Eremika
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Eremika got a reaction from Drown in Ideas to improve charmer
Great approach. I like the group otherworldly blessing. Also dogs would have a little better survivability against all the aoe dmg and cc for reduced dmg in return.
And spawn of gloom would be worth using now with either the offensive or support improvements you suggested.
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Eremika reacted to Drown in Ideas to improve charmer
I have been playing charmer since its release which was in june 2017. That makes over 8 years as a charmer player. So I think its safe to say that I know my class pretty well. Currently charmer isnt really fitting in the pvp meta, but its one of the best pve classes if not the best.
Physical charmer can dish out ridiculous amount of damage, but it takes time to set up all the summons and they are easily defeated by aoe dmg.
In my opinion physical build very strong, but can still be easily countered.
Personally i would keep physical build in pvp as it is or reduce the dmg of summons and increase their survivability somehow.
The issue with charmer is that magic build has fallen behind of the physical charmer. The support abilities of magic charmer are really lacking compared to other supports.
Magic charmers strenghts are high heals and good stuns, but that is not something all other supports cant do, and charmers magic build focused talent branch deletes most of the healing ability as tradeoff for slightly increased dmg output.
Here are some of my ideas for skill adjustments for charmer:
Call: immunity for dmg until first hit, but the first hit dmg is reduced by 30%
Also could slightly reduce the base dmg of the skill.
Dead mans knowledge: add separated checks for dmg and stun
Otherworldly blessing: Since charmer dont have any buff skill that is relevant in pvp, I think this skill should be reworked a bit.
Now adds the buff for whole party
When using a staff. Increased skill dmg and healing received
When using mace and shield. Increases max hp and resist.
Goading: increased range from 2 to 3 yards
Spawn of Gloom talent branch:
Currently Spawn of Gloom makes charmer weaker than it is without the talent. The removed healing from Chaotic assistance is not a worthy tradeoff for the slight increase in dmg output from spawn of gloom.
Here are my 2 ideas to improve this talent branch
1.Improve the offensive strenght of the branch:
After every successful auto attack, the gloom gets a buff that increases its magic dmg. maximum stacks is 4(for example 5% each stack) after reaching maximum amount if stacks the gloom heals itself for certain amount of its maximum hp.
This would greatly increase its dmg output in pve while not making it overly strong in pvp since its still relatively easy to kill.
Add skill dmg parameter to glooms inherited stats so Glooms prism can deal slightly higher dmg.
2. Increase the supportive aspect:
Applies a shield to the character its applied on every 10s. Shield absorbs certain amount of dmg scaling on targets maximum hp.
Thats it for the changes. These would propably balance the difference between physical- and magic builds and make
magic charmers popular again.
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Eremika reacted to Abi in Hunter new Almahad talents
hello in this post i want to talk specifically about the Assassin's Guild Talents for hunter
I like the new addition and ideas of the talents however there's a problem with the last talent being the Snake Dance
the talent idea is good giving hunter what they always needed a source of accuracy reduction so they can take advantage of their dodge skills and dodge build
however the talent doesn't really works well with hunters skills and feels out of sync
the talent requires the hunter to take dmg and hits in order for it to works which goes against the idea of a dmg class wanting to avoid taking dmg or losing health but that's not the major problem here the problem is how it goes out of sync and contradict hunters skill "bless of the mountains"
you see in order for the blessing to remain in play or active hunters need to maintain their health above certain threshold, going under that threshold the skill goes completely offline which causes the problem that in order for the hunter to take advantage of their new talent snake dance maximum increase they need to lose the advantage of a MAIN skill being blessing specially in high levels where most damage classes like ranger ,bladedancer , seeker and mage can deal well above 3k damage in a single blow making the blessing going completely offline or being 1 more hit from being so only to gain 2% accuracy reduction from snake dance and even then if a hunter dodges one take the entire advantage of snake dance is lost too making hunter lose both the talent and the skill
thus i want to suggest the following change to snake dance
Snake Dance
The character gains 3 Stacks of Snake Dance buff, each Stack reduce the accuracy of incoming attacks by 2% (up to 6%). if the character dodges an attack one of the Stacks is removed, the buff have 10sec restoring time and each direct instant damage to the character reduce the restoring time by 0.5sec
i believe this change will make the snake dance more in sync with hunter skills and dodge build play style making hunter take an advantage of their double roll dodge along side the accuracy reduction while also not making it too overpowered by having the entire snake dance buff gone after 3 dodges but it would still be more useful than the current version of the skill requiring the hunter to take damage to be able to make use of snake dance.
in the end i hope the devs take consideration for my idea and apply it to the game with better numbers or values thank you for reading
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Eremika reacted to Drown in Charmer rework on certain skills and other balance suggestions
Charmer in current meta is outdated and here are my suggestions how to fix some issues there is.
