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Lilypriest

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  1. "A sad song echoes through the air on a moonlight night. The last petal of the last rose falls forever and all hope is lost in the dark. That was what was thought at the time. But in a brief sight of hope, amid all the existencial emptiness, a thread of hope resurfaces. A splendid rose grows in the rotten field against all odds. That girl's saddened face transforms into an unparalleled beauty. A beauty that resurfaces, a beauty that glow up and gives strenght to fight for all dreams once lost." Shadow Rose Costume Background inserted Example of in game costume Description: A black and red dress with a red rose ribbon on top and black gloves. The concept for the costume creation was a simple long dress that can be used along the year. I didn't wanted to make a head covered costume because i like costumes that i can see the character's haircut. So the main idea is to fit all kinds of haircuts to it. I decided to make a mainly female costume because there is a lack of simple dresses on the game, we have lots of male costumes already, so that is my contribution. Hope you enjoy, Lilypriest
  2. Rework priest habilities Hello, my name is Lilypriest and I play priest class for a long time. I did several videos on youtube showing some priest habilities and i've noticed some issues. In this topic I'll list all issues i've been noticed and some solutions. Redemption This skill is very usefull both pvp and pve, but some things can be improved. The first issue is the very long cooldown for this hability. Sometimes is only possible to use a single time per fight because when the priest uses it once, there is no time to use it again because as soon as the cooldown of this hability is recharged, the fight is already finished. Another point that can be improved is the priority about this skill when used in a crowd. I've been testing this a lot and i believe it is totally random the choice about who will receive it's effect. It can heal anyone and sometimes it only removes stun or any control effect to someone that is already hp full, in the same time that there is a player with very low hp just in the same pixel and the redemption doesn't makes effect. My suggestion is to improve the heal capacity from this skill by giving some kind of priority for this effect. Example: the skill will target first priority: pt members Second tier priority: the one with less hp off party third tier priority: the one with some stun or any controll if there is nobody with low hp around. Holy Shield I believe this skill is still weak even it has received talent buff. I suggest to improve a bit the total dmg absorved just to make it a little more effective in high damage fights. This will make the priest a little bit more tank than it actually is. Desforra (portuguese name for the skill) This skill is very underrated just because it doesn't do perfectly it's function: do damage. I say that because most of the priest players have a lack off precision in his build and this hability is often resisted or evaded. I suggest to make this hability not able to be evaded in mobs, so this skill will be very powerfull to do the 'last hit'. Punição sagrada (portuguese name) This skill is often bugged because i've been testing it and it is very difficult to target more than one or two players in a fight because all players affected by this skill need to be very very veeeery close each other, so my suggestion is to increase the distance range from the target player and the others players around to be affected by this skill.
  3. In my view this ranking of classes in the various requirements makes us can see more clearly the issue of specialization of each class in some specific function, both in pvp and pve or gvg. However I believe that only the ranking of the classes without evaluating the interaction of the skills between each other considering the synergy between the classes is not enough to be able to analyze the game as a whole. Much of what I have observed is that the need for change and balance comes from efficiency or deficiency in the synergy of the skills of the classes in the various branches of the game, pve pvp and gvg. I hope that if there will be a large balancing of classes, it should be taken into account mainly the effect caused by the combo of skills interacting together with guild skills and also with equipment such as items with stun. We saw that when the mage class stopped interacting with the stun staff in their area skills, it caused a major change in the goal of the game, simply by the absence of an element that increased the efficiency of their abilities. I believe that this assessment should be made by developers including the equipment and new items and talents that have been introduced into the game. Another point I would like to be carefully evaluated is the volumetric and population question. This issue is more clearly seen for example in a war where the volume of population caused by numerous mobs and totem invoked provides in a certain way also a form of crowd control and this type of control should also be considered when ranking classes according to specialties. Finally, I believe that for this balancing to be done more absolutely, the issue of versatility between all classes should also be considered through the three major areas of the game (pvp gvg and pve). We see that some classes ended up becoming too much specialized in one of the three major areas (warden, druid, shaman for example) and this is one of the reasons why the class ended up leaving the meta game. All classes should be viable in a decent way in any of the three major areas of the game, without necessarily being at the same time. Builds must be assembled in ways that can allow a player to use the well-performing class in the branch he chooses to play.
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