shop:
    Arena shop items that are more frequently updated with items that are relevant not only for arena but also for mass fights, items such as anti-control foods or anti-resistance buffs for example, or special minions with AoE effects. As far as I know, most if not all AoE skills from minions were removed at one point, so they would be very expensive, but also unique. This is important for end-game players of the top guilds fighting in raid boss wars and such, it will keep arena relevant for them forever basically. For newer players, get rid of the chests, add the costumes to be directly purchasable, and the books too but make them cost something crazy like 500k AP or something. People Like to work and grind towards a set-in-stone goal in MMOs... Add more books too, why not. Rewards for new league rankings can be whatever but ideally, the top league would give seasonal buffs that contribute to mass battles.
  14. Like
    Gladiator got a reaction from Eshin in [2024.03.20] In Development: Arena Update. Part I   
    With all due respect, what a whole bunch of nothing...
  15. Like
    Gladiator got a reaction from Baphomet in [2024.03.20] In Development: Arena Update. Part I   
    With all due respect, what a whole bunch of nothing...
  16. Like
    Gladiator got a reaction from Filipe Ramon in [2024.03.09] Warspear Online Update 12.3. Mirror World Shades. Announcement   
    Awesome! The Paladin's magical branches (1st and 3rd) have officially lost all of the value that they had before.
     
    Also, in the last big rebalance, we were promised this change along with a "big talent update". Is this it?
  17. Like
    Gladiator got a reaction from Drakoslayd in [2024.03.09] Warspear Online Update 12.3. Mirror World Shades. Announcement   
    Awesome! The Paladin's magical branches (1st and 3rd) have officially lost all of the value that they had before.
     
    Also, in the last big rebalance, we were promised this change along with a "big talent update". Is this it?
  18. Thanks
    Gladiator got a reaction from Occult in [2024.01.29] Welcome the new administrator - Robin!!   
    Welcome!
    It's not a fitting first day welcome if we don't start with hard hitting questions!
    So, does this mean international forum is gonna get more attention from devs & admins and questions answered or not yet?
  19. Like
    Gladiator got a reaction from Occult in [2024.01.19] 2023 results in infographics   
    What is the threshold of including a character in these calculations? Also show the %s of the rest of the classes too, now that would be more interesting.
  20. Haha
    Gladiator got a reaction from Avamanyar in [2024.01.19] 2023 results in infographics   
    Also how is DK among the top 2 most popular classes? And why do DK always want it buffed?
    I get damage dealers being up there but DK feels like:
     
  21. Haha
    Gladiator got a reaction from Drakoslayd in [2024.01.19] 2023 results in infographics   
    Also how is DK among the top 2 most popular classes? And why do DK always want it buffed?
    I get damage dealers being up there but DK feels like:
     
  22. Like
    Gladiator got a reaction from SaltyCoffe in [2024.01.19] 2023 results in infographics   
    What is the threshold of including a character in these calculations? Also show the %s of the rest of the classes too, now that would be more interesting.
  23. Like
    Gladiator got a reaction from Drakoslayd in [2024.01.19] 2023 results in infographics   
    What is the threshold of including a character in these calculations? Also show the %s of the rest of the classes too, now that would be more interesting.
  24. Thanks
    Gladiator got a reaction from hentbank in 10 ideas that might be useful   
    1. Yes!
    2. No
    3. Maybe a pity system of some sorts that increases your odds after a certain amount of runs, but guarantees would still take more than 10 runs I guess. 
    4. It would probably cost miracle coins, or lots of gold, I don't see why not though.
    5. Sure
    6. Sure. Even better: party markers
    7. Oh hell ya
    8. See 3, but probably not not gonna happen.
    9. You can already do that.
    10. There is new drops in higher level dungeons!
  25. Haha
    Gladiator got a reaction from Laevateinn in [2024.01.17] Special Announcement!   
    Damn you got me clickbaited, there is nothing special about this announcement 
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