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Fabr

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  1. Haha
    Fabr got a reaction from Speedom in Massive Buff Balance for Rogue [EDITED]   
    These people want to make rogue a god
  2. Like
    Fabr got a reaction from King Death in Cacique com danos muito exagerados   
    Está certo que legião precisava de mais dmg, mas cacique já passou dos limites. Quero que vocês prestem atenção aqui.
    Eu vou dar um exemplo, um cacique de maças +7, com capa de craft e buff de dmg da guild, ficou com 700 de dano mágico e fisico.
     
    Olho de águia causa 60% do dano mágico a cada 1.5 segundos, skill dura 6 segundos, então é 4 hits de 420 = 1680 de dano total, sem contar o sangramento. Com sangramento é 4 hits com 30% do dano fisico = 2520 de dano total.
     
    Entusiasmo do lobo causa 200% do dano físico, então = 1400. 
     
    Exército póstumo causa 55% do dano mágico a cada 1 segundo, skill dura 5 segundos, então é 5 hits de 385 = 1985 de dano em área no total.
     
    Ataque frenético causa 5 hits com 50% do dano físico, então é 5 hits de 350 = 1750.
     
    Isso com 700 de dano com armas +7. Imagina alguem com 1k de dano mágico ou 1k de físico, ou os dois? E com ferocidade? Se achou pouco, combine isso ao efeito da Zona da fraqueza do lock, que reduz a defesa magica em 80%.
    E ainda vem um povo reclamar dos 40% do BD.
     
     
  3. Thanks
    Fabr got a reaction from Pecleb in [2021.10.15] Skill Rebalance. News   
    Druid has a lot of healings, he already plays his role of healer very well but lacks buffs. The only buff he has is one that increases penetration but increases little. That's why everyone prefers a priest as a heal because he buffs damage, and speed, crit, and crit damage. And there's better area damage too, tears hits all fighting mobs and punishment does good damage. Druid literally just heals and attacks.
     
  4. Like
    Fabr reacted to Salazam in SUGGESTIONS FOR CHANGES TO NECROMANTS   
    the necromancer is a support class with several qualities, but with the passage of time it's losing a bit of relevance, besides having a slow gameplay.
     
    In this post I will make some suggestions to make the necromancer's gameplay more dynamic, as well as suggest some changes in problematic skills of the class.
     
    DEATHLY EYE 
    perhaps the necromancer's weakest abilities, lost all function over time. today it is only used to activate the relics.
    here I suggest giving an identity to this skill, it would be a damage booster, in addition to still being used to apply the poison effect with the poison spittle
     
    changes
    CD: 2s to 9s
    DURATION: 30s in all ranks 
    NEW EFFECT: increases damage taken by enemy by 7-9-11-13-16%. now the maximum number of stacks would be 1
    this ability would now interact with the ''Fateful Connection'' ability, the connected targets also receive the Deathly eye effect
     
    read about infection later
     
    NIGHTMARES
    a strong skill in some arenas, completely useless in others. here i suggest adding an effect after the nightmare debuff
     
    change
    CD: 15s to 18s
    EFFECT DURATION: -2s (example now debuff duration is 7s, after att debuff duration is 5s)
    ADDITIONAL EFFECT: after the nightmare ends, or if the effect is interrupted. the target is silenced for 1 - 1.5 - 2 - 2.5 - 3 seconds
     
    with this change, even if the nightmare were interrupted, it would still have an additional effect to not render the skill useless.
     
    BONE SHIELD
    even after the talent that strengthens this ability, it is still weak. my suggestion here is simple, add a coefficient of % of the target's hp to skill.
     
    change
    remove the skill's base shield value.
    add a % of the target's hp to the shield. 
    for example: % spell power + 5 - 10 - 15 - 20 - 25% of the shield target's maximum HP.
     
    this change would also apply to the priests.
     
    POISONOUS SHIELD
    a very good skill of necromancers, however the healing effect ends up being little used, due to several problems, including the visual bug, and movement of the target under the effect of the shield.  my suggestion is to simply make the shield heal the target without needing 'Acid Rain''
     
    change
    now the poisonous shield heals the friendly target every time
    the healing frequency would be changed to every 2s, the healing values could be adjusted to reflect the new mechanics
     
    necromancer is the only one of the 4 healers/supports that has only one reliable cure, this change would change that.
     
