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Berniente

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  1. These are suggestions for skills that are not used as much in the current meta of the game and that you may need in the future if there are changes to other skills. Wolf's Alacrity The enemy will now be stunned instead of slowed when hit by the ability, the enemy will receive a negative effect "Stun" for 1 / 1.5 / 2 / 2.5 / 3 sec. Clans' Help Critical chance exceeding the maximum amount of the parameters transforms every 2% critical chance into 1.25% physical and magical damage to the character. (only the skill's additional critical chance can be transformed into damage). Bestial Wrath Attack speed bonus adjusted from 5 \ 10 \ 15 \ 20% to 7 \ 12 \ 18 \ 25% , and Penetration bonus adjusted from 7 / 9 / 11 / 14%. Curse of the Plague Adjusted the amount of skill damage from 25 \ 30 \ 35 \ 45% of the character's magic power to 35 \ 45 \ 50 \ 60% of the character's magic power. Increased the frequency of damage from every 0.7 to every 0.4 sec. Spiritual Purification The number of positive effects removed increased by 1 / 2 / 2 / 3 to 2 / 3 / 3 / 4. Additionally, the ability burns the target's mana by 10 / 15 / 20 / 30%. Bear's Stamina The amount of character's missing health that is restored using the skill increased from 5 / 7 / 9 / 10 / 12% to 7 / 10 / 14 / 18 / 22%.
  2. Chieftain Starting out, the chieftain is a very adaptable class to any aspect of the game since it has many ways to assemble it both in it equipment and in abilities an talents. In equipment the chieftain can use: Cloth Armor and Lightweight Armor. On weapons you can use: Two-Handed Mace / Spears / One-Handed Mace / Dual Wield Specialization. The chieftain has abilities for any scenario in the game but this is limited to the skill set he is currently carrying, for example fighting a horde while in physical mode. The same would apply for battles against other players. Here I show you which classes the chieftain has advantages against and which others it doesn't: In attributes they have the following advantages and disadvantage: And in general, the chieftain, being a class that uses lightweight armor and cloth armor, would need a lot of Physical Defense and Solidity to be able to resist even more in the dungeons. And it is necessary to use the Rugged Hide ability to the maximum for greater resistance. Tips for newbies: The first skill to level up quickly is Wolf's Alacrity, this is to level up fast as well as complete missions and move quickly between the map, it doesn't matter if you use magic damage it still helps a lot. To start playing I recommend that you use the Cloth Armor and Two-Handed Mace, magical equipment increases the survivability of the boss as well as being cheap and abundant, if you plan to change to physical damage in the future buy physical damage type maces first One-Handed Mace / Dual Wield Specialization, since that way you can take advantage of the magical equipment for greater damage in other abilities. At least have 70 of Energy Regeneration, the chieftain with a high mana can make the most of all his abilities in combat. To finish this part, I will leave you a build that you could use until you get the final one (it is to start from scratch): PVE: To begin with, the PVE is the scenario with the most variants in the form of chieftain equipment, although in all of these there are things in common and very useful. Let's start clarifying the things you need any of these forms of equipment: The first attribute that is completely necessary in any player is the Fury , the reason why it is so important is because together with two relics they combine very well for combat and those are The second required parameter is the Cooldown Reduction and Attack speed ( for physical build), there is not much to explain, the recharge of spells will help to use abilities quickly again and in case of using physical damage it is necessary to carry attack speed for greater damage per second. Last but not least the Penetration , the character needs a lot of this parameter since his damage is divided a lot and a higher percentage of damage per second is necessary. Now skill sets and equipment in three sections: Chieftain Physical: Hybrid Chieftain: Magical Chieftain: PVP: Many underestimate the chieftain because his area control isn't the best, but this can become a real problem if you don't focus on stopping him. Both the magical and physical damage versions can do a lot of damage, however the survivability of each of these is very different. In this mode the Cooldown Reduction it is essential for survival in combat as well as offensive end. Survival is key for that reason you need an equipment with HP , to make sure you don't die from a few attacks. It is very important to carry Life Steal , in accessories but only in magical chieftains since its damage in area gets the most benefit, that is why it is recommended that physical chieftains carry HP in their accessories. The parameter Stun it works more on physical chieftains, since it has a chance to activate on skills Wolf's Alacrity and Frenzy. The Ferocity parameter, it is not necessary to have 50% in magical chieftains since they depend more on magic than this