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Diego Ferreira

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  1. Like
    Diego Ferreira reacted to Marcelo-TU in Fluxo Reverso - Reformulação   
    Primeiramente ela está funcionando da forma em que foi feita para funcionar, mas os números de alvos atingidos estão altos demais. 

         Venho aqui falar de forma simples e detalhada sobre a habilidade Fluxo Reverso do templário que atualmente em batalhas massivas está sendo um grande problema, pois basta uma quantidade muito baixa de templários para fazer o caos em uma Guerra ou GxG com uma única habilidade.

         Começaremos pela descrição da habilidade:
       
     

    Relíquias que ajudam na duração do tempo e da eficiência dele;




         Ela dura 7 segundos sem qualquer modificação como relíquias de Controle Unido de castelos, que aumenta de 25% a 40% dependendo da formação do grupo para fazer o efeito dela.
         O fluxo upado no 5/5 já pega uma quantidade muito alta de 6 Jogadores a cada segundo oque resulta em: (6x7 = 42) alvos PvP sem contar com a Grã-Relíquia De Feitiços Múltiplos e a de Controle Unido que fazem aumentar a duração do fluxo no chão e o número de alvos. Com a Grã-Relíquia de Feitiços Múltiplos o valor de alvos base sobe para 9 (9x7 = 63) sem a influência da Controle Unido. 

    Sem contar que o fluxo ignora quem já está preso por correntes (Mago), grilhões (Paladino), raízes (Druida e Invocador) e busca sempre novos alvos que não estejam sobre nenhum efeito desses listados anteriormente, oque faz que ele seja muito mais eficaz mesmo tendo outros controladores ao arredor de si.

         Segue abaixo alguns vídeos demonstrativo do que apenas um fluxo de 7 segundos e com a relíquia de feitiços múltiplos é capaz de fazer:

    Primeiro Fluxo.mp4     Com apenas um fluxo, ele conseguiu empurrar todos presentes ali para outro lugar, exceto quem resistiu, empurraria mais, porém neste teste contamos com aproximadamente a presença de uns 31 players em média.      Agora para ficar mais claro de ver a quantia de players veremos de outro ângulo:

    Redondo.mp4     Novamente empurra todos da área do centro aonde o fluxo foi jogado, de 9 Alvos com relíquias passa para um número muito maior quando se trata de Alvos PvP oque é um número absurdo em grandes batalhas massivas como a Guerra e alguns GxG.
         Agora veremos em uma tentativa de passar sobre o fluxo:

    Tentando Passar.mp4       Com apenas Dois templários revezando fluxo entre si já serão capazes de bloquear totalmente um ponto de acesso como por exemplo a passagem da escada da T4 até a T3 Sentinela, que é apenas um único pixel para todos passar.                                                                           = 

    A reformulação dele seria simples

    Bastaria sempre que o limite de alvos indicados na descrição fosse atingido o fluxo empurraria somente 1 vez todos, porém a duração do efeito seria aumentada para 4s - 4.5s igual ao circulo sombrio do bruxo, só que ele empurraria apenas uma vez com o efeito do atordoamento aumentado para ficar o mais justo possível, por que não existe outra habilidade de qualquer classe que chegue a um número tão exorbitante de alvos PvP.

         Obrigado, o intuito deste post é apenas para mostrar o quão forte está o fluxo no quesito de pegar players, e apenas buscar uma solução para o mesmo.


  2. Like
    Diego Ferreira got a reaction from TheCaster in Warlock Changes Needed - Increase Your Survival   
    I dare say that even out of the front lines and with shamas and their totems the Warlock will still die 
  3. Like
    Diego Ferreira reacted to TheCaster in Warlock Changes Needed - Increase Your Survival   
    By that logic, wouldn't you need to take away all survival skills of all legion classes just because shaman has heal totem?
     
    That doesn't make sense. 
    if shaman heal totem is a concern, then it should be brought up in the shaman section. What does poor warlocks have to do about that?
     
    Its already at the bottom of the ring as it is.
     