    INFECTION 
    It's a good necromancer skill, but its effect is very similar to the ''Deathly Eye'' effect so to improve both skills I will split this skill into two. Read ''Deathly Eye'' at the beginning.
    this would become an ability used only to deal damage. your interaction with ''Fateful Connection'' will be transferred to ''Deathly eye''
     
    change
    CD: 22s to 16s 
    EFFECT: deals damage to the enemy target, and to all enemies within 1m of the target. 
    adds ''Infection'' effect to targets hit, this effect deals damage to enemies for 6s (every 2s, total 3x dmg)
     
    the ability would now deal instant damage, which is something necromancers almost don't have.
     
    PANIC!
    an excellent skill for pvp, my suggestion here is to just leave the default area of effect for all levels
     
    change
    area of effect adjusted to be equal at all skill levels
     
    ACID RAIN
    my suggestion for this skill is purely visual, add a green effect to the ground, to help enemies and even allies and know where exactly the rain is falling.
     
    DEAD SOLDIER
    a skill dear to many, hated by others. I believe this is a very tricky skill to balance. getting either too strong or too weak. 
    my suggestion is to remove the totem, and add a normal summons for the necromancer.
     
    change
    CD: 45s to 30s
    NEW EFFECT: summons a skeleton archer in the selected area to attack enemies. (basically the same elemental as the druid).
    Skeleton strength increases by 15 - 18 - 21 - 25% if there is at least one corpse near the summoning area.
    in addition, the skeleton would receive necromancer status, the same as other evocations already receive
    ->the skeleton archer concentrates his attack on targets the necromancer uses the ''Poison Spittle'' skill
     
     
     
     
     
  5. Sad
    Fabr reacted to Nearx in Nearx   
    Eaiii ricos e milionarios,
    O Nearx que todo mundo conhece foi bloqueado de fazer trocas e compras na loja pela aigrind.
    Vou parar de fazer as transferencias de ouro entre elfos e mcs, como voces me conhecem acho que fui o mais honesto desse servidor e não vai existir outro Nearx igual, por eu trocar ouro pra todo mundo acabei bloqueando minha conta e eu que saio como suspeito.
     
    Encerro aqui o Nearx Bank que trocava ouro de elfo para mcs e mcs pra elfo.
     
    Esse foi o terceiro bloqueio que aigrind me deu.
  6. Haha
    Fabr reacted to Kyrai in Massive Buff Balance for Rogue [EDITED]   
    The rogue itself must be the character that uses daggers, but the bonus stats of the daggers are not very good at most with the parameters that the rogue currently has, he has many enemies that can easily kill him in 1v1 combat or in groups, so he makes a character weak in defense and weak in attack due to the rare constructions he has
    Haves low accuracy and critical hit parameters due to Frenzy's ability that nobody uses, in addition to not maintaining constant damage as other damage classes do. He can only hit 1 strong damage if he makes a low stealth blow, also to be able to do a "decent damage" he must use axes but he loses attack speed and is slow, he can use daggers but loses dodge and some precision parameters, penetration and critical hits Depending on the dagger, and if it is the crafted one, it loses attack speed, then to arm it is difficult and it must also have Wrath in case of emergency. each bonus of these loses other bonuses so it costs to build it in if this class, and as it is a damage it is expensive.
    I did not add attack strength, but the class should have it because it uses daggers, but what matters most is the damage that is partly better because all skills will do good damage the same
    Then the rogue as he cannot reduce the damage or he cannot use a shield, his defense is the dodge and it no longer works, so I present some Ideas and arrangements for the defense and offense of the rogue, also that it can be useful for group attacks
     
    Dodging
    Type: Active
    Increase parameter Dodge 15%-18%-20%-22%-25%
    Add: Resistance to all control effects and debuffs for 4-4-5-5-6 seconds and remove [Relic of Inmunity] from this
    Note: It is a defensive skill of the rogue, but its parameters must be increased so that it works better in both PvE and PvP, it is reduced very easily with the accuracy parameter, which turns it to 0%, The Rangers reach the maximum accuracy and the bladedancers have decent accuracy and reduces dodge and parry. PvP mode makes enemies prefer accuracy build than critical hits, so as a defensive skill it is useless, and makes the character an easy target to kill. And the skill should not have similarities with the other skills of the other classes like ranger or hunter, the rogue is supposed to dodge in melee and those classes are ranged and it gives them much more advantage to make attacks, and worse than those stuns of them can only be resisted which is unfair to the rogue who is melee.
    Also the passive is a skill dependent on this, that if you do not have a good "dodge" it will not be activated and with Build PvP it is 1/5, then the rogue does not have a skill that allows it to defend itself well against the attacks it receives.
    I added resist to be able to escape from the control abilities, as it is a melee class and the enemies are not allowed to do any damage with all the stuns they put, the resist works like the chieftain, which can be activated while you are in trouble .
     
