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Fortuno

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  1. Haha
    Fortuno reacted to Legix in remove druid from the game   
    Yea, druid is too op, need a nerf 🤝
  2. Like
    Fortuno reacted to bearpharma in same aggro amount and duration on all skill levels   
    basic aggro skills and expert ones have increased aggro amount and duration when leveling skill up. i suggest that all aggro skills should have the same aggro amount and duration on all skill levels.tanks need max their aggro skills only in tough pve contents,and they max their aggro not for extra effects with the skills but a stable aggression amount(except warden).tanks can have more option on their skill build.,they can still leveling up aggro skills for more powerful extra effects instead of more aggression amount
    expert aggro skills have extra effects,leveling up these skills can get stronger extra effect.
    as for basic aggro skills , add new skill effects for every tank except warden as a compensation:
    dk: add vamp for a period
    barb: add block for a period
    bd: add strength for a period
    paladin: add skill cooldown for a period
     
     
     
     
  3. Like
    Fortuno reacted to Emiko Neko in Market request system   
    What if we could use our stalls to, as well as offering things, put out money and request things? That way people wouldnt have to repeat the same message in trade chat until they are able to buy a specific item, and they wont need to stay on the game 24/7 ( again, to put out the message ). For example: I'm looking for a very specific pair of shoes. I COULD stay on the game all day and keep asking if anyone will sell me them, but what if i could just put some money in the market and wait for someone willing to give me the shoes for it, ready for me to collect when i return? And just incase this feature does get added; please put a search bar instead of making people scroll through tons of items.
  4. Like
    Fortuno got a reaction from Khrone in Knight's Curse Nerf/Buff Change   
    Yeah, they could do it like what they did with Bd's Hamstring. Enemy can resist the silence and stop effect, but bleeding is still there
  5. Like
    Fortuno reacted to Filipe Ramon in [2021.12.13] Warspear Online Update 10.2. Preview. Part one   
    What a novelty, another nerf for the DK. Why not just delete the game class?
  6. Speechless
    Fortuno reacted to darkme in [2021.12.06] Game servers stop. Farewell to the Median Night holiday!   
    This year horror was fun but was disappointed with the low vamp rune drop rate. Only 14 runes from 1300chests. 
  7. Thanks
    Fortuno reacted to Speedom in [2021.12.06] Game servers stop. Farewell to the Median Night holiday!   
    Wow… Might as well get rid of all Forums so it can just be Russian.
    We all say this game not meant to be solo, but guess what, we all solo anyways.
  8. Like
    Fortuno reacted to Speedom in [2021.12.06] Game servers stop. Farewell to the Median Night holiday!   
    Honest Opinion
     
    Drop rate was doodoo, actually, this is the worst drop rate event. This event made items that was 15k in the past increased to 100k. Pathetic. 2x drop rate is a joke as usual 😒. The events was boring compared to the previous ones. The chest are not promising in both season pass and horror chest. Btw, season pass was lame too. Not really beneficial to get it. Everyone got pots and srolls and rarely any vampire runes, relics, costumes from horror chest. Spring chest vamp runes drop rate was 10 times better. Other than that, many players are starting to lose interest in the game because the event was getting dry after seeing 2x drop rate was literally to the same group of people or particular guild. Hopefully, winter is not as bad too. Good luck Devs. 
  9. Like
    Fortuno got a reaction from Speedom in [2021.12.06] Game servers stop. Farewell to the Median Night holiday!   
    Finally! I hope winter is gonna be better.
  10. Thanks
    Fortuno reacted to rafa9876 in World Event Rewards based on activity   
    Current rewards during events unchanged, but there would be a weekly rating that works like this.
    During world events, tanks get :
    Points for taking damage & using aggression skills & dealing damage + points for fulfilling objectives.
    Damage dealers get :
    Points for dealing damage & killing monsters + points for fulfilling objectives.
    Healers get :
    Points for healing & supporting allies + points for fulfilling objectives.
     
    All players with higher than X points get added to this weekly rating, receiving bonus rewards at the end of each week if they reached those minimum points, additionally getting guaranteed smileys, hairstyles or other goodies based on their rank.
  11. Like
    Fortuno reacted to yinglun in About the Dark Shield of the Death Knight   
    After reaching the bottom of the sea, the dark shield appears very fragile. A death knight with 13000 + defense can only reduce 200 + damage.
     
    I suggest that when the death knight successfully blocks once, the next damage reduction effect of the dark shield will be increased by 200%.
     
    Barbarians can refresh petrified skin skills through blocks, and wardens can restore health through blocks. I think death knights can also have this effect.
  12. Like
    Fortuno reacted to Hourai in Deity Statue suggestion   
    Long story short, auto-attack reduce effect is not as widely used due to its rare usefulness (Orcinus tanking, anyone?) so im bringing this suggestion in hope of a future where Templars can provide more to their team except ping pong.
     