Staff charmer is very outdated as a support class. It has good stun abilities and decent heals, but for a support class in current meta only having healing abilities is not enough. My suggestion is to rework certain buff and debuff skill that charmer has:
Otherworldly Blessing: Increases maximum health of the character or group member by P%, the maximum amount of energy – by D%, and the "Blocking" parameter – by A% if equipped with a shield, and the "Critical hit power" parameter and critical healing power – by N% if equipped with a staff for T sec. When used on an ally, the character and the ally receive H% of the skill's effect.
This skill is a decent buff for pve content, but for pvp it mainly acts as a weak healing ability. To fix this i would rework the skill to increase dmg and healing instead of crit dmg and crit healing so it would be somewhat useful in pvp content too.
Eye of the Darkness: Applies the "Eye of darkness" buff to the character or an ally for T sec. The effect increases physical and magical defense by P%, and the "Accuracy" parameter by D%, as well as the chance of detecting masked enemies within a radius of 10 yards
I have seen many people hoping that this skill could give temporary dmg reduction instead of defence. That would be reasonable adjustment to increase staff charmers survival ability, because at the moment if you get debuffed with relic of apathy you are basically dead. With this change it would maybe be possible to survive slightly longer.
Some "hybrid classes" also have issue with some skills becoming useless on certain builds. I understand that on expert skills that is fine, but a basic skill becoming uselessis a huge disadvantage compared to other classes. In my opinion skill "call" should be reworked somehow so it could be used in support build too.
My idea for this is to make call invulnerable for attacks. Like a ghost or something. Then it would wander around and apply some kind of debuff to enemy.
My idea for the debuff is that it would slightly decrease enemys max hp and slow it down. And it would have max stacks of 3 or 5.
Fiend of darkness branch
Fiend of darkness
Now the skill "Help of Chaos" summons the monster "Fiend of darkness". The monster has an attack range of 2 yards, has high damage and increased survivability.
This branch is increasing charmers dmg output on staff build while decreasing its survivability a lot, which is fine in my opinion but the amount of dmg gained feels very low for sacrificing the main source of healing for it.
My idea to fix this is removing the dark prism from "fiend of darkness" and greatly increasing the auto attack dmg of it. That would increase the burst dmg ability for this branch and it would suit this current meta much better.
Other idea to fix this is switching the prism of the fiend to a different skill. Some buff for the player who its applied to. For example remove 1 debuff every 5 seconds or something like that.
On physical mace build you can deal huge dmg, but it can easily be countered by enemy with high aoe dmg and lifesteal, which most characters have plenty nowadays. My suggestion is to reduce received lifesteal from summon skills.(This applies to every other class summon skills too) Because in most cases these summon skills are just have any benefit for the summoner itself.
Physical build seems very strong against "weaker players" you can literally kill a whole party in seconds with 2 taps, meanwhile in top pvp content "call" often acts as a free heal for enemy. To fix this issue the dmg output of "call" should be decreased, but increase their survivability.
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Eremika reacted to Laevateinn in Stone Body Rework
Darkness Form: Deals a positive “Darkness Form” effect to the character for T sec. The character cannot be attacked, but lose the ability to move and apply skills. Teleport to the specified area at the end of the skill. Once you use the skill again, you'll be out of the darkness form and teleport immediately. P% of the charater’s maximum health and D% of the character’s maximum energy are also restored every 2 sec.
Skill level
1
2
3
4
T
4
6
8
10
P%
4%
6%
8%
10%
D%
10%
12%
14%
18%
Energy expense
22
24
26
28
Cooldown
35
Usage range
5 yards
This change will fix warlock is having to keep clicking on the jump pot when the stone body is over, giving him reasonable randomness and making the game more dynamic because enemy doesn't know where warlock to teleport.
Similar skills:
Mantra of Healing: Applies the Divine Mantra buff to a character or group member for T sec. The target cannot be attacked, and it is deprived of the ability to use skills, auto-attack, and use items, and it's movement speed also decreases by P%. Additionally restores to the target D% of it's maximum health per second.
It can also be used for allies, and it can be moved, so it can be walked to allies.