    Smokescreen Reworked Kick in the Back
    Type: Active
    Usage range: 5x5 Area of Effect
    Energy expense: Skill with mana consumptiom
    Reduces parameter Accuracy 15% - 25% - 35% - 45 - 55%
    Adding: every succesfull autoattack to the enemy gets again the debuff
    Note: It is the strong defense skill of the rogue, it is not even dodge, a rogue practically puts dodge on the armor and puts this skill at 5/5 and does a few dodges, but in the pvp mode against many being melee it does not work, so why It works, it must be in the area of effect, it must also reduce the precision quite a lot by 55% to the maximum, because other characters damage such as the ranger all the precision is increased, this makes the dodge absurd and that is why all the hits hit it, also if Come, the enemy would have -5% accuracy, which if you have the dodge activated it would only serve 20% at 1/5, and if it is at 5/5 you would only have 30% dodge. He also added that each hit of the rogue's auto-attacks returns to the enemy the effect of lowering the precision, this is in the case of bladedancers that have a considerably high precision, in addition to reducing the dodge parameter, and it would help a lot to remove the 3 loads resistors in case they do not remove it, it also works for the mermen armor, which always removes the debuff and waiting for the cd makes it useless. It is also a range of 5x5, which is considerably short, because it would be 2 yards of space to the enemy at the moment it is applied, but if the enemy receives a hit he gets the debuff of lowering his accuracy. it's like the exacerbation of the seeker
    Also smokescreen is literally nerfed because it is for 1 use only, it does the effect to 7 enemies maximum in area, but these can have the debuff if they are auto-attacked
     
    With smoke screen and dodge explained, it would be a total of 20% or 30% dodge to do against the enemy, with this in pve you can easily decide whether to put vampirism or more dodge. In pvp it is the same if you decide to dodge him with vampirism accessories and have little resilience, or arm yourself with full sand accessories and have vampirism or dodge enchantments. I emphasize that a 20% dodge is not much, so the skill would not be taken advantage of but it is much better than before where you do not have a considerable dodge and all the enemies hit you without fail
     
    Extermination
    Type: Active
    Cooldown: 20 seconds max level
    Add: Effect Penetration 10%-13%-15%-18% and Increase damage 5%-10%-15%-20%
    Note: The cd is excessively high that forces you to put a cd in your helmet and boots and even so the effect is not permanent like the other damage classes, so it must be reduced to 20 seconds, so as not to have gaps in attack speed in the Fights that only appear because you are stunned sounds better, I also added 18% penetration because it would have Smokescreen's energy consumption ability, and with how little the character hits and how slow in DPS.
     
    Trickiest Technique
    Type: Active
    Increase chance stun 100% level maxed
    Increase time stun 4 seconds level maxed
    Add: Decreases enemy's attack speed parameter 10%-15%-20%-30%
    Note: Stun has many failures in pvp but many, plus it has many counters such as Block, Parry, Dodge and Resistance. So if it can be defended by the enemies, why put 90% chance stun?, I do not see it very useful in itself honestly, also the ability should have a parameter to reduce the attack speed of the enemy after the stun, this is for be able to deal damage class against them and not die from auto-attacks as easily as seeker or blade dancer. And adding lowering the attack speed of the blade dancer would be the best thing that could be done to do battle with them, because it is not fair that this class has a counter for all of them, the attack speed of the rogue is high but if it goes axes it is slow, and if Daggers do not hurt, and if sap reduces the damage and the attack speed is a very strong skill also that you will be under the effect of paralysis which is annoying not being able to do anything
    Now why the stun time it has to be 3.5 seconds and not 4? explained are 3 seconds of stun plus 1 bad addition that does not work
     
