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Fabr

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  1. Confused
    Fabr reacted to Sh0ckboner in Paladin banner at war cause lag in the server   
    Every time the pala revives it does this damage. When a rogue or chief revives it’s normally killed right away. The banner does 600 per tick 6 times and crits over 1k I can use 50 life scroll on my chief and not getting 1 shot off on flag. I can revive many times on rogue and get only a few shots off. Banner is 100% success rate and it’s taking 2-3 palas to take 1 flag in 10-15 minutes. War is now going to be won with paladin and lifescroll. You’re the first one to cry when something isn’t right on MC and you are bias to this. If MC was
    able to revive every time without fail and drop a banner that did damage 100% of the time i would win war solo every time. I can buy 2 mil Ls np. 
    This isn’t about how much some skills can do. 
    This is about using less than 10 set life scroll
    to win war and there’s nothing MC can do. Each banner 4-5-6-7-8k per drop with crits not crit. x 2 palas= flag taken 10-15 minute. We have seen it the past 3 wars  
  2. Haha
    Fabr got a reaction from Sigma in Paladin banner at war cause lag in the server   
    Banner damage in game: 650.
    Forum banner damage: 8k-9k.
  3. Haha
    Fabr got a reaction from Gladiator in Paladin banner at war cause lag in the server   
    Banner damage in game: 650.
    Forum banner damage: 8k-9k.
  4. Haha
    Fabr got a reaction from lallouss in Paladin banner at war cause lag in the server   
    Banner damage in game: 650.
    Forum banner damage: 8k-9k.
  5. Confused
    Fabr reacted to vegeta in Paladin banner at war cause lag in the server   
    Dear developers there is a bug with paladin banner right now which causes lag for the server for the moment when the banner is used during the map 2 wars making people just stand while banner is doing damage to the flag . I hope this is fixed as soon as possible . Also a solo banner usage is doing 7k 8k damage on the flag per lifescroll revive usage which is same as death knight curse bfre on the map 2 war flag but now since the death knight curse dnt do any damage on the flag the banner sHud be made same mechanism . There are only paladin's coMing to attack the flag with banner by spamming lifescrolls which makes the war only in sentinel side favour 
     . Hope banner lag is fixed soon bfre next war .
    Below are videos of t5 t4  and t3 lag only happens when banner hits players + the flag 
    @Holmes
    @Nolan @LeeLoo @Cardinal @snorlax  @Hedfuc  

    YouCut_20220110_162530641.mp4 YouCut_20220110_162847787.mp4 YouCut_20220110_163117182.mp4
  6. Confused
    Fabr reacted to Keltas in [2021.12.13] Warspear Online Update 10.2. Preview. Part one   
    rework it so it doesnt make damage by off hand lower by 40% but it lowers off hand physical dmg by 40% then or it doesnt make sense coz BD can deal you 5k dmg in 1 spell coz he have dmg from both weapons but we now have magic dmg from 1 weapon??? this is made by elf GM 100% coz no brain was used it seems
  7. Haha
    Fabr reacted to Jcbref in [2021.12.13] Warspear Online Update 10.2. Preview. Part one   
    i want to introduce you to little known game mechanic that has been in the game for basically this whole time already

