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Styler-X

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Posts posted by Styler-X

  1. makes it even worse then. Still useless most of the times and makes already unmatched dmg classes even more unmatched. To every op mechanic should be equally op counter. In this case eye was counter for invisibility. Seekers still can resist a lot while invisible - both aoe and direct control, - but should at least be visible when you use skill to see invisible players 

  2. so, I wanted to put it up on discussion, sort of. Since they made that seekers and rogues can't be seen for 2sec after going invisible, skills like Eye of Darkness and Dragon's Eye are practically useless, unless just few cases. According to skill's description, they give "chance to reveal nearby disguised enemies". As far as I remember from first update note where it was implemented, it was said that the higher lvl of skill is, the higher probability to see, or to hide - from perspective of rogues/chiefs. Most invisibility-capable classes turn it maxed out (5/5), so they have the highest probability. But, for example, Eye of Darkness skill's description doesn't say how much is the chance to reveal target, but just says you can do it within 10 yards (at 4/4). Give approximate percentage at which it can reveal, or proper description of how it counters invisibility. Like, 5/5 invis gives 80% chance to not be detected, but 4/4 eye gives 50% chance to see, so seekers/rogues are still 30% more likely to not be seen. Does it also get affected by resist chance? At least smth like that. Bcoz at this rate eyes are practically useless. I've had few fights on arena today, and seekers just keep terrorizing. I maxed out eye just to fight seeker and paladin, but for the whole half an hour of fights didn't see seekers even once while he goes invisible and I use eye. What's the point of a chance to see within 10 yards if you can't see even within 3-5 yards? Attaching at least one moment that I got to record. Seeker turned invisible before we even met, so 2sec grace period should've passed already. But until the very moment of attack he wasn't seen at all. And its the case like this all around. As I said, I maxed out eye just for these fights to be able to prevent some dangerous moments at least, but to no avail. Gm, pls fix, its really making these 2 skills useless. Though, maybe Mages don't have this issue, but back in the days even 1/4 Eye was enough for charmer to be able to see seekers. Now 4/4 doesn't help 

  3. играл сегодня с утра на эмеральде, делал квесты на ирсе в т1-2 на нубе персонаже. В какой-то момент начались проблемы с соединением, стало показывать плохое подключение, но стабилизировалось. А потом, когда на сатрапов пошёл, произошла потеря соединения и отключение. Где-то часов с 11 по МСК зайти не получается совсем. Играю с телефона, устройство Xiaomi Redmi Note 8T, оператор Мегафон, регион Краснодарский Край. 

    Забавно, что позволяет сменять аккаунты в настройках, но при нажатии кнопки "играть" просто висит на подключении минуты две-три и ничего не происходит. 

    Попробовал ВПН через Финляндию - с ним заходит мгновенно. Как только выключил, сразу бесконечное подключение. 

     

    С ноута и вайфая смогу попробовать гораздо позже, сейчас на работе. Но с телефона столкнулся с такой проблемой и пока только ВПН выручает. Но не особо хочу им пользоваться - мало ли, прилетит щась страйк какой-нибудь за то, что за краткий промежуток времени слишком большой разброс регионов, из которых происходит вход в аккаунт 

  4. As we all know, at character selection screen we can see 3 bars, showing which parameter character excels at - attack, support, tanking. Charmer is shown to be more of a tank at those bars. Yet it's falling behind other tank classes quite far. 

    Eye of Darkness should be giving damage reduction instead of defense increase. To compare it with other tanks at it's current state: 

    1) Barbarian. They have roar to decrease damage done by other mobs as a skill, they have healing as a skill, and they have damage reduction from passive skills as well. Plus defense increasing skill, which I don't remember the name of. 

    2) Death Knight. These guys have Darkness Shield (or simply wings, as it's called  among players). They have Secret Reserve, that can effectively restore full hp in one go, and if build properly, would be available for use nearly every time he hits activation threshold. Plus, of course, lifesteal that works with all their Area-of-Effect damage, which in summary gives quite good passive restoration 

    3) Paladin. First class that has actual healing, reduction of damage done by other classes (while in Fetters of Justice), damage reduction that grows depending on how low goes paladin's hp, and shield that can be either applied to paladin himself or shared with ally so both have protection from damage. 