    Flurry of Steel
    Type: Active
    Increase chance stun 100% level maxed
    Increase time stun 4 seconds level maxed
    Combo: If you are in under effect Stealth ignores dodge and parry effect
    Note: Ok this is the most useful and useless skill of the rogue at the same time, its error is that the stun time lasts very little time 2 seconds 4/4, also it has a low chance of applying it 80% 4/4, and this is another skill that can be defended with Block, Parry, Dodge and Resistance. So adding the stun skills of the rogue are 5 seconds of stun for attack which 5 seconds for a character who should use "daggers" and uses axes is very little time to do damage with the slowness and little that hits, it is not even a good DPS, ok regarding Parry because it applies to him if it is a ranged ability? I have already done enough pvps and it fails for a parry this is extremely stressful because it gives the enemy the opportunity to slaughter you with only 1 combo, and the rogue has literally none at the moment everything is a matter of luck if you hit the stun, take away those defensive parameters Under the stealth ability, a frontal attack can be defended but if you don't know where he is? the stun should be applied
     
    Ok I emphasize the stuns the strong ones of the rogue pvp, the failure rate is very high, both are not 100% probable that they apply the stun
    all enemies can make them defenses so their application rate is not 80-90% it is much lower honestly
    I also emphasize the stun time that adding would be 8 seconds of pure attack, while the enemy cannot move, this makes it more useful, also reducing the attack speed makes it a good opponent for bladedancers who apply the same skill to us
     
    Poisonus Blades + Trickiest Technique
    Fix Healing from enemies, I cant heal if hunter or another rogue puts poison in boss 1st than me, so I need put poison 1st for get heal
     
    Killers instinct (Reworked Frenzy)
    Type: Active
    Increase critical hit parameter to 8%-13%-18%-25% and critical hit damage to 5%-10%-15%-20%, enemies inside in the area of effect 3x3 gets bleeding of 30% of dmg base
    PvE: Unlimited  PvP: 4/4 7 Players
    Note: Some say that the rogue is melee and that it should be like that because yes but it does not say that it has defenses in the area
    and the rogue as I described it is still melee only with a little damage in area, because Ricochet's skill also does not work and does good damage
  7. Thanks
    Fabr got a reaction from hitmanz in [2021.10.15] Skill Rebalance. News   
    It's really funny when talking about the elf classes all unbalanced and broken but when talking about the mcs, they talk in a way like it's the worst class in the game.
  8. Like
    Fabr got a reaction from Nubmage in [2021.10.15] Skill Rebalance. News   
    The duration of the shaman's skill is longer than the ranger's. And most of the time he ends up running away from the shaman.
    What do you mean "can be counter with most elf classes"? The only class that effectively counters it is the templar, because it plays on top of the totem so no one can get close again. And he can save yes, for example if a druid is stuning someone in your group you use it and it will remove the stun allowing it to counterattack.
    The totem takes a lot of damage and will take a lot of your hp alone if you stay close to it, while it hits you the shaman is attacking you with other skills. And of course this rogue is with 50% resilience but with +0 equips, and 5k hp.
    How can it hit hard with 0% penetration? Not sure how this affects the total damage? A lot of classes (only ranger and mage) also suffer from accuracy because the other rogues have 60% dodge and further reduce their accuracy.
    Haha ha
    Give the BD counterattack back as it used to be, it would be very fair too.
    And locks stun and run, and charmers running with 3 dogs attacking you also win the game.
    Paladin only deals high damage if it is 1vs1  , any other you will only depend on his agro and sun seal.
    For this reason, druid has almost nothing to buff his allies, except healing, and a low penetration increase .no wonder it is one of the worst classes for pve.
    Because he's part of the druid, he has nothing to defend against other than stuns and cures. By the way, if these aoe damage skills were really decent they would max it out.
    Because they are 2 completely different skills. The totem is pure damage to 1 target and it doesn't control, the druid's damage is aoe and holds. One is for damage and the other is for immobilizing. If druid wanted damage she would use her pet (and actually does, 4/4). And you can't call that control, whoever has as caugh can use anti stun, throw a knife, use ranged control, etc etc.
    This forum is packed with "nerf bd, seeker, mage, ranger, druid, templar" by mcs users. Do they make sense to you? Why not elves?
    Because it's pvp build, you want to improve any skill that helps pvp fight. Or do you want to fight using pve build? All mcs classes also have their pvp builds.
     
    I invite you to look at all the "trash" skills of the elves and show me how you can somehow be useful to us, since you know more than old players.
    Every class has its "useless" skills. You just want to buff them because they are mc classes. How logical, no? (and reflexes are being used by rogues, it's not useless, which shows you don't know anything about skills)
    Yes it's not survival, it's about defeating your opponents. The point is that the opponent doesn't die, and I've already proven how much he tanks.
    Chief has no stun and has plenty of chances.
    It has nothing to do with being beaten. It's certain classes that are unbalanced and need nerfing, and I've already told them, rogue charmer and chieftain. I never said anything about nerf beyond these three.
     
