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SaltyCoffe

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    Italy

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  1. If you keep doing off-on for the 75k talent of middle branch , you reach a point where all my bleeds from a skill supposed to lasts 8 sec apply in 0.5 sec all together
  2. Why is that ? This is just a feature for some classes who wants to not lose the original skill buffs
  3. I think the talents makes an enemy auto or skill impact you with 5% less accu It doesn't directly affect enemies accuracy % but the "attack" itself , so indirectly it says " little bit less chance that the attack hits you "
  4. for seeker spring bracelets are better
  5. Noty . Better release in horror after all holiday bracelets are out Spring bracelets will come , don't wanna spend 100m for lvl 34 gear attk strength
  6. Wanted to make a suggestion on the last talent " Inner Harmony " of Seeker's 3rd branch Is there any way to make it so it's numbered, so we can actually see how much " skill cooldown speed " actually increases? Because right now you have to open the stats and try make some fast math calculations
  7. A cooldown in the change could be another idea but that could stop hard people who are slowly building a branch like me for example where i invest some knowledge and then switch back , ecc... And 7 days ( still better than 25k knowledge in terms of cost ) I think it's a bit too much , taking me for example again , I would have to sacrifice my whole pve potential just for 2 weekly mermen gvgs ( without counting holidays events gvg ) and switch back the next week to lose the pvp gvg potential So I would say a reduced cooldown might work better
  8. 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
  9. Just to update this post Knowledge discount ( except for rare updates ) COMES OUT ONLY FOR ANNIVERSARY PERIOD ( few weeks of discount if i'm not wrong )
  10. They don't even require an healer if you have strong party ; Dungeon has always been an hard thing to do for average players, that's why the recommended thing is to bring every type of character ( tank, healer , dmg , ecc... ) in dungeons
  11. The 3rd branch seems like a "More tanky " way but it really isn't , it just gives infite energy, the cd bonus isn't really that effective as seek doesn't have any cd stat+skill , yeah it lowers some cooldown but after 1 combo it's not like you can easily survive 6+ seconds to re-use other skills ( you need to stack the talent too to be able to arrive at 30% cd ) 2nd branch have nearly same problem as i've stated now, skill and BLEED reliable but all of our bleed comes from the skills which are easily resisted ; as far as i've tested even if you can manage to apply some bleeds with the 1st Big talent in 2nd branch ( which is really low % ) it's not like you can effectively lifesteal a lot or apply that much dmg in a long-term
  12. This is basically what i've said in some of my other suggestion : The other talents part is something that needs a change as they are completely useless as of now, especially combos with the 2h middle branch and middle block talent skill The pve aspect i agree , maybe a slight nerf but yeah , I still think seeker and rogue have to superior in pve to other classes, otherwise why even pick seeker anyway when you can have ranger / bm / bd stronger in pve like seeker but having stronger pvp / GVG The class , as I've stated in another forum post, might need a slight adjustment on the talents that apply in PVP too, after that either keep the class dmg like this ( keeping in mind that it's a dmg dealer class and not a supporter ecc... ) or if nerf even more dmg pvp, increase tankyness or completely rework buff the 3rd branch + other skills
  13. The changes are already decided, it's useless to keep making forum posts now , better wait during next year to make other suggestions
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