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Fabr

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Everything posted by Fabr

  1. Nem sempre têm, como eu disse nos gvgs os jogadores estão sempre espalhados pelo mapa mais ou menos assim: Normalmente no meio de tudo é onde tem o maior numero de jogadores e nas bordas o menor, mas é impossivel lançar fluxo no meio por causa do monte de skills que vão te acertar e te impedir. E mesmo que os alvos passam dos limites e o fluxo atinja mais, lançando os jogadores pra longe dificulta ainda mais pra outras skills acertarem eles até as das outras classes, se você for empurrado pelo fluxo, dificilmente vai ser empurrado denovo por outro, pois você fica mais distante e os templarios não conseguem se aproximar por causa dos stuns. Basicamente, no começo pode estunar vários mas depois não consegue estunar quase nenhum, só vai ficar um circulo vazio que só vai stunar quem andar nele de propósito. Se compararmos isso ao circulo do lock, ele consegue estunar até o efeito acabar e te deixa preso e propenso a qualquer tipo de ataque e skills, então não é realmente desbalanceado.
  2. Isso é mais culpa do própio design do mapa, porque essa escada é dificil de passar antes mesmo de o fluxo existir só era jogar skills lá que impedia dos jogadores passar. Fluxo não é desbalanceado, até porque em gvgs os jogadores estão todos espalhados e não juntinhos em um quadrado de 3x3 metros pra algum templario jogar fluxo e dizer que estunou a guild toda. E não é igual lock, stun dura pouco.
  3. Beastmaker has the same weakness as the charmer, if the pet dies it loses almost all of its damage. I think the class is still very new and players haven't had time to learn to play against it.
  4. I'd be surprised if there was an elf class that DOESN'T need nerf for you
  5. sorry but i doubt that in any pt you will have a paladin, a priest buffing your pet instead of another dmg class like seeker or mage.
  6. Power of blades is a good skill, I don't think it needs a buff. The talents are not bad, but in reality they are only good for pvp, like parry and shield talent, power of blades talent is bad because it has very low chance to activate and still does little damage. For gvg, bd is a lost cause. It's a shame that a dmg class in gvg only serves to use a stun skill. Sonic boom would be a good skill for gvg but it does little area damage, i hope they change that with a buff or a future talent. I totally agree to take away the agro skill, elfs already have 3 much better classes as a tank, bladedancer can't tank anything without an equip shield and doesn't even have healing, having agro doesn't really have any purpose, I think they should do it a completely new skill and put it in place of agro.
  7. One detail that everyone forgets about this talent is that your hp is put at 30% of maximum, and healing by abilities and vampirism is halved. A seeker with 7k hp will be left with 2k, leaving a class that doesn't have resist or dodge more fragile than it already is, and as much as it has high damage, it will heal little with vampirism. And they say it's tanky, but how, with 2k hp? You can see at any time a chief with 7k hp with rugged hide have his hp reduced to almost nothing with a combo of any dmg class and just not die because the skill reaches its maximum reduction value (about 80%), then we see a seeker with 2k hp with a 55% reduction and keep saying he's a tank? Mcs is a joke, I've seen for a long time that they don't know how to play the game, and these ridiculous posts show even more what they really are.
  8. Yes, it's not a bug, but an error. Damage over time skills are not able to deal damage on the flag, but acid rain does damage, and this was not supposed to work as it should, simply a mistake, and that will be fixed. What makes me cry is seeing some trying to justify a mistake that the devs themselves made, to encourage them not to correct the skill so they can have an advantage in the war, makes me cry with pity.
  9. The devs probably already know about the problem and will fix the skill soon, without shedding a single tear.
  10. Honestly me arguing about this is useless, just a waste of time. If you guys lose to bladedancer because of resist then I just don't care. Even if they nerf the resist, legion players will always look for some other skill to complain about bd (hamstring, sap, parry, shield) and will continue in this cycle, losing in the same way. resist makes little difference, at least for me, I don't need it much. If I don't know how to play bd, who will say a chief that doesn't know how to run under resistance buff, or a mc team that doesn't focus on a beastmaker's pet, a lock that doesn't know how to hit and run, are they knowing how to play? Or is it all class imbalance fault too? Developers can't fix player skill issue, and they can't fix an "unbalanced" class for players who don't know how to play against it. Even if they nerf ranger or templar damage, or nerf templar, druid, paladin stuns, or nerf heal those classes, the gameplay of those classes and strategies won't change, and if legion players don't learn to play against they will continue to lose, lose and lose. So it's a waste of time to discuss here how your "Legionary Class Name" easily dies to "Sentinel Class Name", or how "Sentinel Skill Name" is much stronger than "Legionary Skill Name" , all this doesn't mean anything because it doesn't show that the class is really unbalanced, it just shows that it has advantages against other classes, but don't show if it is really very strong and doesn't have any weaknesses or weak points, to have a reason to nerf it, so in the meantime, I don't need to say anything else. Anyway, good luck with your game.
  11. His resist is not infinite, it's only 3 per use, and they all go away only with basic skills like roar, circle, earthquake, even the stupidest relics make resist and lose 1 buff. I play bladedancer myself and it happens many times that I go to 5x5 arena or crucible, use resist and lose all 3 buffs almost at the same time. Some even use the resist as a benefit to activate relics or activate dk curse instantly, because I lose 1 buff anyway. After the nerf, you can't use rush with the resist activated anymore, I'm just going to dismiss the effect. Because of this, after the rush effect wears off I fall into stun soon after without even time to activate the resist. The locks know how to play around the resist of the bd, they can easily keep running and throwing skills like that blue circle that takes several hits and slows you down. Most arena players know how to play around bd resistance skills. If you complain about it, it's probably because you like 1v1 and can't beat any of them. The same with physical chieftains. Ferocity works against these pets, even though they are pve, and even then it's hard to kill them because of the def they have and the charmer skill that reduces the damage they take. But it's hard, for just 1 person, but with 2 or 3 you can kill without problems, so why now they're complaining about beastmaster's pet, if it's the same thing?