    P.S: There are servers in which heal totem strategies are barely used and make almost no difference cause it requires many people optimizing their builds just for GvG making them pretty undesirable for arena and PvE content.
  4. Speechless
    Diego Ferreira reacted to Vlec in Warlock Changes Needed - Increase Your Survival   
    Em 2020 eu dei essa mesma ideia e postei aqui no forum com ilustrações de imagens de como funcionaria o novo corpo petreo
     
    Lembro que eu tinha as mesmas críticas do warlock, uma boa classe de stum, porem capacidade de sobrevivência 0 e a unica defesa que é o Corpo petreo serve mais pra atrasar a morte do warlock que salva ele kkkk
     
    Desejo boa sorte Diego, tomare que os desenvolvedores olhem mais pro Warlock

  5. Like
    Diego Ferreira got a reaction from Salazam in Warlock Changes Needed - Increase Your Survival   
    Hello brave warriors, I'm bringing you suggestions regarding a class I really like, Warlock. This class is one of the most amazing group control, which plays an important role in various types of content within PvP. Having only 1 weakness very easy to be exploited, in the case of its survival, the Warlock is an extremely fragile class, where only a resister can end his combo and make him die, he only has stone as a means of escape, but the enemy can simply wait for you with their control selected, to use the lock as soon as possible. So I come here to bring you 2 suggestions that can change both your PvP and your PvE that is also harmed due to this weakness.
     
    Suggestion 1 - Changing the Dark Seal

    Images of the skill as it currently works.

    1. It would be interesting to have a passive that could even be used as a replacement for the black seal, it would have the function of applying a shield on the Warlock similar to the mage's barrier for each resisted stun, thus giving the class one more chance to survive, it could have one cd of course but in a way that Warlock could still exploit it.
     
    2. Another possible change to the black seal would be to leave it as an area skill, as if it were a seal summoned on the ground, very macabre I would say, its effect would be to apply a damage reduction to all enemies that were inside the seal area, however this reduction would only be active for damage directed to the Warlock, if the enemy leaves the seal the effect would be removed, in addition to this effect the warlock could recover a % of the damage done by his arrow of darkness to the targets inside of the seal.
    Hey, which Seal change did you find most interesting?

    Suggestion 2 - Change in the Stone Body

    Images of the skill as it currently works.

    Well the skill of petreo is really a lifesaver for Warlock, but it has some flaws that have always been pointed out by players, a change that was of great help in this skill was the option to leave it anytime you wanted, but it is still a problem, your healing has a dependency on Warlock's hp, which is a kind of interesting mechanic within PvP, but Warlock is still vulnerable when leaving the stone, so I have 3 possible changes here.
     
    1. Gain of mobility
    That's right, simply add movement to the Warlock while under stone, with the same limitation as the Templar, where it would be slowed.
     
    2. Completely change the mechanics of the stone
    In this case my suggestion would be to turn it into a kind of armor that reduces the damage done to the Warlock by some %, I let your imagination act, but let's say it was 20%, but the Warlock would still receive a cure when the stone was used, it would make it a little more resistant.
     
    3. Self-defense system
    In this case it would be to add a passive where the Warlock could trigger a self-defense system where the stone could apply the zone skill around itself to prevent melee classes from catching the Warlock in its moment of weakness, I believe this option is a little more complicated lol.
    Which of these 3 did you find the most viable?

    Well, I believe we all agree that Warlock's only problem is its lack of survival, so what other improvements would be more needed than increasing its survival kit?
     
     
    This post was made using google translator.
  6. Wow
    Diego Ferreira reacted to Carlos Eduardo Oliveira Figueredo Barroso in Rebalanceamento escudo paladino   
    Muitos jogadores acham ruim o fato do escudo do paladino ser uma skill muito forte para batalhas em grupo e etc. E na real sim é muito forte mesmo. Eu como paladino reconheço e sugiro uma mudança na skill do escudo do pala em prol de melhorar outras skills do paladino. 
     
    Ao invés do escudo dar lá seus tantos 125% ou mais no 4/4 e ter que ser usado em um objeto ou player para ser refletido em si. O escudo ser nerfado no quesito defesa sendo 60% no 4/4 e podendo ser usando em si mesmo ou então nos amigos e sim ser refletido mais podendo principalmente usar em si mesmo, pois é ruim o fato de uma skill não poder ser usada em si mesmo e ter gasto pontos de skills nela. Em prol disso melhorar a skill de redução de dano do paladino Força Interior para que possa ser feito builds utilizando essa skill. Atualmente ela não compensa utilizar em nenhum modelo de jogo. Uma reforma na skill ou então um buff na defesa ganha nela seria bom para utilização de novas builds.
  7. Like
    Diego Ferreira got a reaction from Salazam in Bd Precisa de Dano em área   
    Mas ele já tem uma skill de dano em area que seria o explosão sônica, além de possuir a investida com stun e agro em area, colocar mais skills de area em um classe fisica focalizada será que seria realmente a solução? Não vejo o bd muito como classe de dano em area, assim como o sekeer tambem não possui tantas.
  8. Like
    Diego Ferreira got a reaction from Baphomet in Shaman Changes - Some improvements.   
    Hello brave warriors, I come to talk about another class, this time the shaman, my current active account. In my view there is not much that can be done in relation to the shaman, he is a great class in all aspects, being dispensable only for the game's PvE, but to solve this problem a balance would not be enough, I believe that all the content The game's PvE deserves a buff, since mobs, tws and the like for tanks and supports to reemerge from the ashes, but that's a subject for another topic. I'm bringing 3 suggestions for changes to the class, so let's go.
     
    1- Earth Protection

    This change would be simple, make the group skill, that's right, the earth protection currently can easily be applied to the full group, but you should go buffing your allies 1 to 1, which makes the skill more tiring, and losing your potential. I suggest that for each level a random ally is benefited in the shaman's group, I'll bring some examples here.
    Ability 1/5 - It would only apply to the selected target, but it would still have the same effect time and % buff that it is today just like the other levels.
    Ability 2/5 - Apply the effect to both the target and a random member in the party prioritizing those without the buff.
    Ability 3/5 - Would apply to the target plus 2 random allies in the party.
    Ability 4/5 - Would apply to target plus 3 random party members.
    Ability 5/5 - Would apply to target and all party members, always renewing everyone's effect when applied to target.
     
    2- Fire Totem
     

    This change would be a little more worked, my suggestion would be that the totem was an area, but with a different mechanics that made it sustainable, it is undeniable that the great power of this skill is its high damage target, but in GvG battles or with many mobs it is not it's as viable as that. my suggestion would be to put an area damage distribution effect as well as the paladin's ability, but that only activates if the shaman uses earthquakes on the targets, so it would give us the option to decide whether it would be target or area, bringing the ability then for group battles, because the great advantage would be the flaming effect if applied in the area, for shamans who focused on the critical attack attribute it would be of great offensive help.
     
    3- Shamanic Cleansing

    In this case my suggestion would be to add resistance to the skill, as it has a low duration which is similar to several resistance abilities we have in the game, nowadays the shaman removes the ally's debuffs but soon after the ally is debuffed again , with the application of a resist this would be avoided for a few seconds.
     
    What do you think of my suggestions? Is there anything that needs to be added?
     
  9. Like
    Diego Ferreira reacted to Buuuu in Shaman Changes - Some improvements.   
    Ancestors hand need be added here . That skill almost has no purpose other than pulling . The legion side needs a shield since only necro has shield vs sentinels pala shield bladedancers shield templer shield priest shield seeker shield . The ancestors hand of shamans needs to be modified to a better pull n shield kind of thing

  10. Like
    Diego Ferreira reacted to vavavi in Shaman Changes - Some improvements.   
    Shamans already one of the strongest support classes for both arena fights and high number fights such as gvgs.
     
    Earth protection thingy is kind of interesting, although the same should probably be added to druids barkskin too then. Cleansing is already a get out of jail free card, but resist would make sense. If the number of debuffs the skill can remove was limited, or the dmg reduction made less it would be balanced. Really like the totem idea, as long as the amount of ppl affected had a limit.
  11. Like
    Diego Ferreira got a reaction from TheCaster in Shaman Changes - Some improvements.   
    Hello brave warriors, I come to talk about another class, this time the shaman, my current active account. In my view there is not much that can be done in relation to the shaman, he is a great class in all aspects, being dispensable only for the game's PvE, but to solve this problem a balance would not be enough, I believe that all the content The game's PvE deserves a buff, since mobs, tws and the like for tanks and supports to reemerge from the ashes, but that's a subject for another topic. I'm bringing 3 suggestions for changes to the class, so let's go.
     
    1- Earth Protection

    This change would be simple, make the group skill, that's right, the earth protection currently can easily be applied to the full group, but you should go buffing your allies 1 to 1, which makes the skill more tiring, and losing your potential. I suggest that for each level a random ally is benefited in the shaman's group, I'll bring some examples here.
    Ability 1/5 - It would only apply to the selected target, but it would still have the same effect time and % buff that it is today just like the other levels.
    Ability 2/5 - Apply the effect to both the target and a random member in the party prioritizing those without the buff.
    Ability 3/5 - Would apply to the target plus 2 random allies in the party.
    Ability 4/5 - Would apply to target plus 3 random party members.
    Ability 5/5 - Would apply to target and all party members, always renewing everyone's effect when applied to target.
     
    2- Fire Totem
     

    This change would be a little more worked, my suggestion would be that the totem was an area, but with a different mechanics that made it sustainable, it is undeniable that the great power of this skill is its high damage target, but in GvG battles or with many mobs it is not it's as viable as that. my suggestion would be to put an area damage distribution effect as well as the paladin's ability, but that only activates if the shaman uses earthquakes on the targets, so it would give us the option to decide whether it would be target or area, bringing the ability then for group battles, because the great advantage would be the flaming effect if applied in the area, for shamans who focused on the critical attack attribute it would be of great offensive help.
     
    3- Shamanic Cleansing

    In this case my suggestion would be to add resistance to the skill, as it has a low duration which is similar to several resistance abilities we have in the game, nowadays the shaman removes the ally's debuffs but soon after the ally is debuffed again , with the application of a resist this would be avoided for a few seconds.
     
    What do you think of my suggestions? Is there anything that needs to be added?
     
  12. Like
    Diego Ferreira got a reaction from TheCaster in Warlock Changes Needed - Increase Your Survival   
    Hello brave warriors, I'm bringing you suggestions regarding a class I really like, Warlock. This class is one of the most amazing group control, which plays an important role in various types of content within PvP. Having only 1 weakness very easy to be exploited, in the case of its survival, the Warlock is an extremely fragile class, where only a resister can end his combo and make him die, he only has stone as a means of escape, but the enemy can simply wait for you with their control selected, to use the lock as soon as possible. So I come here to bring you 2 suggestions that can change both your PvP and your PvE that is also harmed due to this weakness.
     
    Suggestion 1 - Changing the Dark Seal

    Images of the skill as it currently works.

    1. It would be interesting to have a passive that could even be used as a replacement for the black seal, it would have the function of applying a shield on the Warlock similar to the mage's barrier for each resisted stun, thus giving the class one more chance to survive, it could have one cd of course but in a way that Warlock could still exploit it.
     
    2. Another possible change to the black seal would be to leave it as an area skill, as if it were a seal summoned on the ground, very macabre I would say, its effect would be to apply a damage reduction to all enemies that were inside the seal area, however this reduction would only be active for damage directed to the Warlock, if the enemy leaves the seal the effect would be removed, in addition to this effect the warlock could recover a % of the damage done by his arrow of darkness to the targets inside of the seal.
    Hey, which Seal change did you find most interesting?

    Suggestion 2 - Change in the Stone Body

    Images of the skill as it currently works.

    Well the skill of petreo is really a lifesaver for Warlock, but it has some flaws that have always been pointed out by players, a change that was of great help in this skill was the option to leave it anytime you wanted, but it is still a problem, your healing has a dependency on Warlock's hp, which is a kind of interesting mechanic within PvP, but Warlock is still vulnerable when leaving the stone, so I have 3 possible changes here.
     
    1. Gain of mobility
    That's right, simply add movement to the Warlock while under stone, with the same limitation as the Templar, where it would be slowed.
     
    2. Completely change the mechanics of the stone
    In this case my suggestion would be to turn it into a kind of armor that reduces the damage done to the Warlock by some %, I let your imagination act, but let's say it was 20%, but the Warlock would still receive a cure when the stone was used, it would make it a little more resistant.
     
    3. Self-defense system
    In this case it would be to add a passive where the Warlock could trigger a self-defense system where the stone could apply the zone skill around itself to prevent melee classes from catching the Warlock in its moment of weakness, I believe this option is a little more complicated lol.
    Which of these 3 did you find the most viable?

    Well, I believe we all agree that Warlock's only problem is its lack of survival, so what other improvements would be more needed than increasing its survival kit?
     
