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100xp

Master of Arts
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Everything posted by 100xp

  1. the problem is that demonic appearance skill not only increases max hp, it fills lost hp based on max hp, And it works as a kind of cure !! observe the character's Hp in this video https://youtu.be/Pl-bMhvzdSY
  2. Yes my friend!!! Hate is necessary!!! In case you haven't noticed I'll tell you, when the Reaper transforms he recovers more than 20% of his hp, Agr imagine a Reaper with skill cooldown reduction, don't you think it would be too strong?
  3. I'm just passing by to ask for the inclusion of an option in settings that allows you to activate a private mode preventing other players check you out, this is a function that other mmorpgs have and I like it a lot, I can also guarantee that there are many players who would like to have this option I would also like an option that allows you to see the level of other players next to your character name in the chat Thank you very much for your attention, and a great job to all.
  4. Absolute Reflexes Passive Each time the rogue dodges an enemy attack, the "Think Fast" effect is applied to the character, dealing 20% / 30% / 40% / 50% damage to the attacking enemy, And increasing character's dodge parameter by 10% / 14% / 18% / 24% Poisoned blades Active The rogue's next attack or skill will cause the "poison" debuff which will deal periodic damage to the target over a period of time, If the enemy dies, the effect spreads, affecting enemies within 5 meters of the target, sly jump Active the rogue leaps towards the selected target dealing damage, if the enemy is poisoned the "hopeless" debuff is applied to him decreasing his movement speed by 15% / 20% / 25% / 30% and reducing your attack speed by 10% / 14% / 18% / 24%
  5. Reaper's passive so far has been the only skill in the game that I regret buying unshakable will The condition to activate the passive is unnecessary because I need to receive several debuffs to be able to ignore only 1 Let's make a small change, the Reaper's passive must always be active, being able to remove the first debuff it receives in combat, Right after ignoring the first debuff, the passive goes on cooldown and will only work again after the cooldown, When entering the form demonic the passive recharges instantly, and after ignoring 1 debuff it goes on cooldown again, the cooldown of the passive is affected by the "skill cooldown" parameter everyone is complaining about the delay to transform, there are several ways to solve this problem The most viable way in my honest opinion is to make it stack every time it receives auto-attacks, This way he will transform much faster based on the amount of enemies hitting him. Observation: The grim reaper should keep accumulating hate as he attacks enemies, I know this is obvious but I'll explain why, if he's in a group with someone and there's a tank in the group The Reaper couldn't transform as the group's tank would take all attacks.
  6. I don't think the game matrix has a technological capacity to support this kind of mechanics
  7. I liked the change ideas, I would only add a change to the skill "delayed death" I would really like it if the damage from the skill debuff could be reflected with the skill "Retribution"
  8. the vortex skill is strong because it is being used together, the guild strategy is to recruit several Templars to multiply the power of the skill the skill has the lowest area skill range in the game and it only gets really strong when used in conjunction with the two relics, so a nerf would harm all players when targeting only a few Templars, I really don't think that's fair, but if the nerf is necessary that's fine, I play with the class and I think a nerf on the vortex won't affect my gameplay that much but there's no reason to nerf the other skills Because the other skills don't need nerf? I explain! The most used build at the moment is Templar based on bad physical dmg and that's where the "healing mantra" skill comes in. Because it is crucial for this build. Since the physical Templar cannot heal due to lack of magical power, the ability also renders the Templar unable to attack while healing,leaving the enemy free to reposition or even heal during this time I also don't recommend changing anything in the Templar's passive, since the passive is great and works great for physical, magical and hybrid dmg builds, If I were to change something about this passive skill I would recommend removing healing to allies And leaving only the self-healing and additional damage, and adding a new effect,a percentage of stun, 1/4 1.5% - 2/4 2% - 3/4 3.5% - 4/4 5% of chance of stun, At max level 4/4 every time an enemy is stunned, the "baptism by fire" effect is applied to the character for 40s and the character's health is restored by 80% of its magical power, and the "stun" parameter is increased by 5% while the effect is active, the next auto attack deals an additional 50% physical damage and removes the "baptism by fire" effect the effect can only be activated every 0.5s In a dungeon, it is very difficult for the Templar to heal using the "marked by the sun" skill since there are several allies hitting the monsters at the same time and activating the cure before the Templar and the "healing mantra" skill is infeasible to heal the Templar tank or even the tank of the group since it makes the monsters or the Boss stop attacking the target making them target the dps members of the group, the passive skill also doesn't help much on the Boss since he resists stuns With this change in the passive skill it would lose healing on bad allies would have good functionality for the hybrid tank build as that was the initial purpose for the Templar,
