I was wondering , why not make Underground speed book give 10% movement speed in Tombs and Outposts too ?
Considering that they can be considered to something similar to a dungeon , I guess it would be a good help that won't hurt anyone
in a world where there is resistance, dk has already lost the strength he didn't already have, even more so when he is stunned and cannot use his only reasonable defensive skill (dark shield). I request that this skill be changed from active to passive, considering that it would be fairer when taking a full stun druid with a scattering relic. I also noticed that barbarian and guard can use mermen light set. already paladin and dk would have no use. So I ask that tanks who can handle using heavy sets, as they don't have the strength to use light ones?
Well you can't use 2 characters of the same account at the same time and we already got a shared personal warehouse for each account right?
Simply we get allowed to deposit our personal stuff in that storage and withdraw from other characters of the account.
I believe even coding wise it shouldn't be that difficult, also why would you buy the same armor or weapon over and over again for each character that you own, while u got it already inside your account but in other character's storage and don't forget the enchantments and amplifications for each gear over and over again the real never ending suffering.
This way would make it easier for the players to try different characters from the same side like this feature would probably be implemented between the characters of the Elf side of your account and same goes for the MC side characters of the account.
This game has become so unbalanced. I've completed more than 2.4k dungeon runs since event started and forget about books I didn't even dropped one shitty costume yet. Do I have to spend more coins to get drops? I don't understand this game anymore. Thinking of deleting account and quit.
Currently, the branch switching mechanic is not pleasing players
I know it won't be good to leave knowledge points unused after players get all the branches after all knowledge is the reward that is present in all types of content in the game and leaving this reward unusable will affect all of them
That's why I'm here to suggest a change that will please both sides
SUGGESTION
Players will be able to switch between branches at no cost
After changing branches, the player will have to wait a cooldown of X minutes
The player will only be able to change branches again after this period, but it will be possible to change branches instantly using knowledge points
The required amount of knowledge will be based on the remaining cooldown.
The inclusion of an NPC that activates positive effects on the character in exchange for knowledge points would also be great.
the NPC could be an old wizard with an insatiable thirst for knowledge who casts support spells in exchange for knowledge.
Fairy winter celebrations are nigh! In just a little while, the whole of Arinar is to see the festive magic taking its jolly foothold at every near and distant reach. As ever before, the majestic Snowy Bound will soon open its grand doors for every warrior from across Arinar, its beauty lying sparking in the winter sunlight. Yet while the icy valleys and fluffy snowbanks of the Snowy Bound remain undisturbed as the snow elves are all wrapped up in their festive preparations, we seize a chance to announce the upcoming skills’ rebalance.
Arinar is home to 20 different classes, so we strive to make sure that each hero can enjoy their adventure across the unique and diverse world of Warspear Online. That is why we try to take a fresh perspective at existing features to revamp them over time, as we pay our mind to the current statistics, along with your feedback and suggestions.
We’re looking forward to rebalancing the skills in a way that will redefine specific mechanics and provide for a smoother experience, yet our ultimate goal is to unleash new ways of gameplay. This year, though, we’ve also focused on redesigning class talents to quite an extent. Please note, though, that any changes you’ll see at the test server may still be revised in the update.
Shield Damage Calculation
The mechanics of calculating the amount of damage absorbed by the shield have been changed: now the damage amount depends on the attack and defense stats of a target that reduce incoming damage, as well as on any effects and influences affecting the incoming damage.
Previously, shield damage did not take into account character parameters or effects that increase or decrease damage. Since the overall effectiveness of shields has increased, the durability values of all shields have been reworked. The application of the new calculation mechanics (now shield damage is calculated similarly to character health) has increased the total amount of damage that shields can absorb. The new mechanics apply to effects obtained from all sources: character skills, guild skills, talents, and items.
Rework of Stun parameter
Now, the effects of skills, talents, and items that influence control, affect Stun parameter. The new mechanic applies to skills, talents, and items:
Redemption (Priest)
Unwavering Will (Reaper)
Spirit of Resistance (Blade Dancer)
Thirst for Life basic set skill
Stunning Deliverance event talent
items with Resistance bonus
items with Subjugation bonus
Invisibility detection
Adjusted the mechanics of detecting invisibility: now, invisibility is deactivated when the target receives a control effect or damage (previously, it was deactivated upon receiving any negative effect or damage).
Chosen
Paladin
Purifying
Now when the skill deals DOT-damage, it interrupts a target.
Fetters of Justice
Adjusted the skill area: now the skill is applied to all enemies within a radius of 2 yards around the character.
Fixed a bug due to which the skill applies on one PvP target beyond the fixed limit.
Heavenly Light
Skill cooldown decreased from 13 sec. to 12 sec.
Now the chance of critical healing from the skill is increased by 3 \ 6 \ 9 \ 12 \ 15%.