     
    This post was made using google translator.
  13. Like
    Diego Ferreira reacted to Josiel Sousa in Rato presisa de mais efeitos atortoantes   
    A skill de rato tem se demonstrado bem fútil em batalha, então recomendo colocar stun em cara ataque do rato de 0,5s ou colocar um parâmetro de atraso.
    O resto das habilidades creio que já esteja balanceadas e bem feitas.
  14. Wow
    Diego Ferreira reacted to Fynn in Warlock Changes Needed - Increase Your Survival   
    1: How is that?, add movement while the skill reduces the movement? I didn't understand xd
     
    2: I would say that it is better to add a total of 3 stack of stone skin After finishing the stony body effect, gives you a chance to resist a little
     
    3: hmmm when the warlock reaches a certain amount of life points (20% for example) he automatically uses stone body? Doesn't this make you lose the target? 
  15. Haha
    Diego Ferreira got a reaction from Alone Zzzz in Warlock Changes Needed - Increase Your Survival   
    Indeed, in some cases he just postpones his own death.
  16. Sad
    Diego Ferreira reacted to Alone Zzzz in Warlock Changes Needed - Increase Your Survival   
    Lock tem uma grande falha, como você bem apresentou, mas o pétreo, além de ser útil contra o salto do mago. Depois que sai da pedra, há um atraso de 2s e é horrível atordoar depois que sai
  17. Like
    Diego Ferreira got a reaction from Alone Zzzz in Warlock Changes Needed - Increase Your Survival   
    Hello brave warriors, I'm bringing you suggestions regarding a class I really like, Warlock. This class is one of the most amazing group control, which plays an important role in various types of content within PvP. Having only 1 weakness very easy to be exploited, in the case of its survival, the Warlock is an extremely fragile class, where only a resister can end his combo and make him die, he only has stone as a means of escape, but the enemy can simply wait for you with their control selected, to use the lock as soon as possible. So I come here to bring you 2 suggestions that can change both your PvP and your PvE that is also harmed due to this weakness.
     
    Suggestion 1 - Changing the Dark Seal

    Images of the skill as it currently works.

    1. It would be interesting to have a passive that could even be used as a replacement for the black seal, it would have the function of applying a shield on the Warlock similar to the mage's barrier for each resisted stun, thus giving the class one more chance to survive, it could have one cd of course but in a way that Warlock could still exploit it.
     
    2. Another possible change to the black seal would be to leave it as an area skill, as if it were a seal summoned on the ground, very macabre I would say, its effect would be to apply a damage reduction to all enemies that were inside the seal area, however this reduction would only be active for damage directed to the Warlock, if the enemy leaves the seal the effect would be removed, in addition to this effect the warlock could recover a % of the damage done by his arrow of darkness to the targets inside of the seal.
    Hey, which Seal change did you find most interesting?

    Suggestion 2 - Change in the Stone Body

    Images of the skill as it currently works.

    Well the skill of petreo is really a lifesaver for Warlock, but it has some flaws that have always been pointed out by players, a change that was of great help in this skill was the option to leave it anytime you wanted, but it is still a problem, your healing has a dependency on Warlock's hp, which is a kind of interesting mechanic within PvP, but Warlock is still vulnerable when leaving the stone, so I have 3 possible changes here.
     
    1. Gain of mobility
    That's right, simply add movement to the Warlock while under stone, with the same limitation as the Templar, where it would be slowed.
     
    2. Completely change the mechanics of the stone
    In this case my suggestion would be to turn it into a kind of armor that reduces the damage done to the Warlock by some %, I let your imagination act, but let's say it was 20%, but the Warlock would still receive a cure when the stone was used, it would make it a little more resistant.
     
    3. Self-defense system
    In this case it would be to add a passive where the Warlock could trigger a self-defense system where the stone could apply the zone skill around itself to prevent melee classes from catching the Warlock in its moment of weakness, I believe this option is a little more complicated lol.
    Which of these 3 did you find the most viable?

    Well, I believe we all agree that Warlock's only problem is its lack of survival, so what other improvements would be more needed than increasing its survival kit?
     
     
    This post was made using google translator.
  18. Cool Story
    Diego Ferreira reacted to Arthas in THE ART OF WAR - Classes states and suggestions on how to improve it.   
    THE ART OF WAR
     
     
    I've always had the curiosity to talk to players of all classes and ask them how they felt what was their classe's state , if it needed buffs , nerfs or anything really. And obviously i know that their opinions would certainly have a lot of bias , considering that they would certainly want their class to be as strong as possible , so in this research i tried talking to as many players as possible of each class (total of around 130 players from both factions) and ask them the following questions :
     
     
    How would you rank your class at PVP ?
    Ranging from F, E ,D, C, B , A ,S
    F being the Weaker and S the stronger
     
    Why?
     
    What do you think should be done to improve it?
     
    How would you rank your class at PVE ?
    Ranging from F, E ,D, C, B , A ,S
    F being the Weaker and S the stronger
     
    Why?
     
    What do you think should be done to improve it?
     
     
    PS.: All the data in the following TIERLISTS is based on other players experiences and opinions. Some of those rank higher then others because are more versatile and not only "one trick pony".
    PS2.: Best to Worst on TIERLISTS goes from LEFT to RIGHT.  So if in RANK A theres 3 classes "BD" "ROGUE" "DRUID" it means that BD is the best RANK A , followed by rogue and then druid.
    PS3.: Expert skills such as “Magic Resistance” and “Magic Extension” were not taken into consideration because those would obviously increase any classes power by quite a lot and are not part of any class skillset.
    PS4.: The game is not balanced around players with +10 Greatness Set with 10+ passive expert skills, its balanced around the usual +6-7 player
     
    1)  ARENA
     
     
     
    2)    GVG   
     
     
     
    3)  PVE 
     
     
     
    4)SUGGESTIONS 
     
     
     
    Ps1.: Content here shouldn't just be taken to face value , this is the opinion of 120+ players with a touch of my own , and not in any way "absolute".
    Ps2.: I've had help of a lot of people from both factions and would like to thank them all :
    In special members of my guild CRIMSON (Warlord , Iamcrazy , Miraii , Zettsul and many others) and my friend's guild BANANEIROS (Beshanana , Lilypriest , araujonana and many others).
     
    I've had a lot of fun making this and hope you guys enjoy it as i did.
     
    I'm eager to hear all opinions , but please lets be civilized , lets show our opinions with due respect.
     
     
    DAY 1 CHANGES :
    Chieftain Arena Rating  : Reconsidered after a lot of feedback from playerbase. Ty @TheWho for videofootage and data
     
    More to come...
     
     
     
     
     
     
     
    Lets all hope that the next Class Balance update at the end of the year brings the game that we love so dearly to a better state.
     
  19. Like
    Diego Ferreira reacted to rafa9876 in Warlock Skill Improvements Suggestions   
    I think they could be the ones to receive a passive skill that buffs the warlock whenever any enemy resists any skill.
    Could make it like "for every time an enemy resists any ability, warlock gains a stack." and then "At X(3?) stacks he gains a buff" or "For each stack he gains X."
    The buff could be anything, to damage, defensive, crowd control or even to buff the next ability to apply its full duration debuff 100% of the time.
     
    A passive skill like this would be relevant in any high level content, as even normal mobs start to be able to resist.
    Stuff like this already exists in relics, activating after an enemy resists the skill.
  20. Haha
    Diego Ferreira reacted to Higgings in THE ART OF WAR - Classes states and suggestions on how to improve it.   
    Look mum, he talks about me! 
  21. Like
    Diego Ferreira got a reaction from ThiagoWanted in Sugestões para melhoria   
    Ótimas sugestão, realmente algumas coisas necessitam de atualizações, a loja cc de evento está mais viável do que a loja de cc padrão do game, poderia por exemplo trazer novos baus a coridons, equipamentos mais fortes entre outras coisas.
     
    As builds multiplas foram tão pedidas, eu esperava que fossem lançados nessa última atualização, já que faria todo sentido ja que o foco da att foram habilidades, más ainda tenho esperanças de que um dia virá, assim como as lives da T4 foram modificadas como todos os jogadores pediam ^^
  22. Like
    Diego Ferreira reacted to ThiagoWanted in Sugestões para melhoria   
    Olá Guerreiros !!!
    A pedido da comunidade, quero deixar aqui algumas sugestão para melhoria do nosso querido Warspear Online  
    Com a chegada do território 5 de Ayvondil foi implementado diversos eventos, que permite o jogador adquiri novos itens através de Dobrões e reputação para aprender talentos etc...
    Porem os dias de eventos estão excessivos obrigando o jogador estar online todos dias para participar dos eventos.
    Por esse motivos muitos jogadores estão fadigados e parando de jogar, porque os eventos estão tomando todo o tempo do jogador. 
    Existe um problema maior que é a dependência de uma guilda. Para um jogador se manter no end game, ele precisa estar em uma guilda ativa por causa das habilidades passivas de guilda que aumenta atributos como Ataque, vida máxima, regen de energia etc...
    O problema é que as Guildas Ativas exige metas de GP e que esteja online na hora do eventos (todos os dias) .
    Essas metas que as guilda exige muitas das vezes são altas, fazendo com que o jogador tenha que concluir inúmeras vezes masmorras e concluir missões para bater as metas de guilda, o que desanima ainda mais é que a maioria das vezes o jogador não é recompensado pelo GP feito, porque muitos azarados como eu não dropa em masmorras na tentativa de bater as metas de guilda.
     