  9. the Necromancer is an old class in the game, so adding an attractive ability to it is sure to attract new players and players who have stopped playing. Skill: undead minion skill type: passive Description while the character is in combat he will receive stacks of "essence of death" every time an ally or enemy dies within 5 meters Upon reaching 10 stacks, an undead minion is summoned, 1 stack per monster and 10 stacks per player, only one undead minion can be summoned at a time Features undead minion stays alive until killed the minion follows the character and always attacks the first enemy that enters combat with the character the minion gains the character's attributes 1/4 70% - 2/4 80% - 3/4 90% - 4/4 100% of the character's HP The minion deals melee damage based on 1/4 80% - 2/4 90% - 3/4 100% - 4/4 110% of the character's spell power I created this concept art in just 21 minutes, but I think it represents the visual style I had in mind. even if the minion is still alive the Necromancer keeps accumulating "Essence of Death" if the minion dies another one and summoned this detail is crucial so that the skill does not become useless in Dungeons
  10. Skill: Absorb Sin skillt ype: active adds a barrier on the character or a party ally the barrier accumulates a percentage of all damage taken while it is active, At the end of the skill, the barrier explodes, dealing all accumulated damage within 3 meters.
  11. Bro, the skill doesn't cause damage kkkkk and the area of effect is tiny, that is, it's not strong but the propaganda you have that the aigrind only favors the elves is totally wrong
  12. I made some changes to two Templar skills that based on my experience with the class would be much better Power of the Heaven change to common duration active skill Remove hp buff, increase penetration buff and block I suggest this change because the skill doesn't offer enough to offset the mana regeneration penalty on some different builds Altered image Grace Change skill to continuous mana reduction effect This ability on the other hand becomes more effective on any Templar build and the mana regeneration reduction penalty fits it better Altered image
  13. Templar has already been retuned and you shouldn't compare only lvl32 fully equipped Templars, we all here know that all classes are strong at lvl32 with mermen armor
  14. The class is not fully tanky so I don't think it needs another skill with aggression
  15. Regarding hybrid classes I suggest changing all skills to hybrid damage, this way it will be easier to balance and stop players from screwing up classes Because the nerf only comes when they take advantage of a specific damage type By changing physical or magical damage skills and changing them to hybrid damage you wouldn't have to readjust every time someone decides to take advantage of a skill 100% physical skills like punch would have a higher percentage of physical damage than magic damage and healing skills for example would have a higher percentage of magic damage So players would not only choose physical or magical damage, they would have to choose which damage to prioritize, but without giving up the other type of damage the piercing punch skill that currently deals 220% of the character's physical damage, would now deal 170% of physical damage and 50% of magical damage And I would like to change the abilities of the other hybrid classes too, so that they are true hybrid classes
  16. The skill does not cause damage, it already started making mistakes there kkkkk
  17. adicionar um modo 1v1 não mudará o objetivo do jogo
  18. my friend, the system has to be innovative if it were to be similar to the current system, it wouldn't even need to change, right? and there are very good classes in 1v1 that are forgotten in the game Maybe I'm wrong but I think changing it a little now and then would make the game less tedious
  19. a simple and fun battle system!! it would work like this it would be a 1 vs 1 battle system would work as follows, each guild participating in the event could only take 20 members and when starting the event all members would be taken to a small arena type map, where all members would be in the stands One participant from each guild would be randomly selected and teleported into the arena on the map, when the two selected players were positioned in the arena a countdown would start for them to plan their strategy and equipment or skills if necessary, when the time was up for the fight. would start and they would have to duel against each other, there would be a time of 3 minutes each duel, to win, they would have to defeat their opponent within that time, otherwise the result would end in a tie, and neither of the two guilds would receive points, in the end from the fight the two would return to the stands and could not fight until the end of the event, the winner would have an aura just to exalt their greatness heheheh each participant could only fight once per event. in the end, the guild with the most battles won would emerge victorious. I hope you who are reading this thread will like and comment so that this idea is evaluated and polished and possibly even put into play.