  9. Confused
    Fabr got a reaction from Higgings in [2021.10.15] Skill Rebalance. News   
    Chieftain is not weak, the opposite.
     
    Chieftain has the strongest damage abilities in the game that outperform any class (minus the templar which does 250% of the character's damage, but he only has one skill that strong and chief has several).
    The chieftain's combo is absurdly strong as well.
     
    Bd has auto attack as its main damage cause, and he needs time to make these attacks, because axes are slow and he needs to use his stun, sap, shield etc skills. Chief is the opposite extreme.
     
    The pack that makes him run like crazy does 200% physical damage (double the damage he has), he hits you 1 hit and it's like you take 2 more with him. Frenzy deals 50% damage to the character in 5 hits (a total of 25%), meaning you already take more than double his damage again, all in less than 1sec, because he only gave you 1 auto attack and used 1 skill on you.
     
     
    Soon he uses an eagle eye that does 60% magic damage in 4 hits, lasts 6 secs and hits every 1.5 sec (4 hits of 60% = 240%). That means you'll take more than double his magic damage again. And the skill still leaves you bleeding, the bleed hits 30% of his physical damage and lasts 8 sec, hitting every 2 sec (30 × 4 = 120% total physical damage). This is like a BD using a hamstring on you, his bleed is equal to the chief's bleed, and this bleed can be activated more than once on you.
     
    Also worth mentioning is that he will still be under anti stun effect when using this, and you can't run because the pack slows you down.
     
    And the swooping army, does 5 hits with 55% strength of magic damage (255% total). How does one survive all this?
     
    Classes that don't have protection only watch him destroy you without you doing anything because he will be protected with rugged hide and you will give him little damage, and anti stun.
     
    Classes that have protection, paladin, mage, templar, druid, can play against it, but they are (or will be) nerfed.
     
    CONCLUSION:
     
    Chief should also be nerfed. it's just like a bd or seeker, only instead of auto attacks, it's the damage skills that are super strong. Bd and seeker are strong, but chief is also, it would be unfair to nerf bd and seeker and leave the chief as it is. Its damage skills are superior to any other class, from single target to aoe. And it can play the role of single damage and area damage together.
    Rugged hide makes him almost unbeatable until the effect wears off. 12 sec is a long time, there's time to kill 2 characters in that interval, with all their damage.
    I also find it funny how a class made for damage has a much better damage reduction than a tank class.
  10. Like
    Fabr reacted to PixelSquare in [2021.10.15] Skill Rebalance. News   
    Can we switch DK blood protection with Chief rugged hide :'(. Rugged hide really compensate other DK skill that require low hp, since it give DK big protection when their hp is low. Beside chieftain doesnt need that extreme tanking abilities. 8 second from blood protection is enough for chieftain.
  11. Like
    Fabr got a reaction from KingEricc in [2021.10.15] Skill Rebalance. News   
    The duration of the shaman's skill is longer than the ranger's. And most of the time he ends up running away from the shaman.
    What do you mean "can be counter with most elf classes"? The only class that effectively counters it is the templar, because it plays on top of the totem so no one can get close again. And he can save yes, for example if a druid is stuning someone in your group you use it and it will remove the stun allowing it to counterattack.
    The totem takes a lot of damage and will take a lot of your hp alone if you stay close to it, while it hits you the shaman is attacking you with other skills. And of course this rogue is with 50% resilience but with +0 equips, and 5k hp.
    How can it hit hard with 0% penetration? Not sure how this affects the total damage? A lot of classes (only ranger and mage) also suffer from accuracy because the other rogues have 60% dodge and further reduce their accuracy.
    Haha ha
    Give the BD counterattack back as it used to be, it would be very fair too.
    And locks stun and run, and charmers running with 3 dogs attacking you also win the game.
    Paladin only deals high damage if it is 1vs1  , any other you will only depend on his agro and sun seal.
    For this reason, druid has almost nothing to buff his allies, except healing, and a low penetration increase .no wonder it is one of the worst classes for pve.
    Because he's part of the druid, he has nothing to defend against other than stuns and cures. By the way, if these aoe damage skills were really decent they would max it out.
    Because they are 2 completely different skills. The totem is pure damage to 1 target and it doesn't control, the druid's damage is aoe and holds. One is for damage and the other is for immobilizing. If druid wanted damage she would use her pet (and actually does, 4/4). And you can't call that control, whoever has as caugh can use anti stun, throw a knife, use ranged control, etc etc.
    This forum is packed with "nerf bd, seeker, mage, ranger, druid, templar" by mcs users. Do they make sense to you? Why not elves?
    Because it's pvp build, you want to improve any skill that helps pvp fight. Or do you want to fight using pve build? All mcs classes also have their pvp builds.
     
