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Abi

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  1. Haha
    Abi reacted to Jaan in [2024.03.17] The 24th Activity Season: Blind Side!   
    fix the war
  2. Like
    Abi reacted to Robin in [2024.01.29] Welcome the new administrator - Robin!!   
    Hello everyone!
     

  3. Like
    Abi reacted to SaltyCoffe in Branch change cost suggestion   
    This topic has been talked about many times since the release of new branches for the main talents.
     
    We know that to change into an inactive branch from an active one you are required to sacrifice a certain amount of knowledge that depends on how many talents you unlocked in that inactive branch ; we also can see that the majority of these were created to divide 1 branch pve , 1 branch pvp , 1 branch support ( random examples ) , so my point is that investing on 1 branch ( in 90% of the cases ) locks you in either pve or pvp playstyle  and this might hurt more or less depending of course on the class you play. 
     
    My suggestion was to leave the "amount of knowledge required to change" to an inactive branch BUT if the branch you are trying to change into is MAXED ( 3/3 , 4/4 , 1/1 talents ) where basically you can't invest more knowledge in that specific branch, the cost of the change is to be completely removed .

    I feel like this change could bring people to try out even more playstyles without suffering a lot for the knowledge cost change or the hard-grind invested on it ; yes , it might be "useless" to gain knowledge when you have maxed all the talents available , but that is a really long grind and on a top-guild matter , you can adapt to the situation better than having to waste 50k knowledge ( change and change back of maxed branches ) just for 1 mermen gvg fight.
    As you can see 50k knowledge is not something so easy to obtain, so it's basically a : " you are forced to stay on 1 branch " , even when you have all maxed out branches you can do this move 1 time per weeks ... I don't really see the " versatility " on that mechanic .

    Let me know your opinions 
  4. Like
    Abi got a reaction from Laevateinn in [2023.12.13] Update Warspear Online 12.2. Announcement. Part I   
    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.
  5. Haha
    Abi got a reaction from Khrone in [2023.12.13] Update Warspear Online 12.2. Announcement. Part I   
    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
  6. Like
    Abi reacted to Yomo in Stone body rework(for make it fair)   
    Lets see elf classes first how many "AoE" heals they got;
    1-Priest Redemption skill
     
    2-Paladin has 2 aoe heal with talents
     
     
    3-Beastmaster Proximity to Nature skill;
    note:this skill can crit heal(9people)
    4-Druid Invigorating Stream skill;
     
    AS we see elves got many aoe healing skills and talents and lets see how many aoe heals mcs got;
    1-Shaman Healing Totem
    only heals 6 ppl :D while elf classes heal 9-10 ppl heal totem limit should increase 9-10 too!
    2-Necro Soul Synergy talent
    only heal 2-3 people
    So i wanted to show how many aoe heals elfs and mcs got we can see mcs need more aoe heals and player limits should be increased
    Lock stone body skill should rework like this;
    why lock need resist after stone body end? cuz ppl spam click on locks stone body so they can easy stun after the stone body skill end then the locks dies fast
    @Holmes@Dr Strange@snorlax
  7. Like
    Abi reacted to TheCaster in Warlock skills rework Suggestions - Snow 2023   
    Hi,
     
    I'll keep adding skill suggestions when I have time. Let me know what you think.
     
    Bloody tribute current skill:
     
     Applies the "Blood tribute" debuff to the opponent for (6 / 8 /10 / 12) sec. Every time a character loses any amount of energy, (10 / 15/ 20/ 25) % of this energy is borrowed from the enemy under the effect. For each unit of energy restored by the skill, the character's health in the amount of (2 / 3/ 4 / 5) % of the character's magical power will be restored.
     
    Cd: 18s 
    Usage range: 5y
     
    Suggested Rework:
     
    **Every time the character loses any amount of energy, (50/ 60 / 70 / 80) % of this energy is borrowed from the enemies in combat with the warlock. For each unit of energy restored by the skill, the character's health in the amount of (0.5/ 1/ 1.5 / 2) % of the character's magical power will be restored. Maximum target limit in pvp = 2 enemies.**
     
    Cd: Passive skill
     
     
    Warlocks commentary: Bloody tribute was useless. It's function was to drain mana & heal which didn't work. Skill mechanism has been reworked to give warlocks mana drain options & heal. Can adjust numbers as needed. Importance to the mechanism.
     

    @Nolan @Holmes @Hedfuc Please have a look ty. Will keep updating more.
     
     
  8. Like
    Abi got a reaction from Laevateinn in Suggestion for the "Blessing of the mountains" Key talents   
    as the title says, blessing of the mountain skill is supposed to be a skill for hunters to use to be able to survive in fights a bit longer as well as maxing out their "dodge" parameter which is the defensive mechanism damage classes are designed to use ( Rogue and Ranger too )  to not become a glass canon and immediately die to any sign of damage

    that being said the problem me and other hunter players face when it comes to attempting to take advantage of our designed parameter "Dodge" is that "blessing of the mountain" skill doesn't go well with the idea or game player of hunter or rather ranged class.

    as a ranged backline class your first intention is to avoid as much damage as possible however this isn't support by the key talent the "blessing of the mountains" skill has which is:
     
     Blessing of the Mountains: Reduces all incoming damage to the character by H% and increases his “Dodge” parameter by D% for T sec.
     Agility: If the character dodged the attack while the "Blessing of the Mountains" skill was in effect, the duration of the positive effect of the skill will increase by 2 sec. The effect is triggered no more than once every 4 sec.
     
    the idea of having the need to take damage in the first place in order for the Agility talent to work and that's only if you dodge an attack otherwise the talent won't be granting you what it designed to do is simply unfair assuming the skill is supposed to make you withstand damage IF you do take some ( your goal would be to avoid damage to begin with ) but this talent in other words is forcing you to take damage for it to be activated ( keep in mind that the dodge parameter has been getting extremely underwhelming with the fact of many classes now can grant accuracy parameter increase whether to themselves or to their allies ) on top of that the skill has a short duration and the only way you could maintain it is through the talent.

    thus i would like to suggest the rework of the  Agility  talent to the following:
     
     Agility : If the character has the "Blessing of the Mountains" skill , the skill would become permanently active, and every time the character dodges an attack the amount of damage reduction the skill grants is increased by 2.5% for 10 sec, but no more than 10%

    meaning the talent would increase damage reduction every time the character dodges up to 10% ( at 4/4 the skill will be 15% + 10% from talent having 25% damage reduction at max increased amount)
     
    this way hunters will be able to always have their defensive parameter "dodge" active and don't have to risk taking damage in order for them to maintain the skill, it will make people more interested in playing this skill and talent as it would help the hunter a lot by not being so fragile and dying the moment they get harmed or stunned
     