parameter, while physical chieftains do need it for greater damage to their target. Clarified already the best runes and crystals of this build let's go to the equipment and skills: Chieftain Physical Magical Chieftain: Finally, here is a list of the best potions and scrolls: These recommended potions in arena: and . Increase spell recharge as well as damage ( 10%/15% damage and 10% spell recharge for 10 minutes). Another equally effective is , increases penetration by 15% for 20 minutes, extremely useful for increased damage. A defensive potion for physical chieftains as well as offensive is , increases 800 HP and grants 9% stun. The best ones for PVE are and , grant 10%/15% damage and 10% fury for 10 minutes. Now in scrolls: Like potions with spell recharge, there are equal scrolls and , grant 10%/15% damage and 7.5% spell cooldown for 5 minutes. The best scroll for defensive scroll is , together with the anti-stun talent you could get to maintain 100% resistance for much longer. Some unique and rare scrolls are the and , 15%/20% damage and 15% duration increase of defensive abilities as well as relics for 10 minutes, a unique attribute in the game Scroll for physical PVE are , 10% damage and 7.5% attack strength, perfect for physical chieftains. PETS: The ones that best match the character are Lizardman Priest and Black Tiger, both increase a rare parameter, critical damage and this is the one that the chieftain can hit the most with its high critical chance. Another of the most useful is Medusa, increases party damage by 20% for 20 seconds and increases 15% spell cooldown per lifetime, one of the best for party farming. The rarest and most expensive, only for being from the battle pass is Flame's Recruit , increases physical damage by 20% and magic damage by 25% for 10 seconds, and the summon itself has many damage abilities to help the character. Thanks for reading and I hope I have helped many players who had questions about the Chieftain Class.
  3. This is a good suggestion because currently the healing abilities are too unbalanced.
  4. This ability loses a lot of potential as it is only a single bonus effect per weapon type. The idea of granting 2 effects is interesting and I could have more options to bring this ability to pvp.
  5. It would be very good if the cacique had an instant control ability since it makes it very difficult to combine thrashing with frenzy. It is true that it is slow because the maces are the weapons with the lowest attack speed, at first it seemed like a good idea to add an increase in physical strength but despite the fact that the maces are slow but they also do a lot of damage, in short for the chiefs who they use a lot of attack speed this would help them a lot.
  6. Well the fact is that as long as you have a good damage reduction, the amplification of heals would also help a lot so that you can resist more in combat while the ability is active.
  7. Currently the necromancer was nerfed in many of his most useful abilities both in arenas and in guild battles, i make this list so that if it could be taken into account in the next great rebalancing of classes in the Christmas event. BUFFS: Deathly Eye Replaced poisoning with a stun when receiving Poison Spittle after being affected by 2 charges of Deathly Eye, stun lasting 2 \ 2,5 \ 3 \ 3,5 \ 4 seconds Nightmares Now for every second affected by the ability it burns your mana per second by 5 \ 9 \ 13 \ 17 \ 22 and when the effect ends or it is interrupted the enemy will receive less effects from the healing effects, 20 \ 25 \ 30 \ 35 \ 40 % for 6 seconds. Fateful Connection Single target control abilities can now be passed on to other enemies affected by fateful connection, with a probability of 24 \ 28 \ 32 \ 36 %. Dark Power In addition to increasing the damage, now improves group offensive attributes by 5 \ 10 \ 15 \ 20 % (all attributes except ferocity). Acid Rain If dark power is active the acid rain will heal all players in the selected area, the life recovered is the same percentage of damage from the ability, the number of allies affected by the skill level is 2 \ 3 \ 4 \ 5 . Poisonous Shield No longer regenerates health when affected by acid rain on a target. Now reduces damage taken by the affected target by 10 \ 15 \ 20 \ 25 %. Dead Soldier Skeletons summoned will now for the first 8 seconds if destroyed, release a plague in a 3x3 area that deals magic damage to all nearby enemies based on the character's magic strength in a range, dealing 80 \ 100 \ 120 \ 140 % of damage to the character's magic power. Mental Pit Now for each negative effect the target receives while under the effect of mental pit, the total duration will be increased by an additional 1 second. NEW SKILLS: Cursed Blow Buffs the necromancer or an ally, increasing their penetration and accuracy by 5 \ 8 \ 11 \ 14 % for a few seconds 12 \ 18 \ 24 \ 30 , power and duration increases with skill level. Graveyard Reduces the effectiveness of healing and movement speed to those who are in the area, reduced healing efficiency by 15 \ 25 \ 35 \ 50 % and the speed of movement in a 10 \ 15 \ 20 \ 35 %, the ability has a duration of 6 \ 8 \10 \ 12 seconds. Additionally, if once the area is stepped on, the effect will remain on the enemy for about 4 seconds.