    I invite you to look at all the "trash" skills of the elves and show me how you can somehow be useful to us, since you know more than old players.
    Every class has its "useless" skills. You just want to buff them because they are mc classes. How logical, no? (and reflexes are being used by rogues, it's not useless, which shows you don't know anything about skills)
    Yes it's not survival, it's about defeating your opponents. The point is that the opponent doesn't die, and I've already proven how much he tanks.
    Chief has no stun and has plenty of chances.
    It has nothing to do with being beaten. It's certain classes that are unbalanced and need nerfing, and I've already told them, rogue charmer and chieftain. I never said anything about nerf beyond these three.
     
  12. Like
    Fabr got a reaction from Fynn in [2021.10.15] Skill Rebalance. News   
    I won't say anything, just watch this video and tell me the "low defense" class that runs through 4 players as a tank and doesn't die. Enjoy and see your magic damage. Low, no? And he heals 1100. 2200 In critical healing. Wouldn't that heal much more than priest and necro if it had more magic damage?
    https://youtu.be/IoCSYxCd0eg
    Yes you can attack... but it will look like you forgot to equip your pvp weapon. Do you think that only stun is good? And other debuffs are not valid?
    Because it's HYBRID, it doesn't have the same strength as full physical damage or full magic damage, but it's still very strong because it has the 2 builds together, and still does a lot of damage.
    The shaman's totem heals his entire group with a periodic high healing, and is healing even with the shaman being stunned, the totem heals alone for him, if he has castle pot he becomes almost immortal. He has a skill that reduces damage by 50% and removes negative effects that saves someone who is being attacked and stunned.
    Shaman has a skill that makes you run wild for a LONG time.
     
    He has skill that increases critical damage.
     
    He has the fire totem that is very strong. try to stay close to him so you can feel what damage is.
     
    It can buff atack speed, cd, critical damage, energy reg.
     
    Weakness Totem decreases critical, accuracy and penetration, try getting 0% penetration with this skill.
     
    The mcs only know how to compare skills from other classes, they think that only healing and stuns win the game.
  13. Like
    Fabr got a reaction from Nubmage in [2021.10.15] Skill Rebalance. News   
    I won't say anything, just watch this video and tell me the "low defense" class that runs through 4 players as a tank and doesn't die. Enjoy and see your magic damage. Low, no? And he heals 1100. 2200 In critical healing. Wouldn't that heal much more than priest and necro if it had more magic damage?
    https://youtu.be/IoCSYxCd0eg
    Yes you can attack... but it will look like you forgot to equip your pvp weapon. Do you think that only stun is good? And other debuffs are not valid?
    Because it's HYBRID, it doesn't have the same strength as full physical damage or full magic damage, but it's still very strong because it has the 2 builds together, and still does a lot of damage.
    The shaman's totem heals his entire group with a periodic high healing, and is healing even with the shaman being stunned, the totem heals alone for him, if he has castle pot he becomes almost immortal. He has a skill that reduces damage by 50% and removes negative effects that saves someone who is being attacked and stunned.
    Shaman has a skill that makes you run wild for a LONG time.
     
    He has skill that increases critical damage.
     
    He has the fire totem that is very strong. try to stay close to him so you can feel what damage is.
     
    It can buff atack speed, cd, critical damage, energy reg.
     
    Weakness Totem decreases critical, accuracy and penetration, try getting 0% penetration with this skill.
     
    The mcs only know how to compare skills from other classes, they think that only healing and stuns win the game.
  14. Thanks
    Fabr got a reaction from Nubmage in [2021.10.15] Skill Rebalance. News   
    This "infinite stun" of bd is easily broken, hamstrings often fall on dodge and enemy parry, rush has 70% chance, lower than other skills that have 80 or 85%, not counting resistance that is everywhere and relics . And bd needs to have a high cd to do that, he needs to use skill points in hurricane, or fill his entire set of cd crystals.
    Sap reduces 20% damage and 34.9% dps 5/5.
    Can kill rogues with +0 resilience in 3-4 hits yes.
    His resist is 35 seconds of cooldown, even with a high cd it takes a long time to recharge, and I don't think he survives that long.
     