Proximity to Nature: Applies the Hunter's Mark buff to a character for T sec. The character cannot be attacked, and they are also deprived of the ability to move, apply skills, auto-attack, and use items. When in effect, the character and all the allies within a radius of 3 yards recover health in the amount of H% of the character's magical power every 1 sec. and receive the "Forest protection" buff that increases the physical and magical protection of targets by P% for N sec. Maximum number of targets is A. The restriction does not apply to the character and the Moon Monster.
Even if used, Moon Monster will continue to attack, and nearby allies, including Moon Monster, will receive defensive buffs and heel effects.
Warlock, on the other hand, becomes a stone and watches our troops die. Or stay in enemy territory alone and spam jump pots.
Reference:
skill of monster at spring event
skill "shadow step" of reaper form Overwatch
Thank you for reading it and leave various opinions
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Eremika got a reaction from Laevateinn in Is this supposed to happen?
Record_2023-08-26-09-41-15_c919c9a1cd92b191011af9968d4bf81f.mp4
As demonstrated in the recording, as soon as stonebody is used, all the dots that were cast on an enemy stop dealing damage and expire.
This never used to be the case, and i don't recall seeing any changes like this for Warlock.
Did i miss some update notes on this, or are we dealing with a bug here?
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Eremika got a reaction from Overhoul in Is this supposed to happen?
Record_2023-08-26-09-41-15_c919c9a1cd92b191011af9968d4bf81f.mp4
As demonstrated in the recording, as soon as stonebody is used, all the dots that were cast on an enemy stop dealing damage and expire.
This never used to be the case, and i don't recall seeing any changes like this for Warlock.
Did i miss some update notes on this, or are we dealing with a bug here?
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Eremika reacted to Raislin in Position bug will it ever be fixed ?
Engine and server level related bs which has been in the game since the beginning, doubtful it's ever going to be properly fixed. This bd also knows how to do it like a professional. And you were also cooperating with him with your movements making your device and server easier to desync. If you see someone walking around corners back and forth as he was in the first 2 videos you should drop a puddle to scout if he's coming from one direction and start walking away from that corner as its clear he's trying to desync himself.
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Eremika reacted to TheCaster in Position bug will it ever be fixed ?
I wonder why this happens though. What's the reason? I can also confirm that this isn't an issue because of internet. My internet speed is very high as well as low ping but it happens to me often too. Is there no way to fix this? @Nolan
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Eremika reacted to vegeta in Position bug will it ever be fixed ?
Been years bout this issue with bout position bug . Alot complaints have been made in the past bout how we get hit even not near to the enemy . This bug mess up alot of things in arena matches and it's abusable in arena. It's not our network issue coz happens with alot of people . It's coz the game server need to be updated to a better one . Will we ever see it fixed in the near future ? i will upload few videos below how' it mess up arena n vice versa
VID_20230819123203.mp4
Record_2023-08-20-02-50-11_c919c9a1cd92b191011af9968d4bf81f.mp4 VID-20230820-WA0020.mp4 This is wat people mean by hamstring range 10 15 yards .
Some would say relog n fix the position bug but u relog n ur dead in that match .
Only warlocks can go stone n relog n back game.
I hope it gets fixed someday
@Nolan @Cardinal @snorlax @Dr Strange
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Eremika got a reaction from Overhoul in A new amplifying system
I expect to be treated fairly, as should everyone else. Our money is hard earned, and we should at least expect to get something in return when we decide to pay, chance or not, there has to be a limit to this hopeless system. If you want to bend over because "that's just how it is" then sure go right ahead. I won't tell you not to. But for the ones that actually care and haven't just given up and become sheep, id like to take up this issue for mine and their sake lol.
uhh what? i don't have to progress in the game? that's odd, usually when you play a game you naturally try to max out on everything, and try to compete and be the best. Especially with +8years in the bag xD
Iknow i don't have to be full +10, but all im suggesting with this post, is that they make it a bit easier and more consistent. Nobody actually wants the current hopeless amplification system, that doesn't even assure any reward even when you've paid for it. They should make it rely a bit more on something else, not our money. If i wanted to bet with cash on something id rather go to the casino. Would probably have an even higher chance there lul
People are using hundreds and thousands of dollars over the months and years... is that not alot?
approx 30.000 miracle coins can't even get you 2m gold at best. Mermen gear and books are far more valuable than that. and with 30.000 coins you can't even amp your weapons to max lmao. Go do the math on how much cash that is. Basically becomes worthless in the game. But go on, act like it's not expensive at all. it's not even worth buying coins in the game anymore.