  8. This is a big list of suggestions that I put together from previous ones that I made, adding other new suggestions that I would like the game team to take into account in the next big balance around the time of the snow event. Since this list is very long, all these suggestions are not for a single update all of them, well here begins the list: BUFFS: Wolf's Alacrity The movement slow now applied to the enemy after hitting them has now been replaced by a chance to stun for a time being 15 \ 30 \ 45 \ 60 \ 75 %, based on skill level and lasting about 1,5 \ 2 \ 2,5 \ 3 \ 3,5. Thrashing Now has a 10 \ 20 \ 30 \ 40 \ 50 % chance to silence the enemy for 4 seconds. Bestial Wrath Additionally, if you carry a two-handed weapon, it will increase critical damage in 5 \ 7 \ 9 \ 11 %, and if you carry 1-handed weapons it will increase the attack strength parameter in 2,5 \ 5 \ 7,5 \ 10 %. 1-handed weapon skill effect: 5 \ 10 \ 15 \ 20 % attack speed and 2,5 \ 5 \ 7,5 \ 10 % enhanced force attack. Skill effect for carrying two-handed weapon: 5 \ 7 \ 9 \ 11 % penetration and 5 \ 7 \ 9 \ 11 % critical damage. Spiritual Purification Now the number of positive effects removed is 2 \ 3 \ 3 \ 4. Clans' Help Penetration increase is now 4 \ 5 \ 6 \ 7 %. Swooping Army Now takes the character's physical strength to deal 15 \ 20 \ 25 \ 30 % damage and the magical force in a 35 \ 40 \ 45 \ 50 %.(the type of damage the ability deals will depend on the dominant damage) Rugged Hide Additionally you now get a 6 \ 10 \ 14 \ 18 % increase in healing effect and can increase by 0,25 % for every 2,5 \ 2 \ 1,5 \ 1 % health lost. Rework: Plague Poison Hits a target, dealing magic damage based on the character's magic power by 90 \ 105 \ 120 \ 135 % and poisoning all enemies around the target that received the hit, dealing damage per second based of magic power 20 \ 25 \ 30 \ 35 % for 8 seconds. Plague Infections Increased the damage area: from 3х3, to 5х5 , increases poison damage by 10 %. Other Rework: Spread of the plague Deals area damage around the character dealing magic damage to all enemies hit, according to magic damage 100 \ 120 \ 140 \ 160 % and reducing the accuracy and recharge of enemies' spells by 9 \ 13 \ 17 \ 22 % for 4 \ 6 \ 9 \ 13 seconds. Beastly Cunning Allows the character to be moved to the indicated area with a range of 5 yards, dealing damage based on the skill's level and applying its debuff, with an additional 20 % damage increase. New Skills: Fierce Impacts The character's next 2 \ 3 \ 3 \ 4 auto hits will deal area damage based on the character's physical strength in a 3x3 area, damage is 30 \ 45 \ 60 \ 75 % of the character's strength, the effect lasts on the character for 6 \ 7 \ 8 \ 9 seconds (the main target also receives the damage in an area). Fury of the Wolves Hits the enemy doing a combined damage of both character damages according to a 90 \ 100 \ 110 \ 120 % of the physical power of the character and 60 \ 70 \ 80 \ 90 % of the character's magical strength, also stuns the target for about 2 \ 3 \ 4 \ 5 seconds (damage type depends on character's dominant damage).