    My proposal:
     
    When the Templar puts their Deity Statue in a location, in a radius of 3 yards from the center of it, it constantly applies a defensive barrier/shield/protection buff that mitigates 10-20-30-40% incoming damage OR applies a shield that is 100-150-200-250% of the SUM of your physical and magical attack, for as long as the statue is on the field. As soon as the duration ends, all positive buffs are gone. For the duration the statue is on the field, it is invulnerable to damage.
    Duration: 6-7-8-9 seconds
    Allies affected: 2-3-4-5
    Cooldown: 30 or 35 seconds
     
    With this im looking to bridge the lack of the Sentinels to provide mass protection to their allies on the defensive side, as well as give Templars one better alternative skill to use for their arena/gvg endeavors
     
    Constructive criticism will be appreciated
  13. Like
    Fortuno reacted to Fynn in Change in the sacred shield   
  14. Like
    Fortuno got a reaction from Salazam in REDUCE THE EFFECT FROM CHARMER WEAKNESS   
    But that's the ONLY thing that this skill does. There's no secondary effect (not speaking of rellics of course). I think the skill is fine as it is.
  15. Like
    Fortuno reacted to Ogull in Smiles   
    found the weeb! 
  16. Haha
    Fortuno reacted to Azerbaizan in New 31 lvl arena   
    *meanwhile there's still a 14lv cloth armor with crit and hp, but not magic damage*
  17. Haha
    Fortuno reacted to Speedom in [2021.10.15] Skill Rebalance. News   
    I mean, the stat boost are TRASH! .75% 😆
    Everyone just want the skill booster in it. 3/3 and get 1.25% or 1 sec duration. That's like trying to make the game look cool with some off brand shades.
     
  18. Like
    Fortuno reacted to PixelSquare in [2021.10.15] Skill Rebalance. News   
    Can we switch DK blood protection with Chief rugged hide :'(. Rugged hide really compensate other DK skill that require low hp, since it give DK big protection when their hp is low. Beside chieftain doesnt need that extreme tanking abilities. 8 second from blood protection is enough for chieftain.
  19. Like
    Fortuno reacted to Ashdeath in [2021.10.15] Skill Rebalance. News   
    I don't especially think any class needs nerf other than the amount of pets that charmer can summon and the difference in the quality of shields between mc and elf. As far as I know, no class in mc has a good shield that can absorb a large amount of damage like paladin shield. Druids also have a shield skill that heals them if they get hit which is pretty good.
     
    Dk could use some buffs. The damage reduction from dark shield isn't very much even with high defense and several expert skills are useless. Like Saturation, secret reserves, and knights curse.
     
    Saturation gives boost to life steal stat but you need to sacrifice a significant amount of hp first. Skills like that are useless in pve and pvp, which makes players rarely use this expert skill. Necro skills used to require hp to cast before but in an earlier update the hp cost to cast heal + shield on necro was removed.
     
    Secret reserves is useful when it works, however, the cool down time is extremely long and the characters skill cool down stat has no effect on the cool down time of secret reserves. Secret Reserves is also limited because when the character dies and respawns  or enters an arena battle the cool down of secret reserves is not reset like the cool downs of other skills are.
     
    Knight's curse has a high damage output but only if you have good magic damage. And the extent of the skill is very limited. The skill can only be cast on one target and takes several seconds before it starts dealing damage. The damage area is generated wherever the target is when the kiss of death debuff ends. A moving target can easily dodge this skill and take no damage from it. The target could also easily walk out of the skills effect area and render it useless.
  20. Haha
    Fortuno reacted to Speedom in [2021.10.15] Skill Rebalance. News   
    You guys forgot the bigger picture. If they remove some resilience from the dog, that means every other summon skill will be nerf also. (I.e bird, druid and Templar summon).
    If you thing aoe is all about dmg, then it make sense why you think Sentinel aoe is "weak" 
     
     
    Aaaaaannnnddd I'm my job done here not trying to get another ban. Good luck, have fun, take care love yall. ✌😃 peace out.
  21. Like
    Fortuno reacted to Ogull in I guess there are something to speak about   
    again. the point i was trying to get at is that you can't have an increase in duration or a decrease in cd while keeping 50% damage reduction the same. the skill will completely be unfair. if we give the skill a 12sec duration or a 18-15sec cooldown, dk will have, with enough work. permanent 50% damage reduction(even if the skill will have at most 2-3sec in between uses), the last thing we want is a repeat of warden's permanent 50% damage reduction. you need to think outside of the skill alone. if we only give a buff to the skill without a decrease in anything, then dk's with 50% damage reduction + dark shield + 30/25% damage reduction from mermen will start popping up and not being killed by anyone and will become the new town tank. I more than anyone wants a buff to dk, but we gotta be reasonable here.
     