     
    Thank you 
  9. Like
    Abi got a reaction from Filipe Ramon in Nerf Beastmaster   
    it sounds so easy when you say it that way yet its not the case, charmers dogs are way more fragile compared to beastmaster cat they are easily bursted its also near impossible to have 4k hp on dogs, and it require a branch talent to be able to place 4 dogs at sametime, on other hand charmer dont have the luxury of both healing himself and his summons like Beastmaster or having damage reduction from his summons
    the beastmaster also have the luxury of dealing a lot of damage while also being a healer and a support class while charmer can either pick between dealing damage or being a healer ( based on going mace or staff build ) and cant be both this leaves the charmer with nothing but the advantage of stunning but even then that got nerfed by introducing bracelets with resist enchantment making stun skills not consistent 
     
    its easy to complain about a class that you have no idea how it works or played 
     
    forgot to mention that beastmaster cat inherit the stun parameter from the class so its not like they lack in stuns too
     
    yes! but i would say reduce the healing amount and speed from tree rather than the immunity time and i think cat damage is fine but that aura damage is a bit overwhelming
  10. Thanks
    Abi got a reaction from hugomedeiroswg in Chieftain   
    it's really easy to complain about a class being broken when you never have played it before 
    plus to give a very specific nerfs on how and what to change makes it look like you don't really care about the game being balanced but to rather remove this class impact to the game to serve your advantage and desires NOT the people who plays it but not like you care YOU don't care about the playability of the class YOU just want it to not be useful against you

     
     
    i can agree that maybe it shouldn't be staggering but the idea of removing the stacking mechanism is absurd the skill is combined of magic damage and physical damage stats meaning you cannot have both you either deal good damage from the skill itself or you deal damage from bleed removing the stacking mechanism would be to completely remove 50% of the skill potential

     
    the sentinels have 2 classes with movement speed being the Beastmaster and seeker while legion only has the chief skill and you're asking for it to be nerfed, idk man but really seems like you just want this class dead not "balanced" as you claim 
     
    and for the damage this skill is situational its based on your physical damage "playing 1h mace" meaning playing 2h mdmg build which is the most played in GvG and Arena makes this skill underwhelming and if you do play 1h mace then you're sacrificing a lot of you're defensive potential to be able to deal that damage 
     
    im not gonna argue about this even, clearly you just want to remove the uniqueness of this class 

     
     
    this has to be the most delusional argument i've ever seen chieftains without this skill are like mages without barrier they will no longer be a frontline and setting it to 30% is just non-sense chieftains die in mass fights the moment they get stunned because the class is solely depending on this skill to survive to make it this low is just outrageous 

     
     
    at this point you're just straight up lying to support you're argument or maybe you've spent too much time thinking about mc classes and chieftain to be exact that you didnt take the time to look at what elf has 


     

      
     
     
    at the end i would like to say that yes chieftain do need some nerfing or adjustment so to speak but this topic serves nothing to that matter except showing one individual who only cares about what the others have not what they have wanting their side to be superior to the other completely deleting a class impact to the game simply because he don't like it 

    in other words this topic is a waste of time and if you truly were convinced that your suggestions are well balanced and deserved you wouldn't have ended your post with "now let the drama start" it seems like you yourself know that your post is outrageous but hey shoot your shots i guess 
  11. Like
    Abi got a reaction from TheCaster in Suggestion "Hunter's Mark" Change   
    As the title says
     

     
    Hunter's Mark is one of the key skills for hunters for DPS and its great, however due to the fact it needs to be applied to the target makes it a bit weak since it can be cleansed or resisted by players and by Dungeons bosses " Mythical sea DG boss" or Raid bosses with permanent cleanse ( ELM )  making the hunter lose a lot of their DPS when the bosses or players resist or cleanse it as well as losing all your stacks once the target dies or you needing to change to a new target like in dungeons with massive number of mobs " Castle Dungeons " or if you change your target in PvP attacking someone else means the hunter will have to start from the 0 again stacking their debuffs on the target in order to be able to use this skill to its maximum capability.
     
    comparing it to similar skills the Ranger has like "Bitterness" or "Piercing Anger" which grants the stacks to the Ranger itself rather than the target making the ranger deal the same damage to their targets whether they have cleanse or resistance or if they change their targets because the buff is on the Ranger rather than their target

    Thus I want to suggest the rework of Hunter's Mark into making it buffs the hunter rather than debuffing the target and the buff would increase the Outgoing damage hunter deals rather than increase the incoming damage, the values would be the same but this will allow hunters to use their Mark to its full potential.
     
    Thank you 
  12. Like
    Abi got a reaction from TheCaster in Hunter's skills Range   
    all of hunter's stun skills range is 4yards or less making the hunter being outranged when it comes to stuns by almost all classes including melee classes, as well as having "sapping shot" one of hunter's key skills for PvP and PvE at 4yards range making the hunter takes extra damage, waste time trying to close the gap towards their target or even resulting in them dying in mass fights because they tried to use one of their skills which is unnatural considering hunter is supposed to be a ranged class capitalizing on attacking from afar to win their matchups 
     
      
      
     
    thus I wanna suggest the increase in hunter's stuns and sapping shot skills to   5 yards so they can have equal opportunity as other ranged classes and not getting themselves killed because they tried to use one of their skills from afar considering how fragile and easy to kill hunters are in current meta 

    Thank you 
  13. Like
    Abi got a reaction from TheCaster in modifying abandoned hunter's branches   
    -ever since the new talent branches been introduced most hunter players had only one obvious choice to go for whether it was PvE ,PvP or group skirmishes and that would be    Branch “Self-propelled Artillery” not because the branch is "too good" or "superior" but rather because the other two options are so inferior or rather they offer so much less that it doesn't matter what's your playstyle have it being auto-attack focused or group damage focused the other two branches ( Skillful shooting & ancestor spirits ) aren't going to be you go to choices because they simply don't grant you the necessary kit to support that playstyle
     
    -so I would like to suggest a change to those two branches to make them more interesting and actually "useful" to an extend
     
     Branch “Skillful Shooting”
    -
     
    There is no hiding from the attacks of Hunters of the “Skillful Shooting” branch - they always reach the target. Even the strongest armor will be broken, because with each new attack, the Hunter hits the most vulnerable places more accurately.
     
    Lesser talents
     
     Combat Stance+
    Increases the effect of a skill that increases a character's physical strength by 0.5 \ 1 \ 1.5%.
     Mountain Instincts+
    Increases the effect of a skill that increases a character's “Attack Speed” by 2%.
     Hunters Mark+
    Increases skill effect power by 0.5%.
     Hunter's Agility+
    Increases the duration of the skill's effect by 0.5 \ 1 \ 1.5 sec.
     
    Key class talents
     
     Sniper training
    Now the skill "Hunters Mark" imposes a negative effect on the enemy only during auto-attacks, and critical auto-attacks apply two effects at once. The effect now increases the damage taken from the character's basic attacks. The maximum number of effects is 8.
     Absolute Accuracy
    Decreases the "Accuracy" character’s parameter by 40%. The character's auto-attacks cannot be dodged.
     
    -
    -this branch is clearly PvE auto-attacked focused and most of the talents here are really good and they support the idea of playing auto-attack however there are two problems with this branch
     
     Hunter's Agility+
    Increases the duration of the skill's effect by 0.5 \ 1 \ 1.5 sec.
     
    -this talent is completely out of tone in this branch as having extra dodge duration serves nothing in PvE most mobs have a really high accuracy percentage and on top of that no one builds dodge in the first place in PvE players want to have as much damage as possible and wouldn't care about leveling up a dodge skill

    -thus I want to suggest the change of this talent to something that would benefit players in PvE something like the increase of
      Poisoned Arrow + 
    Increases the duration of the skill's effect by 2 \ 4 \ 6 sec.
    -this change would mean the increase of poison ticks to 2 more ticks which would be good addition to auto-attack damage
     
    -my second problem with this branch would be the key class talent which is
     Absolute Accuracy
    Decreases the "Accuracy" character’s parameter by 40%. The character's auto-attacks cannot be dodged.
     
    -this talent offers absolutely nothing whatsoever to the branch most people in PvE already have a high accuracy percentage and the concept of mobs dodging attacks is non-existing across the table whether its low level or high end levels ( including people having max accuracy with light merman armor ) 
    -on top of that compared to other branches whether its hunter branches or other damage classes PvE focused branches this talent makes the hunter falls behind when it comes to dealing damage
     
    -thus I'm suggest for this talent to be completely reworked to have it grant extra damage for PvE and I suggest two options 
     
    -1st is to give the hunter chance based on their attack strength or every 4th auto-attack to do double the damage attack against mobs ONLY ( values and numbers can differ based on balance )
     
    -the 2nd option would be to make this talent increase the hunter's attack strength parameter OR increases the hunter's Critical hit damage parameter based on the hunter's current attack speed parameter ( it can be a 1 to 0.45 ratio ) meaning a hunter with 50% attack speed will gain 22.5% attack strength OR critical hit damage ( the ratio and values can differ based on balance )
     
    -in my opinion I think these changes for the  Branch “Skillful Shooting” would make people more interested in trying it out and even playing it without being too broken.
     
     
     Branch “Spirit of ancestors”
    -
    For their long-standing adherence to the traditions of the ancient ancestors of the Mountain clans, warriors are rewarded with wisdom. Hunters of the "Spirit of ancestors" branch are capable of using ritual magic that purifies their body and suppresses the will to live in their enemies.
     
    Lesser talents
     
     Stunning Shot+
    Increases the duration of the skill's effect by 0.5 sec.
     Sapping Shot+
    Increases skill power gain from character's physical damage by 3 \ 6 \ 9%.
     Arrow of Silence+
    Increases the duration of the skill's effect by 0.7 sec.
     Blessing of the Mountains+
    Increases the effect of a skill that increases a character's “Dodge” parameter by 1 \ 2 \ 3%.
     
    Key class talents
     
     Suppression
    Increases the duration of all debuffs, including DOT-effects, from character skills by 25% when used on an enemy under the effect of “Arrow of Silence”.
     Self-cleaning
    With a 25% chance removes 1 debuff from the character when dodging an attack, but no more than once every 4 sec.
    `
    -this branch is a complete mess, some of the lesser talents upgrades aren't in sync with the branch idea, this branch is clearly based to be for PvP content whether its arena or group fights however it has few problems
     
     Blessing of the Mountains+
    Increases the effect of a skill that increases a character's “Dodge” parameter by 1 \ 2 \ 3%.
    -this talent is not useful in any way because having blessing of the mountains skilled 4/4 and hunter's agility at 1/5 is more than enough to max the hunter's dodge parameter so leveling this talent serves no purpose
     
    -so I want to suggest to either increase the dodge parameter limit to 75% to give value to leveling up dodge skills or talents and also to not fall far behind against classes that has accuracy increasing skills ( most PvP classes can get near 40% accuracy from skills or party aura) or to make this talent increase the duration ( numbers and values can differ based on balance )
     Blessing of the Mountains+
    Increases the duration of the skill's effect by 2 \ 3 \ 4 sec.
     
    -my second problem with this branch is also the key class talent which is
     Self-cleaning
    With a 25% chance removes 1 debuff from the character when dodging an attack, but no more than once every 4 sec.
     
    -first of all the current meta of the game don't support dodge builds since most classes gain a lot of accuracy from skills talents or even buffs and on top of that the talent has only a 25% chance for it to work in first place making this talent has 2 conditions it you need to first dodge an attack only then it would have a 25% chance of it working making this talent extremely rare to work 
     
    -so i want to suggest modifying the talent to make it more visible or active, the change would also come from increasing dodge parameter limit to make dodge build viable again OR i would also suggest to increase the chance of it working to 75% but the chance will decrease by 25% every time the talent works but no less than 25% ( 75 > 55 > 25%) and it resets back to 75% after 16 sec or if the player goes out of combat for 7.5 sec or it can be the other way around where the chance for the talent to work is increased by 20% every time the player dodge an attack but the talent don't get activated but no more than 85% ( 25 > 45 > 65 > 85% ) and the chance would reset back to 25% every time the talent do get activated ( numbers and values can differ based on balance )
     
    in the end i feel like these changes can be really useful for hunter and make the other 2 branches more viable and encourage people to test them out and come out with new build or playstyles without making them too broken, and i hope any of them get implemented 
     
    thank you 
     
  14. Like
    Abi got a reaction from Overhoul in Spawn of gloom talent branch and some other change 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  
  15. Like
    Abi reacted to Drown in Spawn of gloom talent branch and some other change suggestions   
    When branch talents were released. I got excited for this talent branch instantly because im a staff user in pvp. Its very fun and different branch, but it dont really make my character any stronger. Instead it makes me very vulnerable because of lack of healing from bird skill. Against weaker players this isnt a problem, but vs any high amped pvp character this is instantly a huge issue. The dmg on this branch is nice, but it makes the character so much weaker that its not worth using this branch. 
     
    My suggestion to fix this problem is to add a dmg reduction buff on the character that the gloom skill is cast on. Not huge buff like beastmaster 35% dmg reduction buff, but like about 20% would be reasonable enough to make gloom user charmers be able to survive in pvp battles.
     
    Other suggestion is to add the healing back, but reduce it a bit. But in my opinion the dmg reduction fix would be more reasonable.
     
    Lets say we compare charmer to beastmaster, since they both rely on their summons. Beastmaster gets 35% dmg reduction when their moon is full hp, and has aoe heal that heals pretty much same amount as charmers single target heal, while beastmaster has huge aoe dmg too from aura.  Charmer lacks all this aoe effect from healing and dmg while having pretty much similar dmg on single target and doesnt have any defensive skill except this basic heal skill. 
     
     
    1 additional suggestion that isnt "spawn of gloom" related.  Since charmer doesnt have any group buffs like every other support class. Would be nice if skill "eye of darkness" would be reworked to give some group buff. For example it could give penetration and def for whole pt. While giving the possibility to see invisible enemies for charmer.
    Or making blessing a group buff. That could give continuous healing for whole party for example. Or instantly restore hp for whole party and giving buff that increases resistance stat of every pt member.
     
     
     
    Feel free to give your opinions and some improvement suggestions to my ideas :)
  16. Like
    Abi got a reaction from Steelblade in "High Summoning" Charmer's key talent needs a slight fix.   
    idk who that guy is or where he said that but hes speaking wisdom 
  17. Like
    Abi reacted to Mateusz in General skill changes suggestions   
    Hello im Bigego from eu emerald.
    Here are some of my thoughts and ideas for skill changes based on years of playin as a pvp focused barb. To gather all of following info i tested many different skill and eq builds as well as done alot of arenas/raids/gvgs/open world pvps vs every possible class in the game. 
     
     
     Last Wish: When health is reduced to H% from the maximum, the damage received by the character is reduced on D% for 8 sec. Cannot trigger more often than once per 90 sec.
    First and very simple change that every barb in the game is waiting for, reset cd of last wish after arena. We are not asking for reset after death bcs that would be propably too broken, but reset cd after arena wouldnt have any negative outcome, its impossible to abuse that, it would change the fact that last wish basically always works in 1 out of 2 arenas only. Imagine we have expert lvled to 4/4 and can use it in 50% of arenas only. 
     
     Stone Skin: Every T sec, the character accumulates the "Stone skin" buff. The effect allows you to ignore D% of the damage from the next auto-attack or skill that deals instant damage. Blocked damage instantly accumulates one effect, but no more than once every 2 sec.
    Skill that is fine in general in my personal opinion as long as u use 1h, however it becomes totaly useless and gives 0 deff when we use 2h. Someone may say there is talent that gives stone buff if we parry, but noone use that talent with 2h since we need "fury" talent in that case. So it just doesnt work in any way for 2h.
    My suggestion is to add some perma % dmg reduction while using 2h or % dmg redu based on our hp (similiar to paladin skill) while using 2h.
     

     Berserker Power: Applies the "Berserk power" buff to the character for the duration of the skill. The effect increases the "Penetration" parameter by R%, as well as the "Attack speed" parameter by R% if equipped with a one-handed weapon, and the physical power of the character by R% - if equipped with a two-handed weapon. During the effect, any incoming damage dealt to the character increases by D% and the maximum amount of health decreases by H%. Permanent skill.
    Skill that is crucial for 2h build and 1h speed oriented builds aswell. However the debuffs we are getting from skill which are -15% hp and 10% more dmg taken makes 2h barb a paper without any deff since stone doesnt work for 2h and last wish doesnt reset every arena and lasts for 8 secs only then we are naked without anything to save us from getting bursted. 
    My suggestion is to lower % of debuffs or delete both or 1 of them. Its worth to notice barb is propably the only class in the game thats getting debuffed while buffing. 
     
     Scream of Fury: Decreases the "Penetration" parameter by P% for all enemies within 2 yards of the character and increases the character’s "Block” parameter by B% for T sec. The maximum number of player targets is Y and the number of monster targets is unlimited.
    Skill that in theory may look usefull but in reality there are 0 barbs using it. Skill doesnt rly buff our deff, is easy to resist + debuff isnt that op aswell, also duration time is low. In the end completely noone use that skill bcs there are no benefits from putting skill points into it. 
    I dont have any specific idea in my mind right now but for sure that skill need to be completely reworked, for example some party buff may be added or 2h deff skill or aoe dmg, there are so many options that would work for barb. 
     
     Bloodshed: The "Warcry" skill additionally applies the "Bleeding" debuff to all opponents for 9 sec. The effect deals periodic damage of 33% of the character's physical strength every 3 sec.
    Dmg should be increased while lvling up warcry skill or change it for instant dmg aoe skill with %dmg depending on skill lvl. I covered that in previous post. 
     
     
     Combat Fury: Deals the "Combat frenzy" buff to the character for T sec. The effect increases the "Accuracy" parameter by A%, restores H% health from maximum instantly and J% health from maximum every 3 sec. for 12 sec.
    My suggestion is to give heal over time effect from the skill to whole party. I covered that in previous post aswell. 
     
     Charge: The character instantly moves to the enemy from a distance of two or more yards, deals physical damage in the amount of P% of the physical strength of the character and deals the "Stun" effect for T sec. The effect does not allow to move, attack or use skills
    I suggest to add % chance for aoe stun or dmg to enemies around target. I mentioned that in previous post too. 
     
     Warcry+
    Increases the strength of the skill's buff effect by 2 \ 4 \ 6%.
    Very useless talent, its not neccesary in pve and completely useless in pvp, i suggest to increase effect of bloodshed talent aswell. 
     
     Strong plates
    Increases the character's maximum health by 3% and reduces incoming damage to the character by 1,5% for each heavy armor equipped.
    As long as hp buff is good, dmg redu % is basically unnoticable. Since the whole "defense" branch is oriented to make us more tanky i would like to notice there are actually not many talents that gives us real tankiness comparing to other tank classes branches like dk or wd or pala. 
    I suggest to increase dmg redu % from 1.5% per heavy pc equipped to 2.5%.
     
     Execution
    Increases additional damage from the “Defeat” skill against targets with the “Bleeding” effect by 5% per effect, up to a maximum of 20%. Guaranteed to inflict a critical hit with a skill if the target has 4 or more “Bleeding” effects, it is impossible to dodge, parry, or block the strike.
     Bloodletting
    Basic attacks and skills that deal instant damage have a 25% chance to inflict an additional Bleeding debuff on the enemy for 8 seconds. The effect deals physical damage equal to 20% of the character's physical strength every 2 seconds. The maximum number of effects from the talent on a single target is 4.
    I want to cover both talents at once bcs they are highly connected. As long as we wont get bleeds from bloodletting we cant get any benefit from execution talent. Its good move to give us some dmg oriented branch that would buff our dmg abit for 2h in pvp and pve. However the whole branch is too much based on luck. The bloodletting talent in most cases wont let us get 3 or 4 bleeds or it takes too much time to get them. Alot of times we put just 1 bleed on enemy untill we get stunned or our enemy manage to move away from us or will just die(especially in dgs when mobs dieing so fast), in that case 2 main key talents of dmg branch give us 5% more dmg on 1 skill and 1 weak dot in total and that happens alot in pvp and pve. 
    My suggestion is to make both key talents less luck based. As an example can change dmg buff in execution talent for 7% from each bleed and make it works with 3 bleeds max instead of 4. Dmg output will be the same but it will be easier to get max bleeds needed for execution talent. Can do pretty same with bloodletting, increase % chance to inflict bleed and increase bleed dmg but make it 3 bleeds max from talent. In current state its almost impossible to use those talents in its full potential. 
     
    I also want to bring last years rebalance developers commentary. 
    Developer commentary: Recently, the Barbarian has added abilities to their combat arsenal that greatly increase their offensive potential. Since this direction is showing great results, we want to continue the hybrid development of a class that can both take damage from opponents and deal high damage. The main task at the moment is to separate these areas so that the class does not turn out to be too strong.
    As its said devs wanna make barb abit more of an offensive class instead of tank dummy. I very like that idea but lets look closer. In last rebalance we got some of the skills % dmg buffed but our dmg buff from combat fury was changed to accuracy buff, which made whole offensive changes less noticeable since we lost 1 kinda strong dmg buff. With the idea of making barb more offensive class we also lost some of tankiness. In the end we have a class that is way less tanky than other tanks like dk, warden or pala and do way less dmg with 2h (as a pure dmg without deff) than basically every dmg class. Tankiness and dealing dmg is already separated for barb since we need 1h to tank and 2h to deal dmg. I dont see a reason for not changing some of the skills (not making it broken) in a way i suggested in this post to slightly increase our capabilities.
    I think 2h barb has too many skills that works for 1h only in current state which gives us very low variety of playstyles. 2h definitely need more usefull skills that would increase our capabilities of playstyles (and maybe variety of 2h builds aswell). 
    Also i wish to see barb move from being mainly solo class with solo abilities to more guild and group friendly class which was suggested with skill changes in this post aswell. 
    I hope and tried to give my ideas in balanced way to not make any skill and whole class too broken (playing broken class is boring actually and i dont want that happen to barb). Also i wish some of my suggestions can be considered and maybe in some way and form (no need to be exactly the same) implemented into the game. 
    Thanks for listening! 
  18. Like
    Abi got a reaction from Ogull in Hunter's skills Range   
    all of hunter's stun skills range is 4yards or less making the hunter being outranged when it comes to stuns by almost all classes including melee classes, as well as having "sapping shot" one of hunter's key skills for PvP and PvE at 4yards range making the hunter takes extra damage, waste time trying to close the gap towards their target or even resulting in them dying in mass fights because they tried to use one of their skills which is unnatural considering hunter is supposed to be a ranged class capitalizing on attacking from afar to win their matchups 
     
      
      
     
    thus I wanna suggest the increase in hunter's stuns and sapping shot skills to   5 yards so they can have equal opportunity as other ranged classes and not getting themselves killed because they tried to use one of their skills from afar considering how fragile and easy to kill hunters are in current meta 

    Thank you 
  19. Like
    Abi got a reaction from Ogull in modifying abandoned hunter's branches   
    -ever since the new talent branches been introduced most hunter players had only one obvious choice to go for whether it was PvE ,PvP or group skirmishes and that would be    Branch “Self-propelled Artillery” not because the branch is "too good" or "superior" but rather because the other two options are so inferior or rather they offer so much less that it doesn't matter what's your playstyle have it being auto-attack focused or group damage focused the other two branches ( Skillful shooting & ancestor spirits ) aren't going to be you go to choices because they simply don't grant you the necessary kit to support that playstyle
     
    -so I would like to suggest a change to those two branches to make them more interesting and actually "useful" to an extend
     
     Branch “Skillful Shooting”
    -
     
    There is no hiding from the attacks of Hunters of the “Skillful Shooting” branch - they always reach the target. Even the strongest armor will be broken, because with each new attack, the Hunter hits the most vulnerable places more accurately.
     
    Lesser talents
     
     Combat Stance+
    Increases the effect of a skill that increases a character's physical strength by 0.5 \ 1 \ 1.5%.
     Mountain Instincts+
    Increases the effect of a skill that increases a character's “Attack Speed” by 2%.
     Hunters Mark+
    Increases skill effect power by 0.5%.
     Hunter's Agility+
    Increases the duration of the skill's effect by 0.5 \ 1 \ 1.5 sec.
     
    Key class talents
     
     Sniper training
    Now the skill "Hunters Mark" imposes a negative effect on the enemy only during auto-attacks, and critical auto-attacks apply two effects at once. The effect now increases the damage taken from the character's basic attacks. The maximum number of effects is 8.
     Absolute Accuracy
    Decreases the "Accuracy" character’s parameter by 40%. The character's auto-attacks cannot be dodged.
     
    -
    -this branch is clearly PvE auto-attacked focused and most of the talents here are really good and they support the idea of playing auto-attack however there are two problems with this branch
     
     Hunter's Agility+
    Increases the duration of the skill's effect by 0.5 \ 1 \ 1.5 sec.
     
    -this talent is completely out of tone in this branch as having extra dodge duration serves nothing in PvE most mobs have a really high accuracy percentage and on top of that no one builds dodge in the first place in PvE players want to have as much damage as possible and wouldn't care about leveling up a dodge skill

    -thus I want to suggest the change of this talent to something that would benefit players in PvE something like the increase of
      Poisoned Arrow + 
    Increases the duration of the skill's effect by 2 \ 4 \ 6 sec.
    -this change would mean the increase of poison ticks to 2 more ticks which would be good addition to auto-attack damage
     
    -my second problem with this branch would be the key class talent which is
     Absolute Accuracy
    Decreases the "Accuracy" character’s parameter by 40%. The character's auto-attacks cannot be dodged.
     
    -this talent offers absolutely nothing whatsoever to the branch most people in PvE already have a high accuracy percentage and the concept of mobs dodging attacks is non-existing across the table whether its low level or high end levels ( including people having max accuracy with light merman armor ) 
    -on top of that compared to other branches whether its hunter branches or other damage classes PvE focused branches this talent makes the hunter falls behind when it comes to dealing damage
     
    -thus I'm suggest for this talent to be completely reworked to have it grant extra damage for PvE and I suggest two options 
     
    -1st is to give the hunter chance based on their attack strength or every 4th auto-attack to do double the damage attack against mobs ONLY ( values and numbers can differ based on balance )
     
    -the 2nd option would be to make this talent increase the hunter's attack strength parameter OR increases the hunter's Critical hit damage parameter based on the hunter's current attack speed parameter ( it can be a 1 to 0.45 ratio ) meaning a hunter with 50% attack speed will gain 22.5% attack strength OR critical hit damage ( the ratio and values can differ based on balance )
     
    -in my opinion I think these changes for the  Branch “Skillful Shooting” would make people more interested in trying it out and even playing it without being too broken.
     
     
     Branch “Spirit of ancestors”
    -
    For their long-standing adherence to the traditions of the ancient ancestors of the Mountain clans, warriors are rewarded with wisdom. Hunters of the "Spirit of ancestors" branch are capable of using ritual magic that purifies their body and suppresses the will to live in their enemies.
     
    Lesser talents
     
     Stunning Shot+
    Increases the duration of the skill's effect by 0.5 sec.
     Sapping Shot+
    Increases skill power gain from character's physical damage by 3 \ 6 \ 9%.
     Arrow of Silence+
    Increases the duration of the skill's effect by 0.7 sec.
     Blessing of the Mountains+
    Increases the effect of a skill that increases a character's “Dodge” parameter by 1 \ 2 \ 3%.
     
    Key class talents
     
     Suppression
    Increases the duration of all debuffs, including DOT-effects, from character skills by 25% when used on an enemy under the effect of “Arrow of Silence”.
     Self-cleaning
    With a 25% chance removes 1 debuff from the character when dodging an attack, but no more than once every 4 sec.
    `
    -this branch is a complete mess, some of the lesser talents upgrades aren't in sync with the branch idea, this branch is clearly based to be for PvP content whether its arena or group fights however it has few problems
     
     Blessing of the Mountains+
    Increases the effect of a skill that increases a character's “Dodge” parameter by 1 \ 2 \ 3%.
    -this talent is not useful in any way because having blessing of the mountains skilled 4/4 and hunter's agility at 1/5 is more than enough to max the hunter's dodge parameter so leveling this talent serves no purpose
     
    -so I want to suggest to either increase the dodge parameter limit to 75% to give value to leveling up dodge skills or talents and also to not fall far behind against classes that has accuracy increasing skills ( most PvP classes can get near 40% accuracy from skills or party aura) or to make this talent increase the duration ( numbers and values can differ based on balance )
     Blessing of the Mountains+
    Increases the duration of the skill's effect by 2 \ 3 \ 4 sec.
     
    -my second problem with this branch is also the key class talent which is
     Self-cleaning
    With a 25% chance removes 1 debuff from the character when dodging an attack, but no more than once every 4 sec.
     
    -first of all the current meta of the game don't support dodge builds since most classes gain a lot of accuracy from skills talents or even buffs and on top of that the talent has only a 25% chance for it to work in first place making this talent has 2 conditions it you need to first dodge an attack only then it would have a 25% chance of it working making this talent extremely rare to work 
     
    -so i want to suggest modifying the talent to make it more visible or active, the change would also come from increasing dodge parameter limit to make dodge build viable again OR i would also suggest to increase the chance of it working to 75% but the chance will decrease by 25% every time the talent works but no less than 25% ( 75 > 55 > 25%) and it resets back to 75% after 16 sec or if the player goes out of combat for 7.5 sec or it can be the other way around where the chance for the talent to work is increased by 20% every time the player dodge an attack but the talent don't get activated but no more than 85% ( 25 > 45 > 65 > 85% ) and the chance would reset back to 25% every time the talent do get activated ( numbers and values can differ based on balance )
     
    in the end i feel like these changes can be really useful for hunter and make the other 2 branches more viable and encourage people to test them out and come out with new build or playstyles without making them too broken, and i hope any of them get implemented 
     
    thank you 
     
  20. Like
    Abi got a reaction from Ogull in Suggestion for the "Blessing of the mountains" Key talents   
    as the title says, blessing of the mountain skill is supposed to be a skill for hunters to use to be able to survive in fights a bit longer as well as maxing out their "dodge" parameter which is the defensive mechanism damage classes are designed to use ( Rogue and Ranger too )  to not become a glass canon and immediately die to any sign of damage

    that being said the problem me and other hunter players face when it comes to attempting to take advantage of our designed parameter "Dodge" is that "blessing of the mountain" skill doesn't go well with the idea or game player of hunter or rather ranged class.

    as a ranged backline class your first intention is to avoid as much damage as possible however this isn't support by the key talent the "blessing of the mountains" skill has which is:
     
     Blessing of the Mountains: Reduces all incoming damage to the character by H% and increases his “Dodge” parameter by D% for T sec.
     Agility: If the character dodged the attack while the "Blessing of the Mountains" skill was in effect, the duration of the positive effect of the skill will increase by 2 sec. The effect is triggered no more than once every 4 sec.
     
    the idea of having the need to take damage in the first place in order for the Agility talent to work and that's only if you dodge an attack otherwise the talent won't be granting you what it designed to do is simply unfair assuming the skill is supposed to make you withstand damage IF you do take some ( your goal would be to avoid damage to begin with ) but this talent in other words is forcing you to take damage for it to be activated ( keep in mind that the dodge parameter has been getting extremely underwhelming with the fact of many classes now can grant accuracy parameter increase whether to themselves or to their allies ) on top of that the skill has a short duration and the only way you could maintain it is through the talent.

    thus i would like to suggest the rework of the  Agility  talent to the following:
     
     Agility : If the character has the "Blessing of the Mountains" skill , the skill would become permanently active, and every time the character dodges an attack the amount of damage reduction the skill grants is increased by 2.5% for 10 sec, but no more than 10%

    meaning the talent would increase damage reduction every time the character dodges up to 10% ( at 4/4 the skill will be 15% + 10% from talent having 25% damage reduction at max increased amount)
     
    this way hunters will be able to always have their defensive parameter "dodge" active and don't have to risk taking damage in order for them to maintain the skill, it will make people more interested in playing this skill and talent as it would help the hunter a lot by not being so fragile and dying the moment they get harmed or stunned
     
     
    Thank you 
  21. Like
    Abi got a reaction from Mateusz in Suggestion for the "Blessing of the mountains" Key talents   
    as the title says, blessing of the mountain skill is supposed to be a skill for hunters to use to be able to survive in fights a bit longer as well as maxing out their "dodge" parameter which is the defensive mechanism damage classes are designed to use ( Rogue and Ranger too )  to not become a glass canon and immediately die to any sign of damage

    that being said the problem me and other hunter players face when it comes to attempting to take advantage of our designed parameter "Dodge" is that "blessing of the mountain" skill doesn't go well with the idea or game player of hunter or rather ranged class.

    as a ranged backline class your first intention is to avoid as much damage as possible however this isn't support by the key talent the "blessing of the mountains" skill has which is:
     
     Blessing of the Mountains: Reduces all incoming damage to the character by H% and increases his “Dodge” parameter by D% for T sec.
     Agility: If the character dodged the attack while the "Blessing of the Mountains" skill was in effect, the duration of the positive effect of the skill will increase by 2 sec. The effect is triggered no more than once every 4 sec.
     
    the idea of having the need to take damage in the first place in order for the Agility talent to work and that's only if you dodge an attack otherwise the talent won't be granting you what it designed to do is simply unfair assuming the skill is supposed to make you withstand damage IF you do take some ( your goal would be to avoid damage to begin with ) but this talent in other words is forcing you to take damage for it to be activated ( keep in mind that the dodge parameter has been getting extremely underwhelming with the fact of many classes now can grant accuracy parameter increase whether to themselves or to their allies ) on top of that the skill has a short duration and the only way you could maintain it is through the talent.

    thus i would like to suggest the rework of the  Agility  talent to the following:
     
     Agility : If the character has the "Blessing of the Mountains" skill , the skill would become permanently active, and every time the character dodges an attack the amount of damage reduction the skill grants is increased by 2.5% for 10 sec, but no more than 10%

    meaning the talent would increase damage reduction every time the character dodges up to 10% ( at 4/4 the skill will be 15% + 10% from talent having 25% damage reduction at max increased amount)
     
    this way hunters will be able to always have their defensive parameter "dodge" active and don't have to risk taking damage in order for them to maintain the skill, it will make people more interested in playing this skill and talent as it would help the hunter a lot by not being so fragile and dying the moment they get harmed or stunned
     
     
    Thank you 
  22. Thanks
    Abi reacted to Mateusz in Make barb usefull again   
    In my opinion barb is in rly bad state in terms of group fights. Have 0 really usefull skills in gvgs/raids etc. 
    Here are my suggestions to change that issue: 
     
     Warcry: Deals the "Aggression" debuff to all enemies around the character within a certain radius for T sec. and the "Mountain defense" debuff to the character for T sec. The "Aggression" effect causes monsters to attack the character, and only knocks down the target of the attack for players. The "Mountain defense" effect increases the physical and magical protection of the character by D%. The maximum number of player targets is Y, there is no limit on the number of monster targets.
     
     Bloodshed: The "Warcry" skill additionally applies the "Bleeding" debuff to all opponents for 9 sec. The effect deals periodic damage of 33% of the character's physical strength every 3 sec.
    In last rebalance year ago our talent warcry got added the maximum amount of targets depending on skill lvl. Before there was no limit of pvp targets which wasnt that bad since skill deal about 200 dmg per tick to pvp player. With last rebalance we need to waste 3 skill points (1lvl is 3 targets) just to get 3 more targets at 4lvl. Since dmg is very low, very slow and the amount of targets isnt great too it makes skill and talent completely useless in terms of group fights. 
    My suggestion is to add more dmg from bleed if we lvl up skill and 1 instant tick when we use skill.
    Just as an example(numbers of % can be different than my example):
    1lvl-33% 2lvl-40% 3lvl-50% 4lvl-60%. This is basically the only aoe dmg skill that barb has and its useless in current state. 
     
     Combat Fury: Deals the "Combat frenzy" buff to the character for T sec. The effect increases the "Accuracy" parameter by A%, restores H% health from maximum instantly and J% health from maximum every 3 sec. for 12 sec.
    Since barb has 0 support skills and mc side lack in aoe healing overall here we can change skill mechanics so when barb use combat fury he get same effects as now but his party will get that buff which heals them % health from max hp every 3 secs for 12 sec. Thats something which wont make any big change but would make barb a little more usefull in pt. 
     
    Scream of Fury: Decreases the "Penetration" parameter by P% for all enemies within 2 yards of the character and increases the character’s "Block” parameter by B% for T sec. The maximum number of player targets is Y and the number of monster targets is unlimited.
    This is the skill that noone use, even with new talent its still very useless bcs talent % is too low and takes too much time to use the skill. As much as i tested it does basically nothing also doesnt work for aoe stuns like zone or circle + talent is located in very bad branch that noone choose.
    I suggest it should be completely reworked for something that deal aoe dmg(if aoe bleed wont get buffed) or buff our allies. 
     
     Charge: The character instantly moves to the enemy from a distance of two or more yards, deals physical damage in the amount of P% of the physical strength of the character and deals the "Stun" effect for T sec. The effect does not allow to move, attack or use skills.
    I suggest to add to this skill % chance to land aoe stun or aoe dmg in radius of 1 yard around target. It wouldnt be broken since there wont be 100% chance to land aoe stun/dmg + enemy still can resist that stun. 
     
    There are just some ideas, u may not agree with some of them but the 1 thing is sure, barb need improvements in terms of aoe/group fighting like gvgs/raids/castles etc. The current "debuffs" that barb has are completely not up to date with nowadays reality of group fighting. 
     
    All the changes i suggested are in good faith to change barbs solo playstyle oriented role to more group/guild friendly and usefull class. 
     
  23. Like
    Abi got a reaction from TheCaster in Suggestion for the "Blessing of the mountains" Key talents   
    as the title says, blessing of the mountain skill is supposed to be a skill for hunters to use to be able to survive in fights a bit longer as well as maxing out their "dodge" parameter which is the defensive mechanism damage classes are designed to use ( Rogue and Ranger too )  to not become a glass canon and immediately die to any sign of damage

    that being said the problem me and other hunter players face when it comes to attempting to take advantage of our designed parameter "Dodge" is that "blessing of the mountain" skill doesn't go well with the idea or game player of hunter or rather ranged class.

    as a ranged backline class your first intention is to avoid as much damage as possible however this isn't support by the key talent the "blessing of the mountains" skill has which is:
     
     Blessing of the Mountains: Reduces all incoming damage to the character by H% and increases his “Dodge” parameter by D% for T sec.
     Agility: If the character dodged the attack while the "Blessing of the Mountains" skill was in effect, the duration of the positive effect of the skill will increase by 2 sec. The effect is triggered no more than once every 4 sec.
     
    the idea of having the need to take damage in the first place in order for the Agility talent to work and that's only if you dodge an attack otherwise the talent won't be granting you what it designed to do is simply unfair assuming the skill is supposed to make you withstand damage IF you do take some ( your goal would be to avoid damage to begin with ) but this talent in other words is forcing you to take damage for it to be activated ( keep in mind that the dodge parameter has been getting extremely underwhelming with the fact of many classes now can grant accuracy parameter increase whether to themselves or to their allies ) on top of that the skill has a short duration and the only way you could maintain it is through the talent.

    thus i would like to suggest the rework of the  Agility  talent to the following:
     
     Agility : If the character has the "Blessing of the Mountains" skill , the skill would become permanently active, and every time the character dodges an attack the amount of damage reduction the skill grants is increased by 2.5% for 10 sec, but no more than 10%

    meaning the talent would increase damage reduction every time the character dodges up to 10% ( at 4/4 the skill will be 15% + 10% from talent having 25% damage reduction at max increased amount)
     
    this way hunters will be able to always have their defensive parameter "dodge" active and don't have to risk taking damage in order for them to maintain the skill, it will make people more interested in playing this skill and talent as it would help the hunter a lot by not being so fragile and dying the moment they get harmed or stunned
     
     
    Thank you 
  24. Like
    Abi got a reaction from Solo EU-Emerald in Suggestion for the "Blessing of the mountains" Key talents   
    as the title says, blessing of the mountain skill is supposed to be a skill for hunters to use to be able to survive in fights a bit longer as well as maxing out their "dodge" parameter which is the defensive mechanism damage classes are designed to use ( Rogue and Ranger too )  to not become a glass canon and immediately die to any sign of damage

    that being said the problem me and other hunter players face when it comes to attempting to take advantage of our designed parameter "Dodge" is that "blessing of the mountain" skill doesn't go well with the idea or game player of hunter or rather ranged class.

    as a ranged backline class your first intention is to avoid as much damage as possible however this isn't support by the key talent the "blessing of the mountains" skill has which is:
     
     Blessing of the Mountains: Reduces all incoming damage to the character by H% and increases his “Dodge” parameter by D% for T sec.
     Agility: If the character dodged the attack while the "Blessing of the Mountains" skill was in effect, the duration of the positive effect of the skill will increase by 2 sec. The effect is triggered no more than once every 4 sec.
     
    the idea of having the need to take damage in the first place in order for the Agility talent to work and that's only if you dodge an attack otherwise the talent won't be granting you what it designed to do is simply unfair assuming the skill is supposed to make you withstand damage IF you do take some ( your goal would be to avoid damage to begin with ) but this talent in other words is forcing you to take damage for it to be activated ( keep in mind that the dodge parameter has been getting extremely underwhelming with the fact of many classes now can grant accuracy parameter increase whether to themselves or to their allies ) on top of that the skill has a short duration and the only way you could maintain it is through the talent.

    thus i would like to suggest the rework of the  Agility  talent to the following:
     
     Agility : If the character has the "Blessing of the Mountains" skill , the skill would become permanently active, and every time the character dodges an attack the amount of damage reduction the skill grants is increased by 2.5% for 10 sec, but no more than 10%

    meaning the talent would increase damage reduction every time the character dodges up to 10% ( at 4/4 the skill will be 15% + 10% from talent having 25% damage reduction at max increased amount)
     
    this way hunters will be able to always have their defensive parameter "dodge" active and don't have to risk taking damage in order for them to maintain the skill, it will make people more interested in playing this skill and talent as it would help the hunter a lot by not being so fragile and dying the moment they get harmed or stunned
     
     
    Thank you 
  25. Thanks
    Abi reacted to Cowabunga in Barbarian skills/talents flaws and suggestions   
    Warcry: Deals the "Aggression" debuff to all enemies around the character within a certain radius for T sec. and the "Mountain defense" debuff to the character for T sec. The "Aggression" effect causes monsters to attack the character, and only knocks down the target of the attack for players. The "Mountain defense" effect increases the physical and magical protection of the character by D%. The maximum number of player targets is Y, there is no limit on the number of monster targets.
     
     Bloodshed: The "Warcry" skill additionally applies the "Bleeding" debuff to all opponents for 9 sec. The effect deals periodic damage of 33% of the character's physical strength every 3 sec.
     
    Warcry skill needs to reworked because it is terrible if you compare it with other tank class skills, it has a very small impact when you agro mobs because you need to wait at least 10 seconds to be able to use it again.
     
    I would suggest to add a damage factor into the skill making it deal 100% of the barbarian damage to all enemies within 2 yards radius and to modify the "Bloodshed" key class talent to apply bleed and make the group damage from the skill also deals increased damage by 5% of the barbarian physical defense IF the barbarian is using 1 hand weapon and shield
    " having 10k defense would mean the skill ONLY deals 500 extra damage BEFORE reduction calculation "
     
    this will give the barbarian the ability to deal group damage or area affect damage to make them more useful for mass fights against groups of mobs.
     
     Combat Fury: Deals the "Combat frenzy" buff to the character for T sec. The effect increases the "Accuracy" parameter by A%, restores H% health from maximum instantly and J% health from maximum every 3 sec. for 12 sec.
     
    Combat fury is a nice skill except the healing is too low, you just can't tank multiple mobs/players with this heal at all without high life steal and it only benefits the barbarian himself and being a tank you're most likely wont be the 1st target to be attacked making this skill useless to team fights.
     
    I would suggest the increase in the amount of healing from the skill by a bit and to make the skill also heal allies within 3 yards from the barbarian by 50% of the original healing value and also grant the accuracy buffs to the allies within the radius
     
    this will make the barbarian role of a frontline more useful in mass fights and arena and also change the idea of barbarian being a solo playing character that only benefit themselves to a more team oriented class that would be a pleasure to have in arena with you especially the 1 hand and shield builds.
     
     
     Last Wish: When health is reduced to H% from the maximum, the damage received by the character is reduced on D% for 8 sec. Cannot trigger more often than once per 90 sec.
     
    This skill is completely fine however due to the fact of it not resetting upon entering arena makes it underwhelming as out of 5 arenas you will only get to use it once
     
    for that i want to suggest to make the skill cooldown resets upon entering arena and arena only
    "the cooldown wont reset upon using a life scroll"
     
    And another suggestion would be to make the cooldown timer get reduced by a certain % upon killing a target, meaning if the last wish gets activated and gets on "90sec" cooldown killing an enemy player would make the cooldown get reduced by 5-10sec this wouldn't be broken but it will allow the barbarian to be able to use the last wish more than once in arena IF they do manage to survive that long.
     
     Execution
    Increases additional damage from the “Defeat” skill against targets with the “Bleeding” effect by 5% per effect, up to a maximum of 20%. Guaranteed to inflict a critical hit with a skill if the target has 4 or more “Bleeding” effects, it is impossible to dodge, parry, or block the strike
     Bloodletting
    Basic attacks and skills that deal instant damage have a 25% chance to inflict an additional Bleeding debuff on the enemy for 8 seconds. The effect deals physical damage equal to 20% of the character's physical strength every 2 seconds. The maximum number of effects from the talent on a single target is 4.
     
    the talent is great and the idea of bleed to increase the 2 hand play style is nice but i think playing 2 hand barbarian makes the player at a disadvantage if not having a good sort of lock down since they lost the ability to use their skill "shield strike" making them even as a playstyle that should be dealing heavy damage fall behind against support and healing classes.
     
    that being said i want to suggest the adjustment to the bloodletting talent making the bleed "from the talent alone" ALSO decrease the target movement speed and healing received from the skills, life steal and potions by 5% for each bleed applied " applying 3 bleeds will result in deceasing enemy movement speed by 15% and their healing by 15% "
     
    this will give the 2 hand playstyle some sort of lock down to be able to put out damage without being fully nullified by a single healer or support class.
     
    ALSO, I would suggest to increase the chance to inflict additional bleed debuff to the enemy, because even with 70% attack speed and spamming instant damage skills, I still struggled to inflict 4x bleeds on a target. ( current chance is 25%, I would suggest to increase it to 40% )
     
     Berserker Power: Applies the "Berserk power" buff to the character for the duration of the skill. The effect increases the "Penetration" parameter by R%, as well as the "Attack speed" parameter by R% if equipped with a one-handed weapon, and the physical power of the character by R% - if equipped with a two-handed weapon. During the effect, any incoming damage dealt to the character increases by D% and the maximum amount of health decreases by H%. Permanent skill
     
    The skill is great, it makes Barbarian stats equal to other classes to be able to take down targets weather pve or pvp, however, this skill has lethal debuffs, and since this skill is most likely used when using 2 hand weapons, the Barbarian is extremely vulnerable in pve/pvp, and having -15% hp and increased incoming damage by 10% just seems unfair.
     
    my suggestion is to remove one of the debuffs or remove both of them at least when barb is using 2 hand weapon because you already do not have the buffs you get from using a shield, and can not even block attacks.
     
     Stone Skin: Every T sec, the character accumulates the "Stone skin" buff. The effect allows you to ignore D% of the damage from the next auto-attack or skill that deals instant damage. Blocked damage instantly accumulates one effect, but no more than once every 2 sec.
     
    Barbarians are supposed to be tanky, having damage reduction is a must since it lacks healing skills, obviously the damage reduction you get from stone skin is nice because it can get up to 65%, but the issue with it is the cool down.
     
    My suggestion is to make Stone Skin a permanent skill, and decrease the damage reduction by 15% if the skill is 4/4.
     
    That way Barbarian can survive as a tank class in big pve/pvp fights because it lacks heals and damage reduction like dk/warden/pala.
     
     Branch “Berserk” When looking at Barbarians of the “Berserk” branch, you can only see bloodthirsty eyes and the gleam of a huge ax.You will not envy those who will meet with this fury in battle. 
     
    Just a suggestion for this branch, to give the barbarian a visual effect if they choose Berserker branch.
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