  20. the following weapons would take away a greater diversity in the creation of builds and strategies of characters in the game, thus making the classes less tedious I also guarantee that it would attract new players and old players who have already stopped playing 01 ceremonial dagger damage type: magic Weapon type: Melee parameter: one hand with less damage than a staff the ceremonial dagger would deal magic melee damage with more attack speed ideal for magic classes that can use shields 02 magic wand damage type: magic Weapon Type: Ranged Attack parameter: one hand with less damage and range than a staff the magic wand would allow the character to attack with more speed at medium distances 03 grimoire weapon type: shield parameter: weapon secondary equipment the grimoire would function as a shield with magic resistance that would have a new attribute!! "magic block" an attribute that reduces all magic damage received by the character by a certain percentage and would be perfect to use with a (magic wand) or even the (serimonial dagger) 04 single shot musket damage type: physical Weapon Type: Ranged Attack parameter: two hands the single shot musket would do more damage than the bow or crossbow but it would not be affected by the "attack speed" parameter opening new spaces for creating new different builds
  21. Deixem os comentários do que vocês mudariam ou não nessas armas
  22. the following weapons would take away a greater diversity in the creation of builds and strategies of characters in the game, thus making the classes less tedious I also guarantee that it would attract new players and old players who have already stopped playing 01 ceremonial dagger damage type: magic Weapon type: Melee parameter: one hand with less damage than a staff the ceremonial dagger would deal magic melee damage with more attack speed ideal for magic classes that can use shields 02 magic wand damage type: magic Weapon Type: Ranged Attack parameter: one hand with less damage and range than a staff the magic wand would allow the character to attack with more speed at medium distances 03 grimoire weapon type: shield parameter: weapon secondary equipment the grimoire would function as a shield with magic resistance that would have a new attribute!! "magic block" an attribute that reduces all magic damage received by the character by a certain percentage and would be perfect to use with a (magic wand) or even the (serimonial dagger) 04 single shot musket damage type: physical Weapon Type: Ranged Attack parameter: two hands the single shot musket would do more damage than the bow or crossbow but it would not be affected by the "attack speed" parameter opening new spaces for creating new different builds
  23. a simple and fun battle system!! it would work like this it would be a 1 vs 1 battle system would work as follows, each guild participating in the event could only take 20 members and when starting the event all members would be taken to a small arena type map, where all members would be in the stands One participant from each guild would be randomly selected and teleported into the arena on the map, when the two selected players were positioned in the arena a countdown would start for them to plan their strategy and equipment or skills if necessary, when the time was up for the fight. would start and they would have to duel against each other, there would be a time of 3 minutes each duel, to win, they would have to defeat their opponent within that time, otherwise the result would end in a tie, and neither of the two guilds would receive points, in the end from the fight the two would return to the stands and could not fight until the end of the event, the winner would have an aura just to exalt their greatness heheheh each participant could only fight once per event. in the end, the guild with the most battles won would emerge victorious. I hope you who are reading this thread will like and comment so that this idea is evaluated and polished and possibly even put into play.
  24. É se os equipamentos que foram utilizados em nossos personagens ficam vinculados a uma conta e não a um personagem em específico, Poderiam colocar essa opção como uma das vantagens do passe, seria tão bom que eu compraria o passe nas minhas duas contas Não conseguiu entender? Eu explícito, ao um item, ele não iria utilizar o seu personagem, ele ficaria a conta, e você poderia passar para o depósito pessoal e assim poder usar os outros personagens que influenciarão em seu usuário. Você pode reaproveitar itens de níveis inferiores, e que tem mais utilidade para o seu personagem e transferir para outro personagem de sua conta que talvez não melhore o uso dos itens Obs: Os itens ainda NÃO poderiam ser adicionado ao mercado ou transferidos para outras contas
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