  8. Haha
  9. Like
    Fabr reacted to Speedom in [2021.12.13] Warspear Online Update 10.2. Preview. Part one   
    Looking forward for all of these nerfs. Most players are selfish anyways. The more quitters, the better. Doing majority of us a huge favor.
  10. Like
    Fabr reacted to Kyrai in Personal opinion about new Balance Update 10.2 for Rogue Class [EDITED]   
    Yes I see but I need change [Relic of Curse Removal] for [Relic of Continuous Effect] Now Rogues vs control effects + debuffs and good dodge is like this =
    Developers only listen people who haves classes weak +5 +7 vs rogues 1v1 not in 2v2, but they not listen rogues, Is hard kill Druid +10, Ranger +10, Blade Dancer +10 - Blade Dancer +10 Mermen Armor, Warden +10 Mermen Armor, Templar, Charmer, Chieftain, Barbarian Tank Mermen armor +10 2h Barbarian Damage,  Mage, Warlock. In 1v1 and in groups, And all classes are nerfed by PvP not PvE, please. If the game didn't have PvP they wouldn't say anything.
    Idk, nobody knows... is new for Seekers and Rogues this, maybe usefull in GvGs like paladin's Treads. Maybe? Idk.
    I not have pain in regeneration, My Rogue can works with 45 Energy combat in pvp, but in PvE maybe could die, so I need change to Penetration Weapons like Sword of Catharsis, and that is good bye rogue dodge. need full Vampirism now, like defensive build.
    I pvp with warden with that skill 5/5 and is a nightmare, Block - Block - Parry - Dodge - Parry - Block - Dodge - Dodge - Parry - Block, and healing Skill, Dodged
    The problem is Rogue cant put Accuracy in set, because needs other bonuses Like pene and Cooldown Skills. Build a Rogue is hard to make,
    That isnt like:
    Full penetration, No.
    Full attack Speed, No
    Each Crystal and Rune have them function in rogue build, and full Speed Rogue is a waste of crystals and a waste of bonuses.
    So Rogue in Enchant Gear is nerfed, Dodge Build Time-Potency Nerfed, Stun Skill Build Nerfed.
    I mean Warden Stun skill Shocking Blow, The skill cannot be blocked, parried or dodge, like Barbarians Charge - Shield Strike or Death Knights Exhalation - Sharp Shadow, Both classes can be dodged parried or blocked. Is very injust.
    You have Rogue? ... you only want nerf rogue because you cant kill them 1v1 maybe
    I updated because Developer fix dodge timing, I changed things
  11. Like
    Fabr reacted to Fynn in [2021.12.13] Warspear Online Update 10.2. Preview. Part one   
    Literally every class with dual wield, has this reduction. 
    And Why should magic damage be the exception? 
     
    For the other classes, physical damage affects the damage of their skills. 
    The right thing to do is to put everyone in the same bag. 
    And don't come out with the chieftain only being able to get very little magic damage (Whether you prioritize physical dmg, is your business) 
     
    Anyways It was only 30% and not 40% as it normally is.
     
     
     
  12. Confused
    Fabr reacted to Lwn in [2021.12.13] Warspear Online Update 10.2. Preview. Part one   
    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.
    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?
    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.
  13. Like
    Fabr reacted to Nubmage in [2021.12.13] Warspear Online Update 10.2. Preview. Part one   
    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)
    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.

    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....!!!
  14. Like
    Fabr reacted to Nubmage in [2021.12.13] Warspear Online Update 10.2. Preview. Part one   
    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
  15. Like
    Fabr reacted to chocoli in [2021.12.13] Warspear Online Update 10.2. Preview. Part one   
    You obviously haven't played BD in elf, or haven't seen a real bd nowadays. Tank BDs are obsolete bro they're dead since counter attack was nerfed hard, tank BDs rarely found now. In tank BDs in pvp/arena are not as tanky as barbarian/warden/deathknight/paladins they have no health restore skills they only have shield skill which players only lvl up to 1/4, they're only named tanks because they can use heavy equipments. The case of this is in PVE, most players neglect Blade dancers in dungeon spams/runs if built tank, why? BDs dont have aoe dmg in auto attacks and very low dps compared to seeker/ mage/ rangers, they're very inefficient tanks (single aggro is weak, rush is the only area aggro skill which is also weak, have long cooldowns and have limited aoe effect, a ranger can steal single aggro more than a bd) they make party members die often eventually failing the party, they cant even tank specific dungeons (Tech tower, Sea myth, festive dungeons, Tree myth etc.) And cant tank raid bosses. So, players that wanted their BDs to be invited in boss raids, dungeon runs/spams it resulted them building DPS blade dancers with light armors equipped with swords/daggers with max PoB to be able to cope up with the dps competitions of seekers/rangers demands by players. Conclusion BD tanks are dead in PVE they now rely on their autoattacks, in PVP they're not as tanky as barbarians.
    Most of BDs are built dps now in PVE. Devs are doing great anyway on this rebalance, im still waiting for test servers to test the permanent active skills that reduces mana regen. If u want BDs to be nerfed on every patch might as well delete the class, also why would devs play their own game?Just for test of maybe or they just want to rekt other players? Which doesn't make any sense
  16. Like
    Fabr got a reaction from Nubmage in [2021.12.13] Warspear Online Update 10.2. Preview. Part one   
    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.
     