Im not comparing "the game" im comparing 'what you pay' vs 'whst you get'. You don't seem to have understood the point.
The point is that our money is far more valuable than warspear makes them out to be. You could get much more/better for far less in other games. And that stays true even if you like it or not. You're comparing warspear to other games aswell, with even a worse point, even if it's the "same category" (as if that even matters): To justify the game being bad and expensive, just because other games are lol.
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Eremika reacted to Overhoul in QoL rework on amplifying system
My opinion on the current amplifying system.
So first off, getting +10 on a weapon was supposed to be rewarding, it was supposed to make you strong, set you apart from the rest of the players and make you feel like you achieved something great. it was designed to be hard from the beginning, and that's completely understandable and fair. But is that still the case? the system was designed many years ago, when the game was different. Is amplifying a weapon to +10 actually rewarding and great?
I don't think so. First of all, there is a shocking degree of unfairness depending on what weapon your character wields.
- 1handed weapons are easier to amp, compared to 2handed weapons.
i was a part of the unlucky bunch, and decided to main a Mage, as i really liked it. Now, Mage are casters. Casters use staffs, which are 2handed weapons. But staffs are a bit unusual, and seem to take more than other 2handed weapons to amplify. So i think staffs should be in a category of their own.
Now just a bit about my own character, to put things into perspective:
I started trying to amplify my mage lvl 30 staff from +9 to +10 approximately one year ago. And so far i have used around 180sets of signs. 180sets of dmg3 spheres. and millions in gold, since my staff requires 872gold in it's amplifying fee.
that's over 1.5million in gold just in amplifying fees.
180sets of signs is 41.220 miracle coins
180sets of dmg3 is like 14.220 miracle coins
Basically hundreds of dollars were used, just to get 1ampification level, which i still, to this day haven't achieved. And this is just 1 staff, not counting the ones i tried out of frustration because i thought my staff was "cursed". Which is also a common misconceptions among the players, since there is no other way to explain the irregular and impossible amp-rate.
Also now a "Sea Staff" is also required to actually be able to do the "ship graveyard" content optimally.
That is 3 staffs in all. a normal pve staff, arena staff and a sea staff. Now just think about this for a moment. 3 Staffs. Not 1.
After all the $ spent on trying to amp a SINGLE staff +10. Does anyone actually think it would feel rewarding to get this staff +10 anymore? while you now have 2 other staffs that also need to be amped? how many years are they going to take? The current amplifying system might have been fine and all, when 1-2 weapons were all you needed. But these days, with the increased number of weapons you need to amp and use, and with their level increasing all the time (amp rate increases with level and rarity) and with future updates introducing lvl 32 weapons, maybe, i just don't think it's all that useful, like it might've been in it's earlier days.
And for those that say a +10 staff or any other weapon +10 is not necessary: after having played for many years, and used hundreds, if not thousands of dollars in the game and supported it throughout all these years, how can you blame people for actually wanting to progress in the game? wanting to compete? wanting to be THE BEST at your thing?! reaching the top? feeling like you're not wasting your time and money???? sometimes it would be nice, if the money you spent actually made a difference in your game. we have reached a point where it's not even "pay to win" anymore. You pay and gain nothing. Is this a healthy thing? is this the way a game should make it's players feel? Throughout this 1year i tried amplifying my staff, i asked many different people how many sets of signs they used to increase their staffs from +9 to +10. Some said 40sets, others 10 and believe it or not, some 500+. meanwhile i saw 1h weapons being amplified to +10 like it was nothing. Maces +10 left and right, swords and daggers. And many admittedly said amplifying 2h weapons, and a staff at that, could be up to 5times as hard as amplifying a 1h weapon. Even with two 1h weapons it's still easier than one 2h weapon. But of course, i even know players with 1h weapons, that are stuck on +9 as well. But why are casters, the most disadvantaged class in the game, cursed with an impossible to amplify weapon? casters have low hp, low stats because the magic on the gear takes up slots that could otherwise have been used for useful stats, like on the light gear of rogues and hunters etc. and also the amount of magic a caster can reach is already much lower than that of a physical damager. This is especially true for warlocks, and even worse for mages, since they are supposed to be damagers. Very low damage compared to other damage classes, even with the +25% magic from the relaxation, warlocks can barely reach 1k magic, and that is only possible for most, if they are using the gear with 55 bonus magic, which is VERY low hp and accuracy gear. While hunters and rogues, physical damagers have 1.6k physical damage. We all know Hunters and rogues, and many other damagers on elf side as well, have huge advantages over the caster damagers. So why are casters cursed with the ultra low amplifying rates? it just makes no sense. and this is why i think i was "unlucky" because i now feel like i chose the wrong class, based solely on the fact that i can't amplify my staff +10. Is this how the game is supposed to make you feel? are you supposed to pick your class depending on what's easiest and saves you the most $? or are you supposed to pick what you like, and actually have fun in the game?