     
    the skill gives me ~1540 armor, which i find quite nice. the skill gives 15% increase for a whole 45sec, as far as i know, no other tank got such an ability except paladin. and even that only increase armor
    if what you are asking for is a skill that makes you able to tank without regard to gear, other stats and skills then i don't know what to say 
    also, lets not forget that the skill also gives 15% damage increase as well for... again, a WHOLE 45 SECONDS, if your asking for a increase in armor, what would happen to the damage increase? are you fine with it being removed? does it stay the same? or are you asking for both of them to be increased???
     
    no. what we are complaining about is, why are every other tank capable of going to a dg without healer while dk can't? why every other tank got a permanent damage reduction skill(mostly a passive that doesnt even need a skill slot or mana) while dk only get a 8sec damage reduction? why every other tank got at most 45sec heal while dk have 2 minute heal? what we are asking for is for dk to be placed in the same level as what his colleagues tanks can do, it is a well known fact that dk is a 1 vs many tank, that shines the most when tanking horde of mobs. however recently the game is going for low amount of really strong mobs with stuns and highly damaging skills, endgame content is becoming insufferable for dk, the more and more you play your dk the more and more you come to realize that, specially at endgame raid bosses and dgs
     
    I'll say it again. what dk needs the most is sustainable continues/permanent  damage reduction as well as a better form of healing.
  22. Like
    Fortuno reacted to Speedom in [2021.10.18] “Thirst of knowledge” week event: more resources to develop talents!   
    Agree! 900 limit is easy to reach from doing dailies from 2 towns.
  23. Like
    Fortuno got a reaction from Speedom in [2021.10.18] “Thirst of knowledge” week event: more resources to develop talents!   
    That doubled knowledge limit should've been there by default.
  24. Like
    Fortuno reacted to Speedom in I guess there are something to speak about   
    I honestly like secret reserve the way it is. Yea 2min is long. The auto regeneration is nice. Honestly, with a good healer, my passive is almost never needed. Blood protection is the only skill I want to see the improvement or changes. Like y'all said, 8 sec is too short. Especially endgame where you're going against cc bosses.
  25. Like
    Fortuno reacted to Ogull in I guess there are something to speak about   
    death knight need something for sure, but you are giving bad examples.
    improving blood protection IMO shouldn't be with new effect to the skill but rather rebalancing of numbers
     
    you shouldn't compare a healing/supporting class to a tank class in term of what they got or can do
     
    death knight. like other tanks. doesn't need armor increase. we already got aura of hatred for that
     
    now we are talking! i have said this many times and will say it again now that there is a rebalance update soon. what death knight needs the most is a form of healing and better damage reduction. and all that can be achieved with slight change in dk skill numbers
     
    with blood protection: (remember! this is just an opinion, and a way to fix a problem)
    demanding a increase in duration or decrease in cooldown without taking effect in account is unfair. so if we need to change either duration or cooldown, we need to change damage reduction as well. warden has a continues active that give them 25% damage reduction, paladin has a passive that increase damage reduction with health, barbarian has a passive that give them 80% damage reduction for couple of hits. with that in mind, my suggestion for blood protection is for the skill to give 10% / 15% / 20% / 25% damage reduction but increasing the duration to a 15sec / 20sec / 30sec / 45sec with a 60sec cooldown. now this gonna change several things with the dk.
    1- having these duration and cooldown will sync the skill with saturation and aura of hatred as all 3 skills will have a somewhat similar duration/cooldown.
    2-making the skill have as much as 45sec duration will allow the death knight. with enough cooldown reduction. to perma-use the skill. effectively placing the death knight in the same pedestal as the other tanks. while the skill will not be permanently active. death knight can still get a way to do so.
     
    saturation:
    IMO the skill is good the way it is, it gives 25% life steal! a broken amount of a broken stat for 15 seconds at max level. my only complain with the skill is the 10% max health consumption. why would this skill need such restriction to it? what does that 10% supposed to achieve? from what i see.. there is no reason what so ever to have that extra thing to that one skill in the entire game.
     
    secret reserve:
    if the next balance update do things right with the dk. then 2 paths will open in term of healing for the dk. a dk could either cure themselves with saturation and lifesteal or they could cure themselves with secret reserve and health regeneration. secret reserve numbers are actually really good, a dk that goes the path of secret reserve with around 350hp regen can get as much as 1k heal every 1.7 seconds for 12sec ! this might seem amazing but what makes this skill really awful is their 2 minute cooldown! yes 2 minute cooldown. with no way to reduce that time, dk has to wait 2 minute to get healed again. this is really bad considering dk need to fully invest in health regeneration to get such numbers. throwing both life steal stat and other defensive/offensive stats. secret reserve need a change in cooldown mechanic.
     
    in the end. the only thing keeping death knight from failing as a tank in end game is mermen gear, +10 and libraries, as skills had failed us.
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