    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.
     
    No bd will cycle with this shield, simply because no one will put points on it. Bd is a dmg class, who is going to lose points using a shield? And if cycling with a shield was an issue, necro and priest would be gods. There are skills much more problematic than a shield that can be cycled, a great example is the rogue kick in the back. Sonic boom is the same thing, nobody puts points on it except some pve bds that don't have attack speed.
  17. Haha
  18. Haha
    Fabr reacted to Crowns in [2021.12.13] Warspear Online Update 10.2. Preview. Part one   
    Honestly, after looking at the patch notes. Only 2 thoughts: Ignorance or incompetence? 
     
    1. Mermen buff should still be BUFFS and not passive. That allows for dual-type mermen builds (eg. Leather + Cloth) to switch between different mermen buffs without a constant mana sap. Also, permanent mermen passive (without the ability to debuff it by Chieftains), makes wardens in arena near impossible to kill. 

    2. Retain Chieftain's Wolf and Frenzy's damage % parameters as it currently is (aka no reduction). Keep the stun for Frenzy. 

    3. Reduce Chieftain's Eagle Eye and Swooping Army's damage % parameters. Remove the -30% magic penalty for dual wield. Problem solved in terms of overpowering magic AOE damage. 

    4. Remove talent tree/knowledge if you are going to be doing constant rebalance. Allows for others to play different classes each rebalance without falling behind too much due to the time-consuming grind for knowledge. 

    There, I solved it for you guys. 

    EDIT: If it wasn't obvious enough for the marketing team, an average player tends to spend more when building up new characters versus spamming dungeons for knowledge. Cost basis-wise, the money you'll rake in from players rotating classes (spent to amp etc) versus the limited money sink for knowledge (capped at only seeker's stamina) is going to be much more. 😉
  19. Haha
    Fabr reacted to beto in [2021.12.13] Warspear Online Update 10.2. Preview. Part one   
    Nhaa, just reduce 10% auto but get extra def at shield and some aoe isnt a nerf, the solution is remove resist or make it 5 seconds resist like a mage
  20. Haha
    Fabr got a reaction from Speedom in [2021.12.13] Warspear Online Update 10.2. Preview. Part one   
    Wow, bd gets a buff on 2 skills that no one takes seriously enough to put skill points on them, to make the skills a little more useful and people come with "oooohhh my god bd buffed" 
  21. Confused
    Fabr got a reaction from Mjtov in [2021.12.13] Warspear Online Update 10.2. Preview. Part one   
    Good changes 👍
  22. Confused
    Fabr got a reaction from Avamanyar in [2021.12.13] Warspear Online Update 10.2. Preview. Part one   
    Good changes 👍
  23. Haha
  24. Like
    Fabr reacted to Christianps in mudança da mecânica de algumas skill do templário   
    mudança da mecânica da skill:
    "Marcado pelo sol" 
    observação:
    pelo que observei templario tank melhor sendo híbrido por conta da agressão que dar cura baseada no dano magico do personagem
    sobre a habilidade estigma onde o personagem usa a skill e causa um efeito de: "agressão" em área e cura com o atack automático do personagem que a utilizou, mas como é uma classe que ajuda a pt segundo a skill de "ensinamentos de harard" que cura o membro do grupo com menos hp de acordo com o dano mágico percebi que templario mágico é suporte. E agressão da cura para o templário mas mas o dmg da PT pode acabar atrapalhando a cura do templário pela agressão. 
    Sugestão:
    sugiro que o efeito estigma não seja tirado pelos membros do grupo.
     