    Similar to bd, ranger, and seeker, plus he deals area damage equal to the damage dealt. And in dgs and arena.
     
     
  15. Like
    Fabr reacted to vavavi in [2021.10.15] Skill Rebalance. News   
    1. Nerf bds resistance skill, it is way too abusable and hard to remove. Bds kryptonite is any distance over 2 tiles, and an opponent who can count to 2. Resist makes using that weakness next to impossible.
     
    2. Lower charmers dogs defence a bit. Not too much to the point that theyre 1 shot, but enough that one can be killed before 2 more spawn.
     
    3. Buff rogues viability in dgs a bit, for a damage class they lack behind a bit. But tone kick down a bit, having a 90% chance to dodge on a 8k hp rogue is 80000 effective hp. Thats alot.
     
    4. Give dks a sap kind of skill. Something that lowers their targets dps in one way or another. Almost every other tank class has one.
     
    5. Increase druids roots cd. Being able to permanently cycle a single skill for perma stun is stupid. Every class can perma stun nowadays, but doing it with just 1 skill, while having 4 other cc skills to fall back on, is a bit nuts.
     
    6. Nerf octo book, it breaks the game and has 0 counterplay.
     
    Ty for coming to my TED talk.
  16. Cool Story
    Fabr reacted to Ivoo in [2021.10.15] Skill Rebalance. News   
    Broo 
    Bd rush stuns longer than any other mc char, Templar ball breaking group up and doesnt let shaman healing totems heal their people, Priest can hit multiple enemies, druid stun, multiple aoe skills too, mage insane aoe also not gonna talk about paladin shield, totem, aoe stun, most of elf chars has good resistance buffs too so better dont tell that mc side aoe is stronger... 
     
  17. Like
    Fabr reacted to TheCaster in Warlocks are the weakest of all, so let's talk.   
    Isn't that the definition of outdated in this context though? 😅 But yeah as you've mentioned, they need something other than stun to rely. Not quite sure what that can be: Shield? Increase in damage potential? passive skill rework? But they need something to change, that's for sure.

    The skill execution of lock is quite complex too. For example, I live in the middle east which is quite far from Russia where the servers are located I believe. I have to worry about where I place my dark circle and pool to do a fading combination on top whether any of the above mentioned skills will be resisted.

    I understand all the other classes face this area issue too but for a warlock who doesn't have anything to bank on when its stuns pos bug, fail or get resisted it's certain death. This doesn't apply to GvGs where you just drop a circle and zone into a crowded area.

    Not to mention the combination of grimoire+exhaust, fading+ pool, dark seal+ hex. Maybe they were envisioning some cool scenario to make a skill combination based class but realistically speaking they took it a bit over the top making it really impractical to use them. I hope they do something about this too. " Beauty in simplicity" should still be a thing.
     
    Agreed ofc.
     
    lol same. I kept switching between apps to check if I dropped my phone somewhere today.🙄
  18. Haha
    Fabr reacted to Higgings in Warlocks are the weakest of all, so let's talk.   
    For a little moment I though my screen was cracked. 
  19. Like
    Fabr got a reaction from TheCaster in Warlocks are the weakest of all, so let's talk.   
    Lock being dependent on full stun combo to survive in the arena, the resist stats ruin everything, and it's really easy to get stamina, guild buff and castle scrolls give a high amount. He needs improvement to not be so dependent on stuns, in a game where resistance is everywhere.
    But the class is not outdated, I just think that the style of play doesn't match with all these "anti-stun" things. He still carries invaluable value in guilds.
     
    h
  20. Like
    Fabr reacted to vavavi in The unbalanced class   
    Resist skill should be reworked a bit. Maybe make the cd of it longer. Currently 20 sec cd for 3 resists is a bit overkill, and it pretty much makes bds weakness, which is the inability to close gaps effectively, barely relevant. Also some counter rework would be fun to see. Possibly instead of dmg reflected being based on the bds damage, it could increase the characters damage reflect stat for a while. For example 20-40-60-80% from 1/4 to 4/4. Would give it some unique uses, and allow for different builds from the somewhat boring meta.
     