Adjusted the amount of healing from the character's magical power: from 105 \ 110 \ 115 \ 120 \ 130%, to 110 \ 115 \ 120 \ 130 \ 140%.
Illumination
The skill no longer deals magical damage to targets.
Adjusted the skill area: now the skill is applied to all targets within a radius of 3 yards around the character.
Additionally the skill now moves all enemies 1 yard closer to the character.
The skill now also casts Scorch debuff for 6 \ 7 \ 8 \ 9 sec., which reduces healing received by targets by 5 \ 12 \ 20 \ 30%.
Fixed a bug that prevented the PvP-target limit on Aggression debuff from working.
Light Aura
Adjusted the skill area: from 3 \ 4 \ 5 \ 6 \ 7 yards to 7 yards.
Harad's Banner
The basic period for Banner dealing damage has been adjusted: it was every 2 sec., now every 1 sec.
Now the damage period of the Banner increases for each attack by 15% for each unique skill target, but not more than 6 times. The more targets, the slower the Banner attacks.
The skill no longer deals increased damage to targets under Sun Seal debuff.
Fixed a bug due to which the animation was not displayed at the moment of dealing damage to the target.
Now the skill damage does not stop PvP targets.
Paladin's Prayer
Skill cooldown decreased from 32 sec. to 16 sec.
Reduced energy cost: was 20 \ 24 \ 28 \ 30 units, now is 12 \ 16 \ 20 \ 24 units.
Changed the type of skill from active with target selection to active without target selection.
Change in skill mechanics: now the skill casts Paladin's Prayer buff to the character and group members within a radius of 9 yards for 8 \ 10 \ 12 \ 14 sec., or with a chance of the Critical Hit, a Paladin's Retribution buff for 8 \ 10 \ 12 \ 14 sec. The next successful auto-attack with instant damage under Paladin's Prayer buff will deal additional magical damage equal to 100 \ 110 \ 125 \ 140% of the character's magical power. The next successful auto-attack with instant damage under Paladin's Retribution buff will deal additional magical damage equal to 120 \ 140 \ 160 \ 180% of the character's magical power. The cooldown time of the skill increases by 1.5 sec. for each group member.
Sacred Shield
Adjusted shield durability: was 40 \ 55 \ 65 \ 80%, now is 10 \ 15 \ 20 \ 30% of the character's maximum health.
Sun Seal
Adjusted the amount of damage from the character's magical power: from 130 \ 135 \ 145 \ 160%, to 135 \ 145 \ 160 \ 180%.
Adjusted the amount of damage from the character's physical power: from 115 \ 120 \ 130 \ 140%, to 120 \ 130 \ 140 \ 155%.
Adjusted skill debuff duration: was 10 \ 15 \ 20 \ 25 sec., now is 8 \ 10 \ 12 \ 15 sec.
Inner Forces
Adjusted the amount of missing health from the maximum for the skill effect to trigger: was every 12 \ 10 \ 8 \ 6%, now is every 10 \ 8,5 \ 6,5 \ 4,5%.
Adjusted the strength of the effect that reduces the damage received from monsters: was 3%, now it is 2.5%, depending on the missing health.
“Paladin's Prayer+” replaced with “Sacred Shield+” (2nd branch “Holy Warrior”)
Increases the strength of buff by 1 \ 1,5 \ 2%.
Adjusted the bonus to the effect strength of the skill: it was 2 \ 4 \ 6%, now it is 1 \ 1.5 \ 2%.
Patronage of Light
Now the buff from Light Defense skill additionally increases the maximum health by 5% (previously, it increased the maximum energy by 15%).
Everburning Candle
Adjusted the amount of transferred healing: was 8%, now 30%.
Now the amount of transferred healing is reduced by 4% for each group member.
Focused Anger
Adjusted the bonus to the damage of Harad's Banner skill: was 15%, now 10%.
Fixed a bug due to which the interaction of the talent with Harad's Banner skill changed the radius of the skill.
Faith Reckoning
Now the talent increases the character's magical power by 15%.
Adjusted the size of periodic damage: was 20% of the character's magical power, now 25% of the character's magical power.
Adjusted the chance of applying the talent effect that deals periodic damage: was 15%, now 20%.
Intercession
Adjusted the healing activation period from the talent: was every 1 sec., now every 2 sec.
Divine Lightbringer
Adjusted the amount of healing transferred to allies: was 10%, now 15%.
Mage
Illusory Chains
Now Illusory Chains debuff additionally reduces Skill Cooldown of targets by 10 \ 15 \ 20 \ 25 \ 30%.
Sun Armor
Solar Armor buff no longer increases the character's physical defense.
Change in skill mechanics: now the skill increases the character’s magical defense by 20 \ 25 \ 35 \ 40 \ 50% and reduces the physical damage received by 8 \ 12 \ 16 \ 20 \25% of the character’s magical defense.
Aura of Fire
Now the damage dealing period increases for each attack by 20% for each unique skill target, but no more than 6 times.
Adjusted the basic attack period of the skill: was every 2.3 sec., now every 1 sec.
Roaring Flame
Adjusted the amount of damage from the character's magical power: from 110 \ 120 \ 135 \ 150%, to 100 \ 110 \ 120 \ 135%.
Magic Ban
Adjusted the strength of the skill effect that reduces the duration of buffs on a target: was 20 \ 35 \ 50 \ 65%, now 20 \ 30 \ 40 \ 50%.
Witchcraft Flow
Now every 1 sec. the effectiveness of Ennoblement skill decreases by 10%, to a minimum of 20%.
Adjusted the rate of reduction for the bonus to Resistance from the skill: was every 2 sec., now every 1 sec.
Excess Energy
Adjusted the effect strength that increases damage from skills: was 15%, now 12%.
Now Dragon Eye skill, when the talent is active, does not increase the cost of the skills used.
Fixed a bug due to which the talent effect did not increase DOT-damage from skills.
Sheaf of Lightning
Change in talent mechanics: now there is no longer an explosion around the character during auto-attack. Now Overload skill additionally restores the character's health by 65% of the damage dealt. The number of effects required to activate Overload buff on the character has been reduced by 1.
Priest
Harad's Tears
Fixed a bug with searching for targets for an additional attack: now the search for targets will occur around the main target of the skill, not around the character or allies.
Holy Shield
Now the shield absorbs damage to the skill's target in the amount of 30 \ 60 \ 90 \ 120 \ 150 units and 50 \ 60 \ 85 \ 100 \ 120% of the character's magical power.
Truce
Now under Truce debuff an enemy can attack the character, but with reduced damage by 50 \ 55 \ 65 \ 75 \ 85%, and the character can attack an enemy, but with reduced damage by 50%.
Now, when using a skill, an enemy loses a target of the attack, but Priest does not lose a target of the attack.
Exhausting Burden
Skill cooldown increased from 12 sec. to 14 sec.
Word of Power
Adjusted the effect strength that increases the target's energy costs for using skills: was 45 \ 55 \ 65 \ 80 \ 100%, now 55 \ 65 \ 80 \ 100 \ 125%.
Elusive Threat
Adjusted the amount of damage from the character's magical power: from 20 \ 25 \ 30 \ 40%, to 25 \ 30 \ 40 \ 65%.
Gods' Help
Adjusted the bonus to Critical Hit: was 4 \ 7 \ 10 \ 15%, now 4 \ 6 \ 8 \ 10%.
Adjusted the bonus to Attack Speed: was 4 \ 7 \ 10 \ 15%, now 5 \ 7 \ 9 \ 12%.
Payback
Skill cooldown decreased from 30 sec. to 26 sec.
Illusion of Salvation
Change in talent mechanics: now if a target under Elusive Threat skill does not move for 1.5 sec., the talent casts Stun debuff for 2 sec.
Punishment by Pain
Adjusted the amount of damage from the character's magical power: from 20%, to 30%.
Seeker
Inspiration
Now the skill increases Attack Speed for the character for each equipped dagger by 2.5 \ 3.5 \ 4.5 \ 6 \ 7.5%, and Skill Cooldown if the character is equipped with a two-handed weapon by 15 \ 22 \ 28 \ 32 \ 40%.
Harad's Shield
Now the shield absorbs damage to the skill's target in the amount of 50 \ 80 \ 120 \ 150 \ 200 units and 8 \ 10 \ 12 \ 16 \ 20% of the character's maximum health.
Exacerbation
Now the skill effect that reduces movement speed will be casted to a target only if it don't already have this effect.
Disappearance
Now using Attraction skill from invisibility additionally casts Stun debuff on a target for 1.5 \ 1.7 \ 2 \ 2.5 \ 3 sec.
Dangerous Blow
Skill cooldown increased from 16 sec. to 22 sec.
Now the skill's attack guaranteed casts Bleeding debuff to a target.
Now the damage of Bleeding debuff increases by 10 \ 13 \ 16 \ 20% with the chance of the character's Critical Hit.
Now when the skill deals DOT-damage, it interrupts a target.
Adjusted the DOT damage of the skill: it was 55 \ 60 \ 70 \ 80%, now it is 45 \ 50 \ 60 \ 70% of the character’s physical power.
Fixed a bug due to which the skill would not apply DOT damage if the attack deals zero damage (for example, when attacking a shield).
Splitting Blow
Skill cooldown decreased from 14 sec. to 12 sec.
Adjusted all skill effects duration: was 12 sec., now 8 sec.
Adjusted the period of inflicting DOT-damage from the skill: was every 3 sec., now every 2 sec.
Adjusted the amount of DOT-damage from the character's physