
Lwn
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Posts posted by Lwn
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35 minutes ago, Jhazzz3 said:
Nerf Hunter Poison Damage Skill
- Can't beat 5x hunter versus any 5x elf heroes in killing raidboss 30 and 32. Even have full buffs and minions.
- Also the Map2 Flag is like Jelly if its touch by Poison skill of Hunter.
Please nerf the Hunter
Thank you
Templars whirlwind skill automatically hits the flag from far range and they no need to touch the flag in-order to deal damage.
Even rangers can do the same with fire arrow skill but idk why you asking for the nerf.
It's much unfair when Sentinels have 5 pull/push skills from each class and in that 2 skill can't be resisted. (Warden's swap skill & Paladins Repellent strike) Its been 2 years devs doesn't care about this.
On 4/3/2022 at 8:30 AM, Jhazzz3 said:Dot Damage Skills Versus Map 2 Flag
Due to the new update,
- the dot damage skills like poison & bleeding are effective against Flags in Map 2 wars.
- But the poison damage of rogue can be apply to FLAG using long range skills also the damage is huge.
- I saw that this is unpair cause melee heroes in elf can't do that also the bleeding damage of seeker is too low even in max level compare to rogue.
I hope you do something about it.
Thank you😊
Templars and Blade dancers can reach near the flag easily with their mantra and the resist skill and deal damage without touching the flag.
Sentinels just using mages in different devices like a street lights at each cross and they no need to use any skills in-order to stop rogues away from the flag but legions doesn't have any skills like that.
It seems more "unpair" now that legion hero's can't even reach the flag compared to elf hero's.
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13 hours ago, lallouss said:
if knight curse becomes 50% of dk magic damage per tik and cant be casted on elf, be my guest thats fair, but i dnt think you want that
u want a 180% of his magic and to be casted from town using a dummy elf?
i think your gona evade answering this question lets see
this is a fun discussion on what is really fair and what is not
in my opinion how it is now, both sides equal in fair power n skills, saying chieftain dying faster than paladin without proof of words is a silly argument
Aren't the Devs fix that in a day? Death knights can caste the spell directly like how paladins put the banner. The bug already fixed when you teleport somewhere , the de-buffs will be removed.
Death knight isn't a damage class or a support class and they are weak even by their defence part. Only good damage skill they have is Knight curse which is already nerfed by last update and other skills aren't worthy to use.
Paladins have time to caste their skills and put the shield but a Chieftain can't do that , they just die in 1 second comparing to Paladins. Paladins have 3-4 second minimum time to survive even if there are 100mcs defend during flag wars. So it's better to let a dk Knight curse skill damage work on flag than Chieftains.
16 minutes ago, Speedom said:Technically, shaman have 2 aoe totem.(debuff and heal)
Fun Fact: Fire totem used to be aoe.
Banner is fine as it is because paladins are aoe support class. The best support class in my opinion. Bad enough they got rid of foj debuff which wasn't necessary. Paladins are not a DD class, but with the right build, it can be which requires a huge sacrifice in their main role in the game.
Yeah right and Death knight same as well , so it's fair to make Knight curse skill damage works on flag , Doors and cave doors etc.
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12 hours ago, lallouss said:
Shaman totem is 1 target based not aoe
Yeah let Devs make Paladins banner same like Shaman totem so it will be more fair.
Both aren't aoe skills , should be a target based skill. It must affect only those who hit Shaman/Paladin or when enemies involve in their fight.(Maximum number of target is 6 is 4/4)
13 hours ago, lallouss said:it doesnt
not sure what your hinting at all aoe skills in general legion or sentinel hits flag
as i said aoe skills not aoe debuffs, aoe debuffs like mage blazing ground and dk curse does not hit flag or throne or gates or even elm if im not mistaken.
Mage aoe fire skill works well , just the de-buff doesn't work.
Mage aoe skill does 6x damage at first part and 6x fire de-buff damage in 2nd part , flag just ignores the 2nd part. Still it damage the flag when a mage uses it.
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46 minutes ago, Gladiator said:
Well damn, that's even worse than asking for a nerf, sorry I wanted to give you the benefit of the doubt.
You want summoning, DK, and Shaman skills all to basically have the same end effect as this single skill banner? You wanna have 4 classes that have the same role as Paladin, how more unbalanced do you want the wars to be just for you to be happy?
My point was that there is an equal opportunity for legions to do the same thing as sentinels using Chieftains, but apparently you want more opportunities. Ah yes the balance, now I get it.
All Elfs aoe skills can hit the flag without clicking on the flag and idk why u specify we want 4 different class aoe skills to do the thing. Lets make all aoe skills to be disabled to hit the flag so players will Target the flag instead of using skills in nearby area of the flag.
Mage fire aoe does more damage on the flag now and they no need to auto hit the flag to make their aoe work and paladins as well.
But a Shaman must do an auto hit on flag which makes the fire totem to hit the flag , unfortunately they won't get the time and hp to do that. I wish Paladins banner must work same like Shaman fire totem during . @Holmes
Chieftains are damage class and they die instantly when they spam life scrolls near elf flag but Paladins have enough time to spam the skill and no need to do auto hit on flag to make the aoe skill work. I wish can let the Death knight Curse skill damage works on flag instead of Chieftain swooping army skill sounds a bit balanced.
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1 minute ago, lallouss said:
repellent strike im not 100% sure but i think ur right
wardens switcheroo doesnt work if resisted i think but also im not 100% like 90% sure doesnt switch
about everything else u said i agree with and knight curse needs a rework before making it able to damage flag, because it can abused on elf accounts to send in town, so need make it casted on death knight or allies and not enemies
Well that Curse skill bug was fixed in a day and 2 wars(1week) over , still they doesn't fixed the lag issue.
Wardens pull always works even under resist , you can test that skill from your side and Paladins repellent strike pull away players 100% too.
10 minutes ago, lallouss said:Oh that's a lvl 1 char info
By the way , Warlocks Circle 5/5 stops only 7 players now even with relic and if any enemy player dead in that circle , it won't count the another enemy player who steps on the circle.
Templars flow skill pulls away 9 players with relic and it counts another 9 new players who steps on the orb.
So how both skills are same? Its like 1 Templar = 2 warlocks.
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4 hours ago, Gladiator said:
Where is Deathknight pull? Where is Warlock Circles? The same tools Elves have, MCs have. I also got stunned and killed before banner many times. It just sounds like you're too slow, or your alliance are not doing a good job. The lag happens AFTER pala places banner, so you can't even use that excuse. There is no reason for a Paladin to be able to revive > banner better than Chief revive > swoop.
Right now it seems like you're just complaining because you're losing wars even though both sides have the same skill types that do the same job just in different forms, just one side is utilizing it more and you're too lazy to improve and you asking devs to win wars for you by nerfing other side for no reason.
Warlocks Circle cd is 20 seconds where as Templars reserve flow cd is like 10 seconds.
Let's make the reserve flow skill to 20 seconds same like warlock Circle skill. If Devs change this , then you can say both classes have same skill types which does the same thing.(Crowd control)
It's very funny they nerf Warlocks circle skill even more worse. Now the skill at 5/5 lvl only stops 4.5 enemies🤣 , I really don't know what that 0.5 represents where as Templars orb can pull away 9 enemies with relic at a time.
I really feel bad for those Warlock users still play the game or i wonder no lock users spend much coins in game so devs doesn't care. 🤔
Also make Death knight curse damage the flag same like Paladins banner since there is no tank class have proper aoe damage skill from the Legions side. We don't ask to ban or nerf the Paladins banner which damages the flag and Death knights curse skill must damage the flag. So there will be more balanced from both the sides.
You know sentinels have 2 special pull skills even it works under 100% resist. Well they are Paladins Repellent strike and the wardens pull skill. Devs abuse the meaning of resist in these skill.🤣
They wont fix these things thou but if any anything found bug from legions side , it will be fixed within 1 day whereas they take 1 year to fix the bug from Sentinels side.
By the way , the words you use in this topic like "You too slow" and "you to lazy" doesn't make any sense for those who read the topic. It's like you tease the players here , so mind your words next time.
Also the lag issue need to be fixed and I'm sure it's not same like guild tele lag issue which makes glitches in game.
5 hours ago, lallouss said:i agree than if does same amount of damage why need remove it from damaging the flag? we have 0 advantage here both sides equal in power
about death knight curse i think need a full rework, if dk using it on himself not elf works thats fine by me but thats another topic unrelated to banner
Even Sentinels have 0 advantage too if u say so , we need a tank class to damage the flag just by clicking nearby area of the flag rather than clicking in the flag.
If u say we have chieftains , they die too fast before they use the skill so we still have 0 advantage and sentinels have advantage by Paladins.
You can send Paladins to attack and we don't ask to send mages to attack the flag.
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2 minutes ago, lallouss said:
chieftain can achieve 1.2k magic same setup as paladin at 4/4 swooping its 55% x5 that 3.3k damage
paladin can achievee 1k magic same setup as chieftain at 4/4 banner its 50%x6 thats 3k damage
yes i know the numbers and i posted the numbers, i agreed on fixing the lags but all of u want remove banner damage to flag because your losing war, when u stay town and dont attack elf ofcourse your gona lose war, elf flag wont drop hp on its own, needs someone to damage to it
Paladins and Chieftains almost does same amount of magical damage and as a tank class it's too much more for Paladins. Devs need to fix the knights curse skill to damage the flag.
9 minutes ago, lallouss said:yes i know the numbers and i posted the numbers, i agreed on fixing the lags but all of u want remove banner damage to flag because your losing war, when u stay town and dont attack elf ofcourse your gona lose war, elf flag wont drop hp on its own, needs someone to damage to it
Well you abuse the bug everytime for a win and farming which doesn't mean we didn't attack the flag when there is a heavy lag issues.
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17 hours ago, lallouss said:
same mechanics and skills exists on legion side if banner needs to be removed from war than all aoe spells needs to be removed in war to make it fair
here u go chieftain magic can surpass paladin magic with same setup as my paladin lvl32
about the lag its not banner fault any aoe spell does this when u have 100 summons in area
Death knights Curse skill still doesn't affect on flag and can't use on flag if u don't know and from elfs side any other class aoe skill can't affects the flag?
Paladins , Chieftains can have same magical damage and they can do same magical damage depends on the level of the skill.
I don't know why you say Chieftain magical damage is better than Paladins banner when they can do 8k damage on flag in one use.
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9 hours ago, Jhazzz3 said:
But still, less players using Paladin hero.
If your problem is lag, try to turn off damage and heal info.
Still players gets lag by the Paladins banner , no use doing that.
Everyone do turn off their dmg , heal & guild info before war starts for defending the flag.
7 hours ago, lallouss said:turn off the display numbers it helps remove lag in your device, im happy if they fix lags and screen glitching on/off
i have an idea why the area lagging because banner hits all minions in area:
snow minion
bird
dog
consumable minions
thus many damage + heal in area, turn off the display numbers in settings i think helps prevent lag
Everyone do that including me before war starts but still no use.
All gets lag and skill delay while defending the flag.
56 minutes ago, lallouss said:how much does swooping army damage deal with 1k magic chieftain? if u dont know let me help u out
55% of his magic per tik for 5 tiks
banner 50% of pala magic per tik for 6 tiks
in total banner does 25% more magic damage than swooping army does, but im not sure if chieftain can achieve more magic than paladin does or not with 2 maces so easily more than 1k magic
2 maces doesn't do much damage like before and Dev's nerf it already.
2hand magical weapon more popular now with better magical damage and Paladins banner cover extra area comparing to swoop army of the Chieftain aoe skill.
Chieftain aoe skill damage counts only at the selected area.
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2 hours ago, lallouss said:
about the lag tho yea its been long time since this happen usually when mc unity elf town also the lag happens, we cant defend well due to aoe spells, this is game server related
If any guild use guild tele on flag , there won't be any lag issues actually.
The lag from paladins banner and the guild tele screen glitch issue aren't same.Paladins banner does 5-6seconds game lag for all players who participate in war and many of them told themselves.
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Why you guys don't look after this problem? But fixed Death knight Curse skill fixed in 2 days?
Death knight curse skill does 0 damage on flag still and Paladins banner from 5 yards hits the flag easily. Much unfair game play for Legions.
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8 minutes ago, TheCaster said:
Hello everyone,
There have been numerous number of thoughts and opinion posts about all the class reworks around the entire forum. I noticed that there wasn't one about locks in the international forum so I have taken it upon myself to do an in-depth analysis and provide some suggestions that could benefit the class overall. Let's get started.
"Developer commentary: The Warlock had problems with energy, which in a number of game situations did not allow it to fully realize the capabilities of the class. Reducing the energy cost of some abilities, as well as increasing defensive potential and survivability, compensate for the weakening of key control skills."
Warlocks are controllers with very high survivability and one of the most easiest classes to play so it was really important to introduce some of these changes.
Warlock commentary: The defining skill of the warlock that displayed too much efficiency especially in mass battles. Since the resist parameter doesn't exist in game, it was important to increase the cooldown. Adding onto the fact that, the other side does not have many aoe stun skills, the developers did really well in nerfing this skill.
Suggested change: I personally feel that the cooldown of 20s is too low as this would still let the warlock use the skill every 15s or so. The cooldown of this skill should be increased to 40s since it's a really powerful skill that stuns so many as compared to Templar's reverse flow, paladin fetters and other sentinel AOE stun classes. This would greatly benefit the balance on both factions.
Warlock commentary: As we're all aware, one of the most powerful skills of the warlock that silenced many enemies at a time while reducing their magic def, this skill was just asking for a nerf. Since one nerf of this skill wasn't good enough, it's only right it takes a hit another time. Again, locks don't have to worry because since we're losing key skills the developers have made sure there's a subsequent increase in other skills of the lock,
Suggested change: Increase the duration of the skill back to 12s. But it shouldn't be used very often by locks, since warlocks never get stunned in GvGs so increase the cooldown from 30s to 50s. Reduce magic defense reduction from 20 / 30 / 40 / 50 > 2 / 3 / 4 / 5. It's only fair as zero's at the wrong place could have drastic effects. It's also important to push all enemies in the zone out of it every 2s so they don't get silenced often.
Warlock commentary: The best healing skill in game upto date. To be fair increasing the numbers on this skill by 10% on both sides is a bit too much in my opinion as this skill works brilliantly alone without any combinations of other skills. It's been known to heal warlocks from low hp to full hp instantly especially in arena battles and GvGs with just 1 click of a button. I have seen bladedancers attacking locks for over 10 mins but not able to outdmg this awesome heal skill.
Suggested change: Decrease the range of the skill from 4 yards to 1 yard since healing so much in arena from so far is not ideal. Make a 3 skill combination of weakness zone, grimoire and exhaust. Now, the enemy must have both (zone + grimoire) debuff at the same time to activate the extra healing effect of this skill.Warlock commentary: The best talent on the warlock skill tree that's worth every grind in knowledge. I mean who doesn't want 2.5% damage reduction that stacks to 5 buffs almost instantly without depending on grimoire? It's good that there is a max number of stacks otherwise all locks would have accumulated this talent within seconds of its use making them extremely tanky with 12.5% damage reduction. It's almost a passive skill.
Suggested change: Similar to exhaust change, this talent should not activate without a 3 skill combination.
Warlock commentary: One of the key skills of warlock that everyone invests skill points in due to it's massive AOE damage. But still since warlock lost a little bit of their key controls, it's only fair they get compensated by 18% in this department. In PVE, this change might increase the pool damage to 240 per tick to 2400 per tick as we all know zero's work differently for locks. Not to mention in the PVP department, the skill might change from 50 to 5000 damage per tick with this increase creating a massive imbalance.
Suggested changes: This skill should not just be resisted, when more than 2 enemies are in the affected area, Harad himself descends to erase this skill and increase it's base cooldown by 12 minutes.
Warlock commentary: Decent skill. No comments.
Suggested changes: No comments.
Warlock commentary: Best life saving skill. Period. There have been rumors that staring at a lock in stone body reduces the reaction time and IQ of the enemy player behind the character to perform repetitive tasks. One of the few skills that carry over it's effect to beyond the screen.
Suggested changes: Pulls all enemies in a 5x5 radius around the warlock towards it. This effect cannot be resisted.. Alternatively, reduce the heal from 4/6/8/10 every 2s > 1/2/3/4 every 2s but increase duration of the skill to 2/ 3/ 4/ 5 MINUTES. This helps the player grab a glass of water or make a cup of coffee as we all know sometimes we need a break from the game and hey, why not right after stone body?
Also suggest renaming this skill to "Coffee break".
Warlock commentary: Another relatively easy and practical skill combination of locks. One of the most popular skills that's been rightfully buffed. There have been cases were a lock has applied hex and the enemy has waited patiently for 8s as a sign of respect so locks could apply this skill and achieve high damage reduction.
Suggested changes: This skill shouldn't work at all if power of relaxation is not on. Enough said.
Warlock commentary: This 1 and 2 unit reductions in mana regen cost might help locks to switch out all regen crystal on accessories with pene ones. Might want to reconsider the numbers.
Suggested changes: Since warlock playstyle is too simple, I propose to mix things up a bit. If any of these skills are used consecutively, then the warlock instantly loses 50% of his mana. This will encourage the use of complex analytical and statistical models by lock players thereby contributing to the field of science and mathematics which is something no other class can boast about.
VISUAL CHANGES: The :troll: emoji is sometimes not readily available for free to play players. So I have a suggestion that might make it more accessible to everyone. Every time an enemy resists a warlock skill, the :troll: emoji should pop up.
With this we come to the end of your comments and suggestions. I'd like to thank everyone who patiently reached all the way here. This post would not have been possible without our developers so a big thank you to them.
@Holmes I know you're flooded by tons of messages messages about the rebalance but if you could use google translate to include these suggestions too, the entire warlock community would be ever so greatful.
@Nolan If this post doesn't reach the devs or other admins, please help us warlocks by making sure it reaches the concerned individuals.Last but not the least, I'd like to tag some people who I think would enjoy reading this. @Unkindled @Higgings @Jcbreff @Afatoldman @Lwn @Buuuu @LeeLoo @Revolt @Horimiya @Khrone
P.S: I hope the russian members can understand through translator.
I see alot of complains only from the warlock users about the skill Re-balance post.
Base skill with 20secounds cd is horrible and most of the class have different skill but they all used for the same purpose(Crowd control skill) with 10-12 seconds in cd.
Hope devs do a fair Re-work in this class and lock users aren't asking to buff their skills , just need a satisfication by playing this class and investing the points in the right skills.
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10 minutes ago, lallouss said:
Skills that cant be removed by purification pot:
Sentinel total (12)
bd (rush)
druid (sleep,combo water stun)
ranger (stun,blind)
warden (stun)
paladin (call,shield strike)
seeker (net)
templar (sucker punch,flow)
mage (stone shatter)
Legion total (14-15)
rogue (smoke,dager)
barb (strike)
shaman (blind)
hunter (2 im not sure names 1fear 1stun)
death knight (1 or 2 stuns im not sure also)
warlock (dark circle,fear, not sure if anything else)
charmer (stone,stun)
necro (nightmare,aoe fear)
Correct me if im wrong but i think in my opinion its balanced over all, but i agree on the idea of removing castle pots in arena and maybe all buffs in general to make arena more enjoyable by skills and not by who is more richer using op buffs xD
You didn't mention some skills at elf side but highlighted them at mc skills which can't be removed by purification pots.
Skills which can't be removed by purification pots
Sentinels
Blade dancer(rush)
Ranger(2x stun , 1blind skill)
Druids(sleep aoe , aoe stun combo , tornado)
Warden(stun , shield stun)
Paladin(jump stun, repellent strike)
Seeker(Stun , net)
Templar(punch , flow)
Mage(aoe stun)
Legions
Barbarian (charge , shield)
Rogues(gogue , stun)
Shaman(blind)
Hunters(fear , stun)
Death knight(expert stun skill only 1)
Warlock(Circle , fear)
Charmer (stone , 2x stun)
Necromancer(sleep , fear)
As I see both part looks almost same and I don't see any 80% of the skills that are removed by legions using purification pots.
8 minutes ago, Necromaa said:Did u read the part where i did mention that chop interacts with defeat and has a completely different usage as compared to hamstring? U tested defeat+chop combo if both skills are 5/5 and 4/4 and are u sure it only increases by 100 dmg points?
ofc not. Useless to explain to you because you just dont wanna learn the reality instead just keep attacking back with illogical stuff!!!
No offense sir but i m done explaining u can continue😂
I didnt mention the skill level of the defeat skill and players won't put points in it , if you didn't read it. By 1/4 it does 100 extra damage.
4/4 it does double damage but elf classes no need any interaction skill to do such damage.
Templars skill already does double damage without any interaction of the skills.
15 minutes ago, Necromaa said:Barb rush too,
Lock 3 skills in total dark circle fear and weakness zone plus the combo of hex and pool of darkness
charmer: 4 stuns stone, otherworldly fire, oppression and one that is a combo stun skill knowledge of the dead man.
in total all mc controlling skills are stun based which cannot be removed by purification where on other hand elf controlling skills are removable by mere purification.!
Wow you were explaining everything clearly and now you mention charmer stone as stun skill. Oh you told Barb roar reduce 80% of the damage in one post.
Weakness zone can be removed by purification and once if it gets removed , the zone won't affect you again.
Charmers and Templars are almost same and these class are designed to change the game experience totally different but charmer doesn't have anything much to control a whole crowd , the Templars can control the crowd well.
6 hours ago, Necromaa said:Rogues can kill casters i almost 1 stun combo, same goes for locks, the amount of control that class has can nuke bds even though they have resist. Let me show u a video:
IMG_1470.MOV 5.93 MB · 1 download
See how a decent lock controls a full greatness bd.
Looking at the changes from where i stand, i dont think these classes suffered any major nerfs. And again if somewhat buffs and nerfs are given to any side legions or sentinentals, each class has got buffed and nerfed, only thing is we arent whining about them thanks!!!!! 🙏
That one video doesn't mean the rogues and locks are over powered and you should hear from players point of view.
I saw alot of videos that a greatness Blade dancer kills a greatness locks easily or without any blood shed.
The amount of control skills where a warlock has that are equal to some classes at the sentinels side.
Let Devs make mages shattered stone skill cd to 20secounds , so this class doesn't suffered any major nerf thou.
So we have a fair skill balance by sentinel and legions side.
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5 hours ago, Necromaa said:
I never said berserk is a dmg skill, strong blow basic barb skill, shield strike expert skill, defeat expert skill not to forget which interacts with chop skill and makes high damage on the other hand u compared bd hamstring to barb chop skill which is really funny because hamstring doesnt interact with other skills to make damage.
and it is used by bd for immobilising the opponent. There is huge difference in both skills and the way they are used so....:)
Do you even think Chop skill of a Barbarian does high damage and it's equal to the Hamstring skill of a blade dancer? Ofcourse no.
Reality is it does only 1/3 of the total hamstring damage and players ignores to use it.
Chop interact with only defeat skill if you don't know and it improves only 100 damage points only and a 1 yard useless low damage aoe. Oh that's an op interaction damage. A blade dance can do it free without any interaction skill by using sonic skill. I can mention there are many stun & heal interaction skill in which Elfs have too.
3 minutes ago, Necromaa said:Lmao....
you clearly didn’t understand what i am talking about, when i say a +6+7 char kills full greatness elfs😂😂..
i will leave u with it to understand first what i am talking about and then maybe could talk to you further.
The discussion is endless.. please feel free to ask if u are not able to understand my point u know where to find me in game ☺️Well I already answer that post earlier and you keep saying the same thing.
I can say too +6+7 mages , Templars , blade dancers , seekers kills alot of full greatness mc classes too.
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5 hours ago, Necromaa said:
Read again!!! I said +6+7 kill full greatness chars not full greatness bd.🤪
and again u saying these classes have 3 stuns minimum? Wow u really need to understand the difference between controlling skills and stuns😂😂😂😂
please know the classes better before u make theories about them.
If u say elf has more controlling skills(80% of which can be removed by simple purification) I would agree. Yes everyone is looking for a fair rebalance.
lets wait for the test to happen before we even make huge descriptions about this rebalancing post sir!!!!Even a Paladin , Mages , Seekers and Blade dancer , Rangers , Templars , Priest , Druids gets +6 +7 kills each war from their sides.
Kills depends on how you manage the war which isn't just by clicking random areas.
Stun and aoe controlling skills as I mentioned above if you didn't read. I dont mingle stun skills and aoe control skill from a class.
Let's take a class Paladins for example excluding fetters of justice skill.(aoe control skill)
This class have shield stun , jump stun(aoe control) and another stun change by another aoe damage expert skill.
Another example is rangers , who have 2x stun skill expert and 4 control skill with some damage where as rogues and Cheiftains had got only 1 on each since now by the update from now.
Read some other mc post to rather than look after only elf posts and there are many skills that aren't removed by purification pots like you say.
Many Elf skills that can't be removed by purification pots and there are many mc skills which also can be removed by purification pots and i can make list if you wish.
5 hours ago, Necromaa said:given the fact how much hard work and criticism from players are involved give the developers some respect coz they make such changes completely unbiased ☺️☺️
i have played mc side(still have barb necro charmer rogue lock dk shaman) and now i play elf so i know the difference where on other hand u only have played mc so u fail to understand the rebalance
no offence given or taken. I hope u would stop now:)
I do even support Elf side and almost all classes gets buffed even if they got some nerf in main skill. We want a fair game play.
It's same for Mcs but some of the mc classes is almost dead.
I would suggest to make warlocks circle skill (Base) have 30secounds cd instead of 20secounds cd🤔 Since it's more op skill in warspear. So more players prefer this class to play.
But I see most of the classes have different skill with same controlling ability like warlocks circle and their cd is 12-14 seconds.😶
I wonder why there is a need to extend a base skill cd for long duration in which no one plays that class.
I never played any Elf class but I'm sure their play style is simple compared to mc class. You can continue your suggestions bro. Waiting for it.
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1 hour ago, Necromaa said:
People made themselves comfortable with playing other classes more at mc side is not the fault of devs. A full greatness necro leaves and plays chieftain is not anybody’s fault. People have their own preferences for diff classes they are more comfortable with.
we cannot blame the community.
in my opinion necro rogues warlocks are all very decent class to play with in any scenario(pvp pve wars)
it depends on how you want to accept it.
no hard feelings....!!!
Players just make themselves comfortable just by switching sides and thinking mc skills are useless.
Even after switching sides for their comfort , they aren't satisfied still which isn't Devs fault.
You just simply say warlocks , necros and rogues are very decent class to play but seems like you never read the other warlock users posts in this topic.
I do even read elf user post about their class issues and I see ranger blessing was nerfed , mages lost some of the de-buffs from their expert skill and the paladins shield skill nerf but these classes gets buffed by other skills. So devs trying to make every skills to useful to use in any scenario.
Hope I can see elfs choose their unique build after the update rather than following the same skill build.
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45 minutes ago, Necromaa said:
chieftains aren’t vulnerable in arena atall , you want me to really mention names here of +6+7 chars nuking full +10 greatness chars in elf( not to forget how purification and jump pots are abused in arena).
ofc that stun will make a huge difference in the combat
lets just test the changes first then talk about if they are fair or unfair.
if u calling controlling skills as stun, then i would suggest you need to really play at elf sir to improve ur knowledge about stun and how controlling skills are just useless against purification castle pots.
That's a good joke that a +6 Cheiftain nukes a +10 full greatness Blade dancer😂. We would wish to see that but we want a fair update. Jokes apart anyways.
You seems like bother about 1 stun of a Cheiftain which makes a huge difference?
Imagine Rangers , Blade dances , Paladins , Templars , Druids and even Mages , they all got 3 stuns minimum with high damage.
I'm talking about the aoe skill which controls the whole crowd and there's no such skills like Blade dancer rush skill (aoe stun) and paladins jump skill (aoe stun) in mc side.
You should play one mc class bro so you will learn about 1 to 1 stun skill mainly apart from alot of crowd controlling skills at elf side which makes the game experience more easy.
Elf classes are more easy to play than mc classes , alot of players prefer elfs because can do anything alone even merman dgs.
A pro seeker from EU just finish a merman run within 10min and a whole elfs party finish a merman run in 3minutes.
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20 minutes ago, Necromaa said:
Barbarians have 3 dmg skills separately already, it doesn’t really need a rework there,
Charmer pets make huge dmg in any game play scenario, and necro acid rain and poison can make massive dmg provided people make them 4/4, if u talk about these skills making low dmg in pvp, then sir u know pvp necro prefer put skill points on other controlling skills instead of these, (not to forget every class has a diff built for pvp and pve)
If you say berserk power is a damage skill then try use from 1/4 and see what happens
Other classes uses skill independently or just by a low mana drain which isn't an issue really.
Charmers can't spawn 5+ anymore and you don't used read anything clearly and I'm talking about 1 aoe skill of this class.
