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Everything posted by Abi
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[2024.12.11] Warspear Online Update 12.7. Announcement. Part I
Abi replied to LeeLoo's topic in News & Announcements
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[2024.12.11] Обновление Warspear Online 12.7. Анонс. Часть первая
Abi replied to LeeLoo's topic in Новости и анонсы
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[2024.12.11] Warspear Online Update 12.7. Announcement. Part I
Abi replied to LeeLoo's topic in News & Announcements
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hello again fellow hunters and other readers! i'm here yet again to offer a suggestion for fixing another problem Hunter players have been complaining about and that being not being able to make use of the "icy relic of captivity" and the newly introduced "Relic of mirrored Dominance". ever since relics were introduced hunters have suffered from not being able to make proper use of icy relic and the new mirrored dominance due to them only being used on combat stance and combat is a mana drain skill meaning its only used at the beginning of fights and kept active to maintain the increase damage buff the skill offers which means the skill is not spammed during the fights to proc the relics in the middle of the fights and gain their advantage unlike many other classes that have it on spammed skills and can easily trigger it and make use of these relics. and this is in my opinion considered a hard thing to fix or adjust as there isn't many options that i personally see fit while also not causing serious damage to the class itself build however i can only see 2 possible suggestions which i will mention now 1st suggestion would be to change the combat stance from being a mana drain skill to an active skill with buff duration and cooldown this would make the skill inhibit a structure similar to the Seeker's skill "Inspiration" having the relics mentioned within its structure the only problem with this suggestion is it would change the structure of empowering relics losing the relic of energy stability however i believe its a fair price to pay as a hunter to be able to make use of those offensive relics as well as make more use of the defensive relics that i haven't mentioned that suffer from the same fate of the offensive relics. 2nd suggestion would be to switch between the basic skill combat stance and the expert skill mountain instincts this would result in the same idea of the skill mountain instincts inhibiting the structure of the Seeker's skill "Inspiration" having the relics within its structure, the values of both skills wouldn't be changed or modified but rather both would in the end grant the same bonus they give now ( even if changed from having 4 levels to 5 levels or other way around ) the problem with this suggestion is similar to the previous one being that the change will change the structure of empowering relics losing the relic of energy stability and its more difficult to implement into the game but i believe again its a fair price to pay by hunters to be able to make use of relics used on the skill more than just once at the start of a fight or an event if you've reached this part then i thank you for taking the time to read my suggestions and hopefully you can share your opinion thanks
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how can it not? how can a skill going offline after taking 1 direct hit from a bladedancer or a ranger not considered unfair ? i might've missed such a thing could you show me where ranger has similar mechanics ? where if a certain thing happens then ranger skill goes completely invalid. sure i can agree with this but dont you also agree that in order to fulfil the idea of "fair" based on what your saying then shouldnt hunter saber shot also deals dmg on impact similar vengeful shot ? you see you're comparing many skills to each other breaking the idea of being "equal" while im talking about the idea of both classes using their dodge parameter comfortable you cant compare the 2 ideas otherwise shouldnt we also mention how ranger can spam on their blessing while hunter can only use it on stance ? making it inconsistent you see your mixing too many subjects and ideas to the simple consideration of "letting both classes use dodge comfortably"
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and you seem to forget that hunters blessing goes offline and completely useless if hunter goes below certain hp threshold should we also make one of ranger skills like bitterness or extra dmg skill goes offline and completely useless if their hp go below certain % ? you cant just look at the positive things hunter has and turn a blind eye on its disadvantages nevertheless i can agree with you on this one make the skill active again and make it grant 10% dodge even though this will also result in removing the hp threshold because it became active skill, great suggestion
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rangers have the secondary benefit of bitterness being attack speed so rangers gain dodge along side speed but hunter gains their double roll only its not about being the "exact same skills" or classes its about being "equal" if we were to say ranger and hunter should be "the exact same" then hunters skills should be 6 yards range just like ranger, their new mahad talent should heal us too not just grant accuracy reduction because you see hunter new almahad talent grants accuracy reduction everytime they take direct hit theres no backup to if they dodge theres no 2nd benefit the only 2nd mechanic to the skill is they lose all the benefits of the talent if they dodge rangers tho their new almahad talent grants them 4% healing if they dodge an attack WHILE ALSO grant them extra dmg IF they dont dodge and take a direct hit so rangers got 2 benefits while hunter has 1 while also suffer from 1 disadvantage of THE EXACT talent doing its job being helping with dodging an attack in short if you wanna talk about "being the exact same class" then yes i agree give rangers double roll but after giving hunter 6 yards skills plus extra dodge and on top of that make almahad talent gives a 2nd benefit if the hunter do dodge even though thats not my point because im against classes being the exact same with no unique mechanic but this post about giving hunter equal dodge increase isnt being the same idea but rather being "equal"
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Hi its me again, this time I want to talk about the issue hunter is facing when it comes to dodge you see we all know both Hunter and Ranger have basic dodge skill that grants them ~26% dodge which aids them in the idea of using the only defensive stat they got dodge that is. however Ranger has an extra skill that grants them extra scaling dodge that being bitterness you see bitterness aids the ranger in fulfilling their needs when it comes to maxing their dodge parameter as it gives 10% dodge at 5 stacks, allowing them not to be forced to give up enchantment slots for dodge or changing their equipment into ones that have dodge to max out their dodge parameter however when we come to Hunter on the other side Hunters used to have another way of gaining dodge aside from their basic skill just like ranger and that was through their bless of the mountain skill but when the not so long ago update came and changed the mechanic of the skill hunters lost their secondary source of dodge for no clear reason with the loss of their 2nd dodge source hunters unlike rangers started struggling badly to max their dodge parameter being forced into losing valuable and key enchantment slots or even equipment just to catch up to rangers and max their dodge making them fall behind or be in an UNJUSTIFIED disadvantage which is unfair specially since dodge is the only source of both hunter and ranger to survive. thus i would like to suggest the following modification to EITHER of these 2 skills 1st suggestion would be to Hunter’s Mark Applies Hunter’s Mark to the enemy and Alert Hunter to the character for T sec. following any auto-attack or instant skill damage. Alert Hunter increases damage dealt to any targets affected by Hunter’s Mark by D% and the Dodge parameter by (0.6/1/1.4/2%). The effect stacks up to 5 times. this is pretty basic and straight forward similar to rangers bitterness the hunter will gain dodge along side the mark extra dmg being 10% at maximum level. my 2nd suggestion would be to Blessing of the Mountains As long as character's health is above H% of Maximum Health, Increases the character’s Dodge parameter by 10% and all incoming attacks are rolled twice for dodge and only count the best result. this one is also straight forward but it would be unique to hunter letting them maintain their idea of keeping their health above certain threshold to maintain the benefits of blessing of the mountains. in the end i believe these modifications are important and crucial for game balance and not making hunter always 2 steps behind ranger by making hunter lose precious stats and enchantments only to be "equal" to ranger when it comes to using both classes survivability feature that being dodge. i hope devs will look into my suggestion and hopefully consider adding it to the game before the up coming balance update with corrected values or adjusted in a way they see fit the game better, thank you
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hello in this post i want to talk specifically about the Assassin's Guild Talents for hunter I like the new addition and ideas of the talents however there's a problem with the last talent being the Snake Dance the talent idea is good giving hunter what they always needed a source of accuracy reduction so they can take advantage of their dodge skills and dodge build however the talent doesn't really works well with hunters skills and feels out of sync the talent requires the hunter to take dmg and hits in order for it to works which goes against the idea of a dmg class wanting to avoid taking dmg or losing health but that's not the major problem here the problem is how it goes out of sync and contradict hunters skill "bless of the mountains" you see in order for the blessing to remain in play or active hunters need to maintain their health above certain threshold, going under that threshold the skill goes completely offline which causes the problem that in order for the hunter to take advantage of their new talent snake dance maximum increase they need to lose the advantage of a MAIN skill being blessing specially in high levels where most damage classes like ranger ,bladedancer , seeker and mage can deal well above 3k damage in a single blow making the blessing going completely offline or being 1 more hit from being so only to gain 2% accuracy reduction from snake dance and even then if a hunter dodges one take the entire advantage of snake dance is lost too making hunter lose both the talent and the skill thus i want to suggest the following change to snake dance Snake Dance The character gains 3 Stacks of Snake Dance buff, each Stack reduce the accuracy of incoming attacks by 2% (up to 6%). if the character dodges an attack one of the Stacks is removed, the buff have 10sec restoring time and each direct instant damage to the character reduce the restoring time by 0.5sec i believe this change will make the snake dance more in sync with hunter skills and dodge build play style making hunter take an advantage of their double roll dodge along side the accuracy reduction while also not making it too overpowered by having the entire snake dance buff gone after 3 dodges but it would still be more useful than the current version of the skill requiring the hunter to take damage to be able to make use of snake dance. in the end i hope the devs take consideration for my idea and apply it to the game with better numbers or values thank you for reading
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Я думаю, это абсурдно, что вы думаете, что охотники наносят слишком много урона, особенно по сравнению с эквивалентом класса (рейнджер), поскольку они могут нанести гораздо больше урона, чем охотники, за выстрелы на 5 тысяч с привилегией 6 ярдов в своих навыках, уже есть слишком большая поддержка исцеления в игре и утверждение, что классы урона должны потерять свою цель в игре (нанесение урона), возмутительны. Я не думаю, что дело в том, состоите ли вы в одной фракции или нет. Я думаю, вы просто не хотите, чтобы классы делали то, для чего они предназначены. извините за грамматические ошибки, я пользуюсь переводчиком, мое почтение
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[2024.01.29] Welcome the new administrator - Robin!!
Abi replied to Nolan's topic in News & Announcements
Welcome welcome -
I do agree that the idea of switching branches costing knowledge is a bit unnecessary however I would suggest to change it into having similar function of Name changing in terms of cooldown meaning. switching between branches now cost nothing and you can do it whenever HOWEVER once you switch to a branch you wont be able to switch from this branch to another for a whole week ( or a set number of days that can be adjusted ) this way it will allow people to freely switch between their branches when its needed ( people can switch from their PvE branch to PvP when a new arena season is about to start OR switch from a PvP branch to a PvE when a weekly event with books in dg is added ) this way players will feel more comfortable trying out more than just 1 branch for everything
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[2023.12.13] Update Warspear Online 12.2. Announcement. Part I
Abi replied to LeeLoo's topic in News & Announcements
@Dr Strange @Nolan you guys have not mentioned whats gonna happen to the 3rd branch "ancestor spirit" talent that increase the dodge you receive from blessing -
[2023.12.13] Update Warspear Online 12.2. Announcement. Part I
Abi replied to LeeLoo's topic in News & Announcements
theres no point talking to this guy, its clear he has no idea how the mechanics function not just about the classes but the game itself save yourself the trouble -
[2023.12.13] Update Warspear Online 12.2. Announcement. Part I
Abi replied to LeeLoo's topic in News & Announcements
nah having to deal with your stupidity actually hurt my brain i have the fear of losing some of my brain cells if i continue talking to you and for that i wish you well and hopefully you learn how to properly read -
[2023.12.13] Update Warspear Online 12.2. Announcement. Part I
Abi replied to LeeLoo's topic in News & Announcements
the good joke is actually you making a fool of yourself the skill does NOT stun the enemy it REDUCE physical power did you even read the skill description? or just copy past it ? -
[2023.12.13] Update Warspear Online 12.2. Announcement. Part I
Abi replied to LeeLoo's topic in News & Announcements
having 15% dodge after ( dodge -accu) calculation will mean nothing rolling 15 twice is still useless -
[2023.12.13] Update Warspear Online 12.2. Announcement. Part I
Abi replied to LeeLoo's topic in News & Announcements
my god you seriously have no clue what you're talking about the debuff name is "stun" the debuff reduce enemy power it dont stun them holyshit brother go learn the game first then we can have a proper discussion -
[2023.12.13] Update Warspear Online 12.2. Announcement. Part I
Abi replied to LeeLoo's topic in News & Announcements
where am i comparing control to dmg ? hunters sap is dmg skill same for the 2 skills i mentioned for ranger? what you on about -
[2023.12.13] Update Warspear Online 12.2. Announcement. Part I
Abi replied to LeeLoo's topic in News & Announcements
cool even tho hunter is still outranged by most classes probably the best thing hunter got this update if i understood correctly it means hunter will no longer gain dodge from blessing nor damage reduction and this is a massive nerf uncalled for too now hunter is unable to gain max dodge from their hunter agility skill alone ( 26% dodge for 10sec is insanely worthless ) and now hunter only has 1 skill for dodge while ranger on other hand still got their dodge passive bitterness being able to max their dodge on top of their normal dodge skill because mc and elf cant be on the same level elf always need to have the upper hand this have made blessing useless to use and it discourage hunters to use it, it should at least still have its dodge increase factor because mc and elf cant be equal elf always needs to have the upper hand this is also pointless as hunter agility only last 10sec with a cooldown of 30sec meaning you will NEVER have this skill permanently active you're basically telling hunters to not levelup any of their dodge skills unless they got orci book completely ruining it for the average hunter on top of that most dmg classes are already able to take more than 35% of hunters health from 1 auto making the whole new mechanism useless after 1-2 hits it seems like even when you want to add new skill you cant let it have the down side of losing the old stats ( like hunters blessing losing dodge and dmg redu ) no you had to give the stats to another skill and even when you added the new skill to a class that is already known to have ridiculous amount of dmg to have a copy of chief frenzy, it had to have a little bit of boost of you guys really want bd to be able to 1 shott everyone and everything because mc and elf cant be on the same level elf always need to have the upper hand on mc if this isn't favoritism then i dont know what is. -
