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pawned

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Everything posted by pawned

  1. Yeah, ofc it would be best if Rogue could get both, Damage reduction and Resistance. because thats what they lacking the most in current state of game. But we will see
  2. Yeah, because i dont see Rogue getting resist skill at all. Considering bracelests + pot and castle scroll will already make you like 65% resist. Imo getting dmg reduction has a better changes than resist skill on rogue
  3. Regarding Mute totem. Would be fine if Weakness debuff / Mute would prioritize players first within the range and then NPCs (Like BMs cat, druids summons). Kinda often i can see CATs and Summons being mutted instead of Players while they are in range.
  4. Its Plan B. In case this rebalance fail, i will go fully back to it :)
  5. Some suggestions to rework Rogue skills: 1). Kick in the Back: Deals the "Push in the back" debuff to the opponent for T sec. The effect reduces the "Accuracy" parameter by A%. Commentary: Pretty much outdated / useless skill which has not been changed / improved since its release. Skill was played in combination with dodge and reflexes, where both of them were nerfed. Kick doesnt serve any purpose anymore in PvE / PvP content. Suggestion: Let it reduce Penetration instead of accuracy. 2). Ricochet: An attack that deals to the opponent physical damage in the amount of P% of the character's physical strength, as well as to all enemies located within a radius of 3 yard around the character. Each subsequent target takes 10% less damage from the skill. Maximum number of player targets is Y, maximum number of monster targets is X. Tornado of Blades: Each time the "Ricochet" skill deals damage to an opponent, another random target is also hit. Commentary: Not bad skill for Rogue in terms of GvG and PvE (especially in Dungeons). Rogue has been lacking AOE skill for a long time but we have finally got it. Problem is with its damage as with each subsequent target it takes 10% less damage from the skill (maximum 6 targets in PvP and 14 in PvE) so most of the characters will just receive very little damage from it. Suggestion: Let in a combination with spread poison on all targets hitted by it. 3). Merciless Strike: An attack that deals physical damage in the amount of D units and P% of the character's physical power to the opponent. Commentary: 165% Damage (Together with a Talent which adds 5%) is little bit low. Little adjustment in its damage would be very welcome. Suggestion: Increase physical damage to 180% 4). Dodging: Increases the character’s Dodge parameter for D% for 10 sec. Commentary: nothing much to say besides that 10s is very low. Increase duration to 15-20s atleast. 5). Absolute Reflexes: After successfully dodging an enemy attack, the character's Attack Speed parameter increases by S% and the Dodge parameter goes up by D% for T sec. The effect is triggered no more than once every R sec. Commentary: Skill has become a meme in Rogue community. Our only defensive skill which was keeping us alive together with Dodge were changed and we didnt got anything in return. Im sure that Rogue is the only class from melee's DMG classes thats running around without any Shield / Damage reduction / resistance skill or anything that could help him in fights. Suggestion 1: Let the skill give Damage Reduction based on 55% of your dodge. Suggestion 2: Bring back old reflexes > Every few seconds, a rogue gets a chance to evade an attack. Maximum number of effects - 3. 6). Trickiest Technique: An attack that deals physical damage to the enemy in the amount of P% of the character's physical strength and deals the "Stun" debuff to them for T sec. The effect prevents from moving, attacking, and using skills. If the target is under the effect of the "Poisonous blades" skill, the skill's damage increases by D% and H% of the character's maximum health is restored. Commentary: Heal from this skill is too low. In a combination with poison it heals back 15% of characters HP. Suggestion: Increase restored HP to 30%. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- KEY CLASS TALENTS (*no idea who came up with those, but its terrible) Tirelessness: With a 70% chance, it allows you to reuse the "Elusive Jump" skill without recharging. Skill damage is reduced by 70%. Thirst for Murder: The character's skills and auto-attacks are guaranteed to cause critical damage when attacking an opponent with health less than 20% of the maximum while the "Extermination" skill is in effect. Tirelessness - Has to be worst idea i have seen in WARSPEAR so far. Nobody will pick this skill in any situation / any content in the game. Trading 70% of its damage for a 70% chance to reuse the Elusive Jump skill again is terrible. Also whole skill is target based so if im in situation 1vX and i want to get away its pointless. Skill is worthless in both PvE and PvP scenarios. Suggestion: rework this Talent so Elusive Jump is not target based with this talent. Rogue doesnt have movement skill that would allow rogue freely catch someone or run away in some situations. Rogue cant catch a Running: Bladedancer using rush / Seeker with a speedbuff and Invis / BM with a speedbuff without cat or Mage with a Jump. Thirst for Murder: Guaranteed critical hit from auto-attacks when opponents HP is below 20% is too low. Suggestion: Increase the value atleast to 60%. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  6. Yes, after restoring account you will have 0 achievements and you can do them all once again (You get awards normally).
  7. Bring it here, will take being untouchable, healing 9ppl + yourself and extra 25% deff all day long
  8. Also gotta add some additional buff to it. Like BM has 25% deff. They could add something to Heal totem as well. Extra resist under heal totem would be nice for example
  9. 440k damage and still not able to kill BM
  10. Yeah, was curious because the Healing and Cleansing were "Updating" together with studying those talents (Beside the Extra duration on Cleansing talent from First talents). So thought Blast should as well.
  11. After unlocking Lightning blast talent, Blast is still showing same value (4.6s, should be 5s already with a talent).
  12. Well yeah, it kinda sucks waiting 7s for it to apply. Hope there will be adjustments to it and the way how it works.
  13. You can resist both things from it (Weakness totem debuff and Mute as well)
  14. Not at all. You have just said a bullshit, so im here to prove you wrong, and showed you your PERMA MUTE. thats all. Im sorry, but thats not definition of PERMA MUTE, since its always gonna be 6 different people, and the first people which lost silence from previous totem, wont gain silence from another totem in time, to make it continuous.
  15. How can there be a good / bad situation ? You have said that Shaman can perma Mute. I have posted here a video and proved you wrong, because you cant perma mute. How can be something whats not PERMA on 1 person, be PERMA on 6 others ? Doesnt makes sense, or you have mistaken what PERMA is supposed to mean. So basically you are wrong about Perma mute, but also you are not at a same time ? :D how does this works ?
  16. If this is perma mute, then someone here is cluelesss, and its not me :) (Gotta add Perma Mute to a folder with Crit. heal from Totem xD) Screen_Recording_20230728_220924_Warspear_Online.mp4
  17. This game and especialy ELF players forced me to be Rude to them. Unfortunately there is no other way when it comes to this.
  18. Mute is only additional "Thing" to weakness totem. Its not changing how whole skills works. Weakness totem at 4/4 is affecting 6ppl.
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