A full +10 necro acid raid 4/4 + poison shield 4/4 won't make up even 2k damage and I don't how you think people will max those skill. My point of view is no one use those class at all.😁
If you necros aoe fear op , I would say it's a trash skill with low fear de-buff duration. Literally a necro would die before reaching the enemy to use that skill whereas druids halo+barrier+normal heal makes them immortal and let the tank alot in wars , so they can use the forest song skill easily.
I have got a suggestion by you now , I wish necros aoe fear skill should be same as druid aoe sleep skill (100%)🤔
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4 hours ago, Necromaa said:
That’s exactly the reason for these changes, u looking at it from pvp point of view off course, and if people have set preferences to make parties doesnt mean nobody invites charmers in dg.
U have a barb necro rogue charmer etc... how many times u invite charmers if u using tank? Or any other class except charmer.
trust me my dear friend this update is more towards enhancing pve....i have seen chieftain killing a bd in no time, now that they are given a stun too we should also whine about how strong that class is and doesn't need a stun with all that damage?
I get ur point where u coming from but its a balance btw two sides not particularly about strong or weak classes.Thanks bro
I'm looking over every view(PvP , pve , war) for a class mam. I mention that charmer is useless only when the class was released.
Now I would invite 4 charmers for any dg still they do a decent damage. Also they can kill the slowly moving whales in T5 sea map for quests.😍
I really feel bad for these 3 class users🤭
Rogue
Warlock
Necro
Because each skill balance updates players expect only a fair skill balance but the reality is like "we won't get buffed right" "we know"😆. They all get more nerf by increasing their duration of the skills and reducing their de-buff skill % .
Necro & locks already a dying class or people doesn't like to use them anymore. Rogues pve part is good from this Skill balance update but Pvp part still remains the same with a cd nerf from some skills.
Cheiftains can't kill any Blade dance in no time unless they have books + full physical build. So this class need to sacrifice something to make a good build which affects their magical damage part. Cheiftains arent vulnerable in arena and they can die faster just by 1 combo and they don't have any good survivability skills than healing.
From elf side each classes have 3-4 stun skills minimum and a Cheiftain have only 1 stun skill won't make much big difference.
Charmer aoe skill need a Re-work with a better damage and I don't like long duration skill with mini damage like necros poison and acid rain.
Barbarians chop skill need to be improved like Blade dancer hamstring damage or cd must be reduced from the skill.
5 hours ago, Fabr said:Bladedancer only has 2 damage dealing skills, it makes sense that this bleed does good damage, but it's still less than the base damage skill.
Blade dancer have dps+cd skill with good amount of control skill + Penetration skill and they can use it independently at 1/4 or 4/4 but a Barbarian berserk skill at 1/4 it improves enemy damage by 30% when the enemy hits the barbarian under that skill effect. Makes any sense?
6 hours ago, Fabr said:Big deal a shield that nobody uses is buffed, and obviously you've never seen the "big area damage" of the sonic boom. Power of blades was heavily nerfed as the only form of damage from the bladedancer was the auto attack and it was reduced by 10%, and the skill changed from passive and will now consume mana regeneration.
Blade dancer shield skill cd had been lowered well with high durability and it can be cycled well to get healed by life steal bonus.
Sonic boom skill on each levels improved by 30% of the Blade dancers total damage excluding the normal damage.
At 4/4 it will be like 120% from the skill and they can kill enemies in war without touching them + the counter attack skill is more op.
If you say so then look at other classes
Seeker
Warlock
Hunter
Ranger
Necro
Rogue
Charmer
All these classes have mana drain for normal skill compared to a Blade dancer skill.
For example check the Hunters base skill at 5/5 gives only 15% damage 12% Critical hit.
Blade dancers auto his damage is more op compared with other classes damage skill with mana drain.
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3 hours ago, Speedom said:
100% disagree. Magic and hybrid charmers are great. I find them more useful than full physical simple style charmers.
They doesn't exist and even thou won't be useful for pve and wars. They aren't more useful with that magical damage build and there is less amount of survivability.
I don't know how you say magical and hybrid part is useful without playing the class.
Charmers never gets a dg party from the past and they doesn't do a proper damage , proper healing and proper tanking.
So they need a better crowd control skill rather than "call" skill which was nerfed.
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Everyone prefer charmer only for Physical damage build and magical part is still useless rather than healing.
We want a better area damage from Otherworld fire skill Since there is no good crowd control skill from this class and the damage is too low already with 3second gap is a long duration.
Re-work the skill with 1.5 or 2second duration for each 6x hits which does half of the magical damage 6x times in the selected area for each 1.5 or 2second interval of time.
Else
Improve the skill (Otherworld fire) damage for each hits should do 100% 3x area damage(magical damage) with 1.5 or 2second interval of time.
Chop skill of a Barbarian still remains useless and no one use that skill for any purpose.
Reduce the chop duration cd or improve the skill damage so players can invest points on it
Blade dancer hamstring skill is more over powered and it does high bleeding damage.