So that was basically a very long complaint in short, but i am sure many feel the exact same way, or can agree with parts i mentioned at least. And sadly my case isn't even one of the worst and doesn't even scratch the surface of this systems problems. I am not looking for sympathy with this post, or any refunds. But as mentioned, it's just to put things into perspective. There are people in the game that have used way more and gained nothing. The amount of players that are "unlucky" compared to those who are "lucky" is just too great. Why is this system of frustration still a thing? why is it okay to allow people to spend that much money without gaining anything? is it actually the players own fault? or is the game designed in a way that utilizes, and takes advantage of peoples will to compete and better themselves?
My suggestion.
Every 100 of failed amplifies, increase the amplifying success rate by (Original + (50%×Original value)). After 200 failed attempt, the calculation should be like (Original value +(50%×original value) +(50%×original value)) where the original value is constant. This is to cap the max amount of signs used to amplify equipment.
Just a few possible advantages of this new system:
- This might even make the free to play players, or the ones that gave up amplifying, actually buy coins.
- More people will start amplifying.
- People would actually amplify more weapons this way.
Inspired by: https://forum.warspear-online.com/index.php?/topic/277871-a-new-amplifying-system/
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Eremika reacted to HarryBr in Black seal - Warlock
Actually the 90% reduction is very good, but the skill It's disposable, there's no point in spending points on a 1v1 battle if the enemy is under your control not because you use it, in a mass confrontation it's more feasible to focus on group controls instead of trying to reduce someone's healing, besides it doesn't guarantee a warlock survival, because it takes time to match alongside a silent ability, I believe that this ability does not attribute quality to the warlock , Better redo, the forum is full of wonderful ideas and that would compensate much more than the black seal
@Holmes @Dr Strange
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Eremika reacted to Jack in [2022.12.18] Update Warspear Online 11.2: Winter Saga. Preview. Part II
Hello Developers, i am colour blindness. Can I turn snow colour into black if any option available for next update. Thank You
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Eremika reacted to TheCaster in [2022.12.18] Update Warspear Online 11.2: Winter Saga. Preview. Part II
Hallelujah. Finally. We can plan for raid bosses instead of no life waiting hours for it!
Kudos.
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Eremika reacted to Drakoslayd in [2022.12.13] Update Warspear Online 11.2. Preview. Part I
I agree. Warspear will need to balance its classes to be fair to everyone and make pvp actually fun. But also the issues is with the community not being fair to others.
Guilds are not being able to recruit due to poaching, scamming, and just underhanded tactics.
The decreasing population is because of people loosing interest because of all of these factors.
TheForlorn stolen, Hentai guild deleted, increased rate of guild inventories being emptied. All of that hard work being taken away over petty in game politics is just wrong and we get no help.
It's not just the game it's also the people
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Eremika reacted to US Evil in BD shield talent adjustment request
I recommend correcting the BD's shield talent.
Since it's based on MAX HP right now, its absorbing very high values with low skill cd.
I think this needs to be changed to work based on the REMAINING HP or increase the cooldown of the skill.
Alsowhen the shield is activated, since it inflicts 0 damage, it is very difficult to survive because you cannot LIFESTEAL.
The survivability of the class in GvG as well as arena is insane.
1153006654_2022_11_2116_17.mp4
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Eremika reacted to Drakoslayd in [2022.12.13] Update Warspear Online 11.2. Preview. Part I
This I have to agree with.
Forsaken should have 'grim' visuals
MC should have a 'gritty and brutal' visuals
Firstborn should have 'sleek yet beautiful' visuals
Chosen should have a 'holy yet brave' visuals.
Every faction should visuals that appeals to their in game culture. It only makes sense as people should be able to see which class or race their enemy is
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Eremika reacted to Drakoslayd in US-Sapphire: Legion. Are we doomed?
Devs don't need to only look at pvp but also at pve.
"OH the Legion is op in pvp so just nerf them into the ground"
We are suffering in both pvp and pve because of that idea.
We want a fair competition not this circus
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Eremika reacted to Drakoslayd in US-Sapphire: Legion. Are we doomed?
We are doomed if we do not actually do something regarding the toxic guild interactions
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