    Que o efeito de cura seja ativado somente por atack automatico e de skill do templario. 
    Que a cura do efeito estigma seja redirecionada ao templario  e a o membro com menos HP do grupo assim como habilidade ensinamentos de Harard.
    mudança da mecânica da skill:
                     "mantra"
    essa skill é uma cura que o personagem que a usar ou a que for aplicado fica impossibilitado de atacar e de ser atacado e o personagem que for aplicado essa habilidade sofre uma redução de velocidade de movimento e tem o hp restaurado em uma certa %.
    observação: skill de cura, serve para se ajudar e ajudar aos membros do grupo, mas em um grupo onde o tank precisa ser curado o mantra acaba que atrapalhando o tank do grupo pois os mobs que o tank agrou vão para outro personagem do grupo pois o tank sob o efeito do mantra não pode ser atacado e assim pode matar a pt e dificultar a presença de templario como suporte em grupos.
    Sugestão: sugiro que o mantra continue impossibilitando o personagem em que a skill foi aplicada de atacar, mas que não impossibilite o adversário de atacar o personagem sob o efeito do mantra e que o personagem sob o efeito do mantra continue sem receber dano assim quando o tank receber a cura do da skill "mantra" ele não perdera a agressão e continuará a ser curado pelo mantra e não receberá dano.
    mudança da mecânica da skill:
               "toque da verdade"
    essa skill aplica um efeito de supressão ao redor do personagem que se expande em certos segundos(dependendo do nivel da skill a área de supressão se expande em menos tempo) depois que atingir o tamanho máximo a área desaparece e bloqueia o uso de skill de todos os inimigos que estavam dentro dela.
    observação: sendo uma skill que ativa abaixo do personagem isso é uma desvantagem para quem usa cajado pois precisa chegar perto do adversário para usar a skill e de cajado é bem arriscado usar essa skill de perto alcance.
    Sugestão: como forma de melhorar a experiência de templarios de cajado no pvp sugiro que essa habilidade possa ser usada a distancia também em um alcance de uso de 5 metros, semelhante ao fluxo reverso, assim não torna o templário de cajado mais propício a completar combos sem quebra de mecânica da  própria especialidade que é se aproximar do inimigo sendo longo alcance.
  25. Confused
    Fabr got a reaction from Gelsin in when can we expect a change to rogues?   
    All classes have some bad or even useless skills, it's normal, you just mentioned the ones the rogue has. Frenzy isn't bad, +20% damage taken isn't a big deal as you're not a tank class, but I agree the duration is very short, it should last longer.
    By the way, these 2 skills are wonderful compared to these other 2.


    That would be copying the mage's ability, nothing original. Instead, he could damage anyone nearby as well.
     
    It would copy the seeker's invisibility too. The stealth is already good.  You're not planning on attacking the flag alone, it doesn't work. Wait for the legion to rally to attack while the mages are busy dealing with the invaders, use the jump.
    While this is true, on the other hand chief has the best mobility in the game, even better than the seeker.
    Yeah, that sucks. Aigrind needs to remove these pots from the arena, it's pretty unfair.
    Yes rogue is currently one of the worst classes for gxg. But I don't think there's any way to fix this without indirectly buffing the rogue in other aspects of the game, which is difficult, it's being replaced by hunters in guilds because they're better at gxgs. The same is happening with seekers.
    Yes, you can't compare the damage of a rogue with that of the seeker. This really is broken.
    There is no worse class in the game, there are only classes that are good in one place and bad in the other. In this case rogue is good in pvp and bad in gxg. Rogue like you said has the best dps in the legion, and he's very good at pvp too. Ranger doesn't have a skill that makes him 50% accurate, he has one that gives 25%, and still is reduced to -20% with just 1 skill.
    Rogues are being kicked by the guilds because guilds are being competitive in gxg events and want to get stronger as much as possible by putting good classes for this type of event in the guild. And unfortunately there's nothing you can do, even if the class is buffed to be competitive too, someone else would suffer the same problem, and that would end up buffing classes that don't need buffing and would unbalance the game.
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