Blade dancer just got buffed by shield skill and high area damage Skill and players think 10% damage reduced is a big nerf but it gets tallied already by the shield skill which has low duration of cd and more durable to use.
Now they can cycle that shield skill every time with thier hurricane strike skill + the faster aoe damage which increase 30% of the damage on each levels.
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26 minutes ago, lallouss said:
what Knight Curse lacks in range it recovers in damage, x4 difference than banner
Harad's Banner
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Banner now deals a fixed amount of damage at 25 \ 30 \ 35 \ 40 % from magic power every 2 seconds, and deals 50% more damage to targets that are under the effect of Sun Seal skill.
Knight's Curse
- Reduced the damage of the skill: from 120 \ 160 \ 180 \ 220 % of magical power to 110 \ 130 \ 155 \ 180 % of magical power.
yes 2 different skills but they made this update specifically to balance the factions to have both sides same equivalent effects, dont u say? i can give few examples of how
ranger dodge <> rogue dodge
rogue -%accuracy <> warden -% accuracy
priest,druid heal <> necro,shaman heal
and so on, they did them on purpose perfectly balance skills in between enemy factions so im asking why not make banner same effect as Knight Curse when crossing area it should stay and not disappear, im not asking for a 180% damage
Knight Curse skill can be resisted if you don't know. Banner can't be resisted.
I think banner skill is better than knight curse since the enemy can walk away easily from the curse skill.
Also both skill does the same damage , no Paladin user max that skill because they need to follow the same build for arena and none really test other skills usage.
I can also give few examples which are very irrelavent.
Templars reserve flow skill cd and Warlocks Circle skill cd aren't same. This update is specifically balance the faction to have both sides same equivalent effects , don't you say?
So do a fair Re-work on warlock circles and make its cd same as Templars aoe pull in order to balance the classes.
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Banner now deals a fixed amount of damage at 25 \ 30 \ 35 \ 40 % from magic power every 2 seconds, and deals 50% more damage to targets that are under the effect of Sun Seal skill.
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1 hour ago, vavavi said:
Also why wouldn't barbs stone skin have any mana penalty? Its stronger than wardens forti for 0 cost
Barbarian ston skill is countered by almost all class with the help of Reflection damage skill in weapons and it's not op than wardens stone skill which is permanent.
Barbarian losses stone skill easily and enemies can hit free to kill him faster.
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4 hours ago, KingEricc said:
You said stun/control skills. Mcs have multiple stuns we can’t remove which last 5+ sec long.. barb rush/shield strike, shaman blind, warlock stun pool/fear, rogue new stun “which is broken asf” , necros sleep skill “this skill can be cycled 24/7 in a 2v2 match” which again is broken asf. It’s not fair that we can’t remove any of those but you can remove our main control skills such as Druids root skill, Paladin fetters skill, rangers cage skill, priest armistice skill. Purification pots only benefit elves by removing debuffs vs mc… mcs remove all of elves long duration control skills with purify pots… so it would be fair to take them out the game correct? You sound worried about purification pots being removed from arena, that’s how you know it benefits mcs more.
Seems like you worried much about the Mcs skill , when there are many control skills (low duration) can be removed by purification pots.
Let's make all elf base skill as chance stun/control skill like barb and rogues have. Imagine when a bd and a paladin do aoe stuns just by clicking area but Mcs need hit with skill which can be either parried or blocked.
You saying about warlock pool stun which need a combo to stun like druids usually do , Mcs cant remove druids aoe sleep with purification pot and it's similar to necros base sleep skill.
2x2 is no more broken with necros or locks since devs bring "Resistance" in game and no one using them for arena usually.
Warlocks 3 expert de-buff can be removed by purification pot , necro and dk as well. Dark seal reduce massive heal of druid and paladin which also can be removed by purification pot.
Bd aoe stun duration is 7 seconds with 8-9 seconds normally
No other MCS have such long stun duration with low duration of cd. Which also can't be removed by purification pot.
4 hours ago, KingEricc said:It’s not fair that we can’t remove any of those but you can remove our main control skills
I already mentioned those MCS control skill which also can be removed by elfs using purification pots.
Nerf POISON ARROW skill of Hunter
in Discussions and Suggestions
Posted
Everyone knows Sentinels has the best PvP and Pve class in game and i don't know why u crying about hunters and their skills. Hunters poison skill damage isn't huge comparing with Rangers damage skill which they don't max.
Rangers fire arrow skill does the same damage under globe and rangers deal alot of damage by that swap. Rangers also can spam Revengeful shot which has bleeding de-buff works same like hunters poison skill. This skill very effective at flag war so nerf this too and it also enhanced by new talent tree skill.
Devs still didn't nerf whirlwind skill of the Templar which no need click on flag in-order to deal damage , it's easy to spam comparing with other classes need to search the flag in crowd to deal damage and it's almost been 2 years they didn't fix the bug which Templars orb works under guild blessing skill. @Holmes