  12. This is the funniest thing I've ever read. Rogue players always want their character to be a god, to always dodge all attacks and cry when someone with good accuracy kills them. Now the kick is a problem because it's only on 1 target, because they can't get in the middle of the enemies and dodge all the attacks Locks are also the same thing, they are always complaining about stuns being resisted, and without them, they would always permastun anyone. what fun would it be to always be stunned to death? Now for the druids it's always different, because he's always the "full stun" class, whenever they talk about a druid, the resistance ceases to exist and he magically manages to permastun any character in the game. Hunters also with 3 ranged stun, with a silence that lasts a long time, is a bad class simply because their ranger counterpart has more damage, and ignores the fact that ranger ranged stun is a 2 skill combo that can be easily broken in many ways. Now, Hunters have the poison that does high periodic damage and the mark that increases damage, but they just don't care to level them up, and continue to complain that it has less damage than rangers. Barbarians is ridiculous, they have stone skin constantly regenerating over time, and now regenerates with blocks and parrys, they are full speed, damage, stamina and defense, and that's all with blocking and parrying, and without any skill that reduces your mana . they can put penetration into the rings along with set mermem and have 40%+ penetration + stone skin + block + parry + speed + resistance, and complain because a mage sets them on fire and takes the stone skin from them. Was brb supposed to have no weak points? While warden relies entirely on blocking to heal and fortification to reduce damage, brb heals and reduces damage without relying on blocking and without any mana reduction. Shaman has a very long and low cooldown stun constantly throwing you away and when you come back he is already full hp, the fire totem does a lot of damage and hits from afar, and with castle pot, he is almost immortal with the totem healing him. The weakness totem is pretty strong too, it reduces penetration by 25%, greatly reducing the damage of elf classes, but again, it's a "i don't care" moment. Now, the newest complaint of the year, beastmaster, who only has 1 pet and the mcs say he can't kill him. We elves have to suffer to kill 1 damn charmer's dog only for him to call another one seconds later, having to hear that the tiger is unkillable for an entire group, it's ridiculous. Charmer uses heavy equipment with a shield, can summon several pets in a short time, while stupefying you, and even if he dies, the pets keep attacking you. Beastmaster has only 1 stun, has low def, and if the pet dies he has to wait 30sec to use it again, very different from charmer, and yet he is better because the pet follows him in the screens lol They never mention how the rogue's combo is broken, they stun you from afar, stealth with talent greatly increases damage, they easily kill any ranger in 1 combo, and complain that their stuns have chances and that attacks miss, being that the same thing with the elf classes, mainly bladedancer that only has 2 stuns, one of which is supposedly "ranged" but still can be parried, and an area stun that keeps failing because it's only 70% chance, and that can be avoided by simply walking backwards, and, the resist skill, the totem of weakness easily removes the resist buffs. The mcs classes have a lot of area debuffs, and they still have problems removing 2 stacks of resist from the bd. Mcs are always complaining about the elven classes, but they don't do anything to deal with them, on the contrary, they pretend they don't exist, and skills like dark seal, which reduces healing, and spiritual purification, which removes buffs, they never care to use them as a countermeasure.
  13. So I think I got it all wrong? this class is too confusing
  14. works much better with the talent, it completely removes the debuff and gives you 2 more seconds of effect when in demonic form
  15. It still doesn't mean anything in pvp. He cannot crit players with resilience or use pet in the arena. And besides, he won't have a whole pt throwing buffs at him, nobody does that in the arena. He can use any pot or scroll or any buff that increases the possible damage, he will still lose resistance and hp, and be killed by 1 combo of most mcs classes. He is using set 32 and pve accessories with attack strength, if he uses this in the arena he will be more fragile than he already is. Another thing, he has a castle buff, you probably don't even have it, and you wants to win arena with a clear stat disadvantage.
  16. And you just stand there watching him kill you? no stun, resist, relic or anything like that?
  17. So make a video of a seeker hitting you 2k. It's argument vs facts.
  18. Clearly you're fighting characters that are more amplified than you, seekers don't hit 2k auto on players and ranger isn't tank, and paladin doesn't heal 10k.
  19. How will I know? I just know that on my server there is a mc guild that wins from the best elf guilds, even though it has a smaller player population. It doesn't really matter because the subject is about a damage skill.
  20. The point is that the shield does more damage than the shaman's attacks and can be used in any situation, so they have constant damage based on their attributes, while the counter attack does very little damage even with high attributes and only can be used when the dancer is the tank (impossible). It would be fair for the counterattack to receive adjustments to be at least usable. On my server there is an mc guild that constantly beats the best elf guilds, and the arena rank is mostly mc at the top, and they also win wars. this mc is weaker compared to elves thing it's just a matter of player population.
  21. I'm talking about the shaman's lightning shield, i was fighting a shaman with my bd and i just lost more than half of my hp because i got hit multiple times by the shield, and the shaman was being stunned, there was no way he could get me hurt with other things. So I have 2 questions: 1. How is this allowed? We've been through this with the bd counter attack, with him dealing damage "without doing anything", and it rained complaints about how it was unbalanced until they nerfed to the end, now they basically do the same with a shaman skill and there's nothing wrong? 2. And the bd counterattack? He's so nerfed he's useless for anything, and now a shaman comes with a 2.0 counter attack out of nowhere and we bds are left with nothing?
  22. Can you increase the daily knowledge limit? Because it's so low, it would take forever to complete all the talents.
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