    minha sugestão como jogador são as seguintes. 
     
    Mudança no sistema de classificação de guilda. ( Minha opinião a classificação de guilda semanal não tinha que ser por pontos de GvG. Exemplo: Invasão do Caos e Teste dos Homens peixes ou até mesmo Batalha de território poderia dependendo do desempenho da guilda nesses eventos, a guilda somaria pontos para se manter no ranking de Classificação de guilda semanal.
    Outra sugestão se não for possível mudar o sistema de classificação de guilda semanal, seria no mínimo torna os Pontos de Guilda em moedas, para o jogador trocar por equipamentos ou itens, fazendo isso já seria mais justo para o jogador porque ele ia ser recompensado pelo GP que ele fizer. Pagina de Build de habilidades. recentemente foi implementados uma nova mecânica que permite o jogador trocar o set de equipamentos em instantes, seria interessante ter um mecânica parecida para que jogador pudesse trocar de build PvE para PVP em instantes sem ter que usar livro do esquecimento.  Loja Coríndon Carmesim, minha sugestão seria adicionar novos itens e trajes exclusivos, a loja Carmesim não recebe atualização há anos. Trajes da loja milagrosa, também precisa ser atualizados muitos trajes que estão na loja milagrosa precisa ser desenhados novamente para chamar a atenção dos jogadores, caso ao contrario fica de enfeite na loja milagrosa porque ninguém compra eles há anos. Tempo de respawn dos Boss. Seria interessante adicionar essa mecânica, ao matar o Boss ficasse um cronômetro mostrando o tempo de respawn do mesmo, assim iria facilitar a vida do jogadores que estão fazendo done Quest ou Farm Boss.  
    É de extrema importância que a comunidade venha no fórum trazer sua opinião ou sugestão para melhoria do jogo, lembrando sem ofender ninguém !!!
    Esse é o melhor caminho para o jogo receber o feedback da comunidade e trazer melhorias para o jogo. 
  23. Sad
    Diego Ferreira reacted to Vlec in Atualização Warspear Online 10.0: A Era do Conhecimento. Anúncio   
    Sinceramente, não curti muito o bônus do Warlock, são 2 skills que falham, exauri que pode da evasão e grimório que da resistência, alem de ser em alvo unico, diferente do nosso rival de facção Mago que tera o trabalho apenas de apertar um único botão

  24. Wow
    Diego Ferreira reacted to Arthas in 👑 Make Greatness Great Again 👑   
    Make Greatness Great Again   
                                                                                                                                                            
     
     
      
     
     
    Greatness Set has been for the last years of Warspear Online one of the biggest Achievements a Player can reach.
     
    Its the Peak of PvP itself on Arinar. ( Atleast it should be , considering how long , and how much work it takes to get it)
     
    The Imperials of Greatness system , and the Random Team arenas were some of the best changes to the game , changing the arena in such a profound way that it gave new meaning to players to participate.
    Everyone  has a chance to achieve Greatness, without having to sink their entire life into 24/7 arena , and without having to force themselves to participate on WIN-LOSE arena farms, that would literally be non stop mindless grind , with no actual fight, and strategy.
     
    The game has evolved a lot on the last few years, and so have itens, but the Greatness Set hasn't , turning it almost into optional, that will mostly be used for aesthetic purposes and to get that small 2 parts buff to be "min maxed".
     
    In most classes you are pretty much “forced” to use Mermen Gear if you want to get the best out of your character.
     
     
    1)Mermen Gear :
     
    1.1)  Heavy Armor :
     
     
     
    1.2)  Light Armor :
     
     
     
    1.3)  Cloth Armor :
     
     
    So not only those items are far superior to most counterparts , they also give a huge advantage over classes that aren't really viable to use that for PvP , like Warlocks.
     
    Ps: Its really easy to reach full stack
     

     
    2)Suggestion to make Greatness Set Viable :
     
    Level 32 Greatness Gear :
     
    Make the New Gear unique like Mermen's , with its own active skills, cattered to PvP content.
    Create Multiple versions with different attributes so people can choose the one that fits their playstile.
     
     
    2.1) Heavy Armor :
     
     
     
    2.2)Light Armor :   
     
       
                                                                                         
    2.3)Cloth Armor :
     
     
    Yes , i know those are pretty strong skills , but think about it for a second.
    People with Greatness Gear Full are at the Peak of PvP and have worked for months to reach it. So certainly they should have more then just a good looking gear after all that effort put into PvP.
     
    Obs: I'd suggest decreasing mana consumption by atleast 20% of what Mermen's has , it is just too much , and makes some classes unable to use it for that reason.
     
     
    3)Expert Skills Magic Resistance and Magic Extension:
     
     
     
     
    Keep in mind that ,
    All the visuals , auras skill icons are there simply for aesthetics , they wouldn't be implemented that way , and are just glimpses of my idea , to facilitate getting the information across.
    The numbers are estimates, and would certainly be changed , considering i'm not a developer and don't know how those numbers would interact with the whole game.
     
     
                                                  
     
     
    I hope you guys enjoy it , and i'm looking forward to get opinions and new ideas on the subject.
     
     
                                                                                        
     
     
     
     
     
     
     
     
     
     
     
     
     
  25. Wow
    Diego Ferreira reacted to Arthas in PVE COMPETITIVE CONTENT - Harad's Tower   
    One of the most glaring issues with our beloved game is the lack of endgame competitive content for PVE players.
     
    Nowadays the "endgame" is composed of only Mermen Sanctuary , which has become "easy" content for most players at High end guilds, and theres no system to push players to always find the most effective ways to play , always pushing to faster and smoother dungeon runs.
     
    So my suggestion would be to create a new system to fill that hole.
     
     
     
                                                                  Harad's Tower                   
     
     
    Lore : Up to devs to insert this in the game in a way that makes sense lorewise. (Maybe Harad made this tower to safekeep divine weapons that would be used by people of Arinar in a crisis , to fight against evil "X").
     
     
    CONCEPT :
     
    1) A 5-Player Dungeon that has 20 floors/difficulties.
    Ranging from 1 - 20.
     
    Once floor 1 was completed , that party would unlock Floor 2 , and so on.
    Every daily reset would reset the entire dungeon and players would have to start again from Floor 1
    Dungeons would only be able to be done in the previously stipulated time (which means that the players wouldn't be able to extend their time inside of the dungeon with no item) , if failed to complete in time the party would be teleported back to the entrance.
     
    1.1) How to participate?
    To enter you would need "Harad's Key" which could be obtainable only by trading 200 "Divine Reputation" with "Roram" , a mysterious looking man that we meet when nearing the entrance.
     

     
    1.2 ) How do i get "Divine Reputation" ?
     
     
     
    2)Floors Mob Difficulty Scaling (HP,DMG,DEF)
     
     
     
    3) Every 5 floors we would have a "Raid Boss" 
     
    At floors 5-10-15-20 we would have to fight Bosses.
    What i would suggest at this bosses is having multiple mechanics, something hard that would actually force people to pratice, and to try multiple times to achieve that.
     
    We have so much potential in mechanics already in game :
     
    I will suggest one specific Boss :
     
     
    Concept of Floor 5 Boss :
     
     
     
    4 ) After every "RAID BOSS" we would have a change in mechanics , monsters and environment.
     
     
     
    5 )COMPETITION
     
     
     
    6) REWARDS
     
    After all that hard work and that much effort put into reaching higher floors , the player will certainly expect something to show off his skills , teamwork and patience to other players.
     
     
     
     
    I hope you guys enjoy , i have a few more ideas to post on the forum , and will do so in the near future.
     
    PS : Concept Art is only here to illustrate , and try to give all the readers a peek into my idea. They were taken from various sites , and do not represent the actual content ingame. 
    PS2: The numbers shown here are nothing but estimates, and would most certainly be changed by the developers, when tuning the idea to be applicable to Warspear.
     
     
    @Nolan @Akasha @snorlax  @Khrone  @Higgings @Jcbreff
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