    4) Warden. A true tank of the world of Arinar. Damage reduction from expert (Fortification, if I remember right) and healing from blocks that, as far as I know, doesn't have cooldown between activations, or that cooldown is low enough to ensure he can heal pretty decent, and in case of too tough situations that require use of healing potions - survive long enough until potion is ready to use. And of course resists. 

    5) Bladedancer. Not really a tank, or at least I didn't meet tank bladedancers yet. On the topic - has huge damage boost to benefit from lifesteal, shield to ignore damage at least for few seconds, and guaranteed resists, which also ignore only control effects such as stuns to give reaction relic effect to other classes. And charmers can use reaction relic only in debuff skill - Weakness (armor breaker), which isn't ignored by bladedancer's resist since it's debuff, not control effect, thus charmers can't even use reaction relic properly. 

     

    So, with all that, I propose to rework eye of Darkness to damage reduction instead of defence. In it's current state at level 1/2/3/4 Eye of Darkness gives bonus for 24/26/28/30 seconds, which increases defence by 20/25/30/35% and increases accuracy by 7/10/13/18% for the duration of effect. Instead it might be applying damage reduction buff for 7/10/12/15 seconds in a value of 3/5/7/10% damage reduction. Accuracy values might remain the same or be reduced to approximately same values of 3/5/7/10% instead of 7/10/13/18, and sharing of this skill might be changed to "party members only", as Blessing, or only applied to charmer himself. Even that small bonus would put charmers closer to being as tanky as other classes. I am aware of talents that give damage reduction, but it appears, charmer is the only tank class that doesn't have damage reduction SKILL, which is the point of this topic. If we mention talents, even shaman has 50% damage reduction from some talent, as far as I know, and shaman isn't supposed to be tank class. Although, of course, any class can be made into anything nowadays. Let me know what y'all think 

  5. Out of all classes, charmers are the only ones who don't have descent dmg reduction for a long time already. Redirection of dmg on dogs is nice feature, but this is optional. For mass fight with a lot of strong mobs (example - last wave of mobs in horror dungeon in the room with injured warrior) this doesn't really help. Dogs die in a matter of 2 hits of each mob, and dmg reduction ends. 
    Would be nice if charmers got their own direct damage reduction skill. Either separate skill or update of Eye of Darkness. Let it be personal skill, so you can't share it, but replace armor increase with damage reduction parameter - like, 3 / 5 / 7 / 10% dmg reduction accordingly at level 1 / 2 / 3 / 4. At least this would make tank charmers more capable in doing their job as tanks while keeping it balanced - to prevent eye skill being applied on already strong tanks like barbarians or death knights, which already have dmg crazy dmg reduction from stone skin and chance to reduce or completely negate incoming damage with dark shield skill 

  6. Mostly likely, if it will be added, if won't be skill but item in bag. Since you can have unlimited amount of mounts, imagine how many buttons will be on skills tab in menu. 

    So, more like it should be item as well. You use taming item on future mount, and if succeed, it gets charged as caught mount. 

    Knowing the game, I'd say, these things wouldn't last forever. Caught pet will be available for a while - like, 24h or maybe even 1 week after catch or so, then you gotta catch it again. Arinar doesn't have that big map to be in need of a mount whole time, so it would be temporary feature anyway. Plus, even if adding, it would sound more realistic if this thing would be spawning randomly at one place of any map (including swamps, to make hunt more interesting), and change it's location every once in a while - like, once per hour would be despawned and appear in new place. Bcoz if they will be all around map, literally anyone can get em, and then ppl won't really need bp pet. Plus, the only usable items that exist forever in this game are costumes. Minions, buffs, potions, summons - it all has certain lifetime, and so would said mount. 

     

    I'd say, might be good idea. But then again - we have some sort of mounts already in free section of bp rewards. It's usually event restricted mount, though this season it's available for use all over the place, except underwater (which is more than understandable)

  7. В 08.07.2021 в 00:29, Mucmp сказал:

    Много там играет русскоговорящих игроков? В ги и на сервере?

    Я единственный русский в ги и на сервере, который остался. До этого были ещё пара человек, но им сама игра своим однообразием надоела, потому щась заглядывают раз в пару месяцев проверить, что нового в игре, и выходят. 

    Есть один, который просто знает русский язык (один из пяти языков, которые знает), и всё. Именно русских - я один 

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