  9. First of all, the current gaming community has grown a lot in these times and some events tend to get lopsided, leading many players to switch sides or simply stop playing. I have 2 proposals to implement in the battle for the territories: 1. Holy Area: The locations where the flags are located, in these areas, no player can revive using Miraculous Coins or Resurrection Scrolls(only the character can only be revived with the ability of their respective classes, minions or the ability of the guild). 2. The War Commander: It is an npc located in the flag of T5. What does he do? Missing 30 minutes before the war for the territories begins in all of Irselnort, no guild will be able to use the skills: Guild unity and Guild Magic Globe(All other skills can be used without restriction). What this commander does is register the guilds that interact with him, precisely the leader of said guild that is higher than guild level 10, when interacting with him your guild will be registered on a list where active players will be taken into account in the time for registration(60 players lvl 32 on) for the use of the 2 banned skills. How does this mechanism work? If a level 10 guild with max level guild unit skill registers, it will be paired with another guild that has registered on the other side of the faction, at that time the 2 registered and authorized guilds will be notified in the global chat to be able to use their guild unit skill. If a level 11 guild enters the register but there is no other level 11 guild for the match it will be matched with the exception that it will not be able to its guild magic globe only its guild unit skill. And if for some reason a guild already registered and matched with a lower one so that only their guild unit but not their magic globe can, if the same thing happens again with another registration, these will be matched and authorized, what do I mean, the 2 guilds level 11 or 12 are paired with each other to use their balloons while the other 10 previously paired with one with another level 11 are paired with each other. There may be a special case where if one faction fails to register while the other faction has several guilds registering, it will become a war with the guild unit and guild magic globe skills banned. What was my goal regarding this? Simply crowd control and balance for the side with fewer active players, i'm sure it will help all the game servers to have a better balance in the war for the territories. This idea could still be improved or made changes but for the moment this occurred to me as a change for the better to the war for the territories since it greatly influences the factions. Thank you for reading this far.
  10. Just as many skills were banned to deal damage to flags and other similar targets, they should correct the guild totem that lasts 1 minute, and with a very large area and being that the number of guilds with this skill can generate abuse on both sides.
  11. In my first experience of the new guild event on nadir island I could see that the time was reduced to 30 and not 45 minutes as it used to be the spring event where the theme was similar, any guild that meets the objective of the gvg disappears and ends, despite being easier compared to that gvg, the one now is completely difficult in almost everything. I understand that the goal of the admins is for more guilds to complete the event. But, with my own experience today that I was with my guild in this event, everything was a disaster, to begin with, the duration of this event was 30 minutes, which to be an anniversary event is very little for guilds not so strong as others. Second, I'm not entirely sure, though the only boss my guild tried to kill was the Snorlar, and it had raw AoE damage for no more than 10 seconds and my entire guild was killed. Although in my opinion the biggest problem is the time since taking the soul of the boss to the statue is very complicated and being that in the Tourmaline server, it is full of many guilds, it means that not everyone can complete the event. Maybe I'm wrong about my opinion of this gvg event but if others share my ideas maybe it's true that this event should be increased its duration time or nerf the bosses.
  12. Clarifying from the beginning I do not ask that they change it but that they reduce it since this skill has proven to be outside the limits of the skills that go against the players in guild battles or wars. To begin with, as everyone knows, the abilities have a certain limit of maximum players for these, and as it goes, it is a maximum of a certain amount for a certain time that the ability or damage that it does lasts, starting from this the ability of the templar: Reverse Flow Creates a vortex zone in the specified area for a while. Each second, the zone knocks back all enemies within it a few yards from the edge of the zone and imposes the negative effect "Stun" on them for some time. Enemies cannot move and use skills, damage to them does not remove the effect. Type: Active. Application by area. Cast Range: 5 yards Reload time: 16 sec. Energy consumption: 18 | 19 | 20 | 23 | 25 Knockback Range (yards): 2 | 2 | 2 | 2 | 2 Stun duration (sec.): 1 | 1.2 | 1.4 | 1.6 | 1.8 Number of targets (PvP): 3 | 4 | 4 | 5 | 6 This ability, as many have experienced, its duration has nothing to do with the number of enemies affected, since while it is active per second it will push up to 6 players maximum from the action area, PER SECOND, that means that in its entire duration can push more than 30 players, and without counting relics, such as the increase in affected players or the duration of the ability (castle). What I propose is very simple, add a limit of use depending on the ability, for example at maximum level once you have pushed 6 players it simply disappears (it can increase with the relic of objectives), or if you still want to leave the ability so broken simply reduce its duration time. Finally, it is surprising that they have added 1 second more duration to his ability in his talent tree xd.