    Saying bds hit 1400-1600 is a gross over exaggeration though. Yes you hit that on weak geared people, but any rogue and ranger vs those same gears does basically the same damage also. Properly geared people barely get hit 1k . Atleast max i can hit on people with actually good gear is around 900-1,1k, even less if theyre using heavy mermen gears. If you use a non awarded non amped char, ofc you'll get destroyed by any damager with ferocity weps.
  21. Like
    Fabr reacted to ThiagoWanted in Devolve Lado MC BR Turmaline   
    Olá  @Fabr
    Isso é bem claro que no servidor BR a facção Sentinela existe mais player que o lado Legião !!
    Por esse motivo a facção Sentinela dominou o servidor BR por alguns anos, e nesse mesmo tempo que os Sentinelas dominava o servidor BR, em outros servidores a situação era inversa,
    Por esse motivo acredito que não seja desbalanceamento o principal fator.
    Em todos jogos que joguei aonde existia divisões de facção aconteceu o mesmo que no Warspear, uma lado ter mais jogadores que o outro !!!
     
     
  22. Like
    Fabr got a reaction from Drakoslayd in Rebalance suggestion: Magic resistance book   
    In my opinion this book should be nerfed yes. 50% reduction of any debuff is a huge advantage against those who don't have the same book, and since the book is extremely rare, few people on the server have one. This book makes a 1vs1 almost impossible, and leads to situations where 1 character can tank another 3 attacking him in the arena, simply because someone has the money to buy a book and gains an absurd advantage against most players on the server.
  23. Thanks
    Fabr got a reaction from Nolan in Devolve Lado MC BR Turmaline   
    A razão de os mcs tem poucos players não é por balanceamento, pelomenos não nesse momento. Foi por causa do passado, anos atrás quando os elfos dominava tudo no jogo,a maioria dos players foi pros elfos e desenvolveram suas contas lá, agora acontece que de lá pra cá eles já tem suas contas amplificadas e não precisam mais mudar de facção, e depois de todo esse tempo o mercado do lado elfo ficou bem mais barato e melhor que o lado mc, isso atrai mais players (principalmente os novos no jogo) a jogar nos elfos.
     
    Não tem nada a ver com pve, qualquer um pode criar seu cacique e curtir o pve no lado mc, farmar a vontade e dropar seus itens e gold.
  24. Sad
    Fabr got a reaction from Vulcarona in Atualização Warspear Online 10.0: A Era do Conhecimento. Anúncio   
    Eu gostei de várias coisas, mas vou deixar minha opinião pra cada uma, pois acho que precisam repensar sobre algums desses novos efeitos. Uma coisa que não gostei é que claramente tem alguns efeitos que são melhores e outros que são piores, sem necessariamente por "ordem de necessidade", simplesmente porque sim e pronto.
     
    Estilhaços é uma skill bem simples de usar, basicamente o que o mesmo de sempre que o mago faz que é pular e usar estilhaço vai garantir redução de danos de até 14% e por razoáveis 8 segundos.
    Não é ruim, mas a própria habilidade de aparo dá muito pouco aparo, e é um pouco difícil conseguir aparo nos equipamentos, fazendo ter uma chance muito pequena de ativar o efeito.
    Não vejo muita utilidade nisso, normalmente quando um seeker sai do invisível é porque foi atacar alguém, ou porque foi atacado, e quando é atacado 99% das vezes é com stun, que faz o personagem ficar parado e inutiliza o efeito. 
    10% é muito pouco, quase o mesmo que a regeneração de vida curaria, a menos que a luz celestial dê crítico, mas mesmo assim e pouco.
    A skill corre risco de ser resistido, de esquiva, só dura 4 segs, e o efeito não é imediato igual ao do mago, terá que esperar cada hit do exaurir, o que reduz ainda mais a eficiência desse novo efeito.  Ter que usar outra skill só pra aumentar a duração também é ruim.
    Surra é uma habilidade muito forte nos gvgs, mas fora deles poucos usam, a não ser por uma arena 5x5 ou outros lugares com muitos players. Basicamente faria a skill ainda mais forte nos gvgs, enquanto outros Caciques não sentiriam nenhuma mudança.
    Causar só dano fisico deixa charmer fisico ainda mais forte e excluios charmer mágicos para o esquecimento.
  25. Like
    Fabr reacted to vavavi in when can we expect a change to rogues?   
    Properly geared rogues can be good in gvgs too. There had been a few who are amazing at picking off people in the outskirts of the fights. You can't just run in like a tank and expect to live.
     
    And im still convinced the creator of this topic has never even touched a properly built, actually maxed out rogue, cause those are borderline unkillable, especially on the outskirts of gvgs while pot spamming.
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