same thing goes for paladin skills like shield or hp increase skill the idea of the skill to be able to benefit your allies too, in that logic paladin shouldn't be able to use their skills on allies or templar shouldn't be able to use their "mantra of healing" on an ally because it can end up getting in the way the idea of being able to use the skill on an ally is essential to making the class more than a solo playing class and the idea of having a chieftain maintaining the skill active on 2 players is nearly impossible the only way i could ever see it happening is by having 2 players with orci book and if you base your judgment on the 1% players rather than the 99% players who dont have those books then your judgement is flawed the reduction BM has also the factor of healing the BM every time the cat heals so its not like they have JUST dmg redu they have more into it unlike the chief the seeker has stun and invisibility on top of that movement speed ( and some resistance with talent ) BM skill has a whole different mechanics to the skill if the cat is alive making it more than "just" move speed skill chief skill does damage on top of movement speed each of these skills have its own unique mechanism that makes each class different in its own way you talking about making the skill EQUAL in terms of movement speed but not talk about stun or invisibility like seeker do make it biased adjustment in my opinion not to mention you ask for the reduction of damage of skill too ( making the skill fall behind compared to the other skills ) making a skill "useless" to the class isn't balancing, its removing its impact and backbone
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i can more or less agree with some of the suggestions however the idea of reducing this skill by almost 40% of its value being the only skill a chief use to be the frontline it is, is a bit "too much" when you have seekers, bd and other classes dealing nearly 4k hits it will bypass the health lost % factor meaning the chief would go from 50% hp to 0 from 1 hit or somewhere near that and the idea of removing the skill from being used on allies is like the nail to the coffin if a chief wanted to be a support to his party this is their go to skill to do that and you basically take that from them. rugg need to be toned down a bit one way or another but its a very sensitive skill as the chief is highly dependable on it reducing it too much would result in the death of the class impact. reducing the movement speed of this skill would also means the reduction of seekers and BM movement speed skills as it would be unfair to reduce Legion only move speed skill and not do that to the 2 skills elves have " otherwise i would say this is a biased suggestion" also the reduction the skill damage this much harms the mdmg playstyle too since the skill is phydmg based only meaning it does little to no dmg already for mdmg chief making it completely useless to mdmg chief more than it already is i would way to reduce the damage of this skill by a small % and make it deal damage based on the highest dmg ( mdmg or phy dmg ) the character has to make the skill more useful to the mdmg playstyle to be more than a move speed skill
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Spawn of gloom talent branch and some other change suggestions
Abi replied to Drown's topic in Discussions and Suggestions
charmer suffer a lot due to the fact of them being a summoner class that cant provide healing for their summons like BM does and due to the fact their summons are easily killed and charmer needs to spawn their maximum number of summons to deal their full damage it makes it impossible for charmer to output their max damage in arena and mass fights so this leaves charmer with the idea of playing staff charmer with their bird and "gloom" talent but making them both unable to heal and almost melee is basically a suicide for the charmer as the charmer playing staff means they lose more than half of their defensive stats so they rely on healing to survive but since the gloom no longer heals it means the charmer is as vulnerable as they can be on the other hand BM is able to output their maximum damage immediately and they don't suffer from the risk of either dealing damage and no heal ( charmer with mace and shield ) or being all heals and no damage or deff ( charmer with staff ) as their kit offers them all 3 ( damage, healing and tanking) so i agree with the idea of charmer gaining damage redu so they can still be able to play staff builds without signing a death wish in exchange and the gloom being unable to heal shouldnt be a thing as it completely ruins the branch i would also suggest making charmer "otherworldly blessing" skill to also increase the health and stats of all of the charmer summons IF it was used on charmer this way charmer would gain the ability to group ( aoe ) heal his summons so they dont get immediately blown away by any group damage skills -
you can have up to 200% cooldown of skills So, 200% bônus dmg i understand how the increased damage is calculated my question is how is it calculated with the original damage the skill does the skill does 180% damage of the player physical damage, however with the talent is the amount of cooldown is added to the 180% or calculated separately then added and if so then what's the formula
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@Nolan @Dr Strange can someone explain how is this skill damage calculated with the talent ? and if the player cooldown goes over 100% does the damage scale with it or is it limited to 100%