  13. REWORK: Spiritual Purification: The ability now becomes a self-use power, granting a buff that has a chance to burn enemies' maximum mana on physical hits or physical damage, and a chance on magic damage to remove positive effects from enemies. Duration of the positive effect: 5s/8s/12s/15s Activation probability: 3%/4%/5%/6% Mana Burned: 15% Positive effects erased: 1 Cooldown: 40s Skill upgrade: Curse of the Plague: The ability now goes double its normal speed and when it reaches its final impact zone it will create a damage zone and with double chance to apply the negative effect, the damage of this zone will do a part of the physical damage of the character. Zone duration: 4s/6s/8s/10s Damage per second of the area based on the character's physical power: 5%/10%/15%/20% News Skill: Earthquakes After a number of clean auto hits the chieftain will shake the ground dealing physical damage and stunning enemies in the area, the target takes only 50% damage in the area. Stun duration: 0.5s/1s/1.5s/2s Area damage: 30%/50%/70%/90% Number of hits for one charge: 7/6/5/4 Maximum affected players: 3/4/5/6 Area of effect: 5x5
  14. The necromancer was always a support with many offensive skills against the enemy but only 1 has been very effective against them but when it is nerfed and how the game is going these days with the resistance parameter in addition to the negative effect cleaning type skills it has The necro has become less effective, in my proposal today I have shown 2 new abilities, a support and an offensive one for the necro, in addition to other light changes. Graveyard: Creates a 5x5 zone that reduces a percentage of the enemy's healing effectiveness, as well as a small 1 chance of positive effects from those affected by poison. Heal reduction per level: 10%/20%/35%/50% Chance of removal of positive effects by poison: 3%/5%/8%/11% Skill Duration: 4s/6s/8s/10s Area Affect: 5x5 Recharge: 30 sec / mana cost: 30 The effect will still last on the target if they leave the area for: 1s/2s/3s/4s Max players affected per level: 4/5/6/7 Comment: These abilities would be similar to the magician's circle of fire, that once you enter and leave the area you will still receive the negative effect, the chance to remove buffs would only be applied by acid rain poison and the necromancer's primary ability. Cursed blow: Grants the targeted ally or necromancer increased penetration and accuracy parameters for a time. Positive Effect Duration: 12s/18s/24s/30s Increased penetration and accuracy: 5%/8%/11%/14% Cooldown: 50 sec / mana cost: 24 Comment: The necromancer only has 4 positive effects and being 1 more a damage skill, in my opinion an additional positive effect would make it more effective in pvp and pve. Changes in the old ones: Poisonous Shield: Additionally it reduces the damage received by the character or ally by 2.5% / 5% / 7.5% / 10% depending on the skill level. Dead Soldier: The ability now generates skeletons without the need to have corpses nearby with the disadvantage that these will have half life and damage, if a skeleton is generated from a corpse this will have its normal statistics.
  15. Do not explain me well, the saturation will have the same current effect and duration on death knight, but now it will additionally increase the life steal up to 10% to the maximum to the rest of the group. I would like another effect but when it comes to that ability, the life steal increase for allies seemed not such a bad idea. Honestly, if it were an increase in defenses by percentage, it would be something very beneficial for players with very enchanted armor or for clothes with increased defense by the amount of clothing used of that type, being already a fixed numerical value is more optimal for all players. The death knight being a class very similar to the paladin, does not carry any abilities for the benefit of the group. The skill of looks good to me like this but I put a little additional benefit on it.
  16. It is not a widely used skill but it doesn't seem like it is the only skill in the area that this class takes, so my suggestion would be to change it for the convenience of the rogue. Rotating Daggers: The rogue spins daggers around him to deal damage to all enemies around him, dealing 20% / 25% / 30/35% of their physical damage per second for a time of 3/4/5/6 seconds. , the maximum amount of affected players is 4/5/6/7, this ability is very similar to the chief's eagle eye.
  17. I always saw the death knight as a defensive class although with many offensive abilities even though this class focuses on being a tank. The following changes for me would be to improve the defensive part of the death knight that he lacks a lot and improve his group. Secret Reserves: Now the skill uses constant mana consumption, bonus health regeneration increases by 100% / 150% / 200% / 250% while active and the regeneration time is 4 / 3.6 / 3.2 / 2.8, while mana consumed for every 2 seconds it is 4/6/8/10. Saturation: Now the ability affects the entire group but being reduced them, only increasing the life steal by 2%/4%/7%/10%. Death Call: While it is active the ability will grant 500/1000/1500/2000 of magic and physical defense depending on the level of the skill. Blood Protection: Now the ability can be used on allies, when used on an ally the death knight will also receive the benefit only that it will reduce half damage received while the ally will receive the full reduction of the ability, if used on oneself the ability the effect is complete, the duration does not change. Aura of Hatred: The death knight while using a shield will gain an additional 5% magic and physical defense, while using a two-handed weapon will increase an additional 5% physical and magic damage.
  18. Being a player of this class for more than 1 year I would like to show some suggestions of the changes some of the skills of the chieftain, again I notice that I do not expect all these changes to be in a single update. Wolf's Alacrity: The movement slow now applied to the enemy after hitting them has now been replaced by a chance to stun for a time being 15% / 30% / 45% / 60% / 75%, based on skill level and lasting about 1.5 / 2 /2.5/3/3.5. Thrashing: Now the ability has 2 different effects depending on the target affected, if it is applied to a class that uses staff or shield that will be silenced replacing the attack speed and half the damage lost during the duration of the effect, any other class that does not use this type of weapon if it will carry the effect of reduction of attack speed and reduction of complete damage. Curse of the Plague: Now it has a small probability of activating the Thrashing ability to the enemy hit, the probability of is 15% / 20% / 25% / 30%, it also depends on the Thrashing skill level, its duration and negative effect. Bestial Wrath: Attack speed is reduced by 5% / 7% / 10% / 15%, now the same effect applies for two-handed weapon or using 2 weapons, additionally now increases the critical damage of the character by 5% / 7% / 9% / 11%, the duration will be the same.
  19. good to make clear only the target heal-type abilities could be shared between allies, I myself know that if it could be combined with the shaman's totem it would be very broken.
  20. Warning: I will only talk about the expert skills not the base skills that in my opinion are very well established. Fateful Connection Now the ability is not combined with infection but it will have a new effect called healing connection, this effect transmits the health recovered to the rest of the team, practically the same only that now heals, the duration of the two effects will be the same but the cure will be half From the original effect, the effect is applied to allies in the selected area in addition to the enemies, it should be noted that shared healing is not affected by vampirism or potions only abilities. Infection: Now the ability is passive, to apply the effect you have to have 5 charges of which 1 is gained when the character uses an ability, the duration and effect of the original ability are reduced to half, to apply the effect the necromancer must use normal attacks or abilities but does not apply in area only 1 target. Poisonous Shield: Additionally it reduces the damage received by the character or ally by 2.5% / 5% / 7.5% / 10% depending on the skill level. Dead Soldier: The ability now generates skeletons without the need to have corpses nearby with the disadvantage that these will have half life and damage, if a skeleton is generated from a corpse this will have its normal statistics. I do not expect all these buffs to be applied in the same update but they are good suggestions for the change that arrives in December, with the objective of improving the necromancer more as a support class than as a class full of curses disadvantages. .
  21. My idea is not completely raised but it is necessary to solve these problems of the arena and the events and castles since the game is growing more and more and that implies that there will be more people of this type as the population of each alliance increased, I will do another so far hint of afk players in the arena.
  22. Perhaps many are wondering how this mechanism would work and what its benefits or consequences would be, well I will divide it into 2 parts: Event ban: The guild banned from events will not be able to access the events of guilds against guilds or attack the castles, except the events that are activated by the heirs or leaders, this idea came to me when guilds that are already deactivated or selling places in their ranks are in attacks on the castle with a group to attack the guardian or to find an active opponent to let him win in guild battles .Many guilds do this even at level 10 or higher which creates an imbalance in castle attacks and free wins in guild battles, and how can these guilds do this be detected? since the administrators of each server can do it, it is not very difficult to see that an inactive guild does this for the benefit of its alliance. Arena ban: In this place if it would make the punishment even worse, counting on the previous one now this guild will not have access to any particular arena, since they take advantage of the benefits of the passive skills that this guild offers. Or also a big problem is letting yourself win in the arena battles, many guilds being known to help the other alliance for having changed sides and this generating a worse imbalance in the alliance with these 'feeders'. In these images I found 3 characters who simply stood still and without any equipment on several occasions, all 3 in the same guild named 'Falling', for me it is obvious which guild it is that does this and I do not speak of that I just mentioned but another one that is behind this matter. And even if the problem of the arenas continued, a ban could be placed in these arenas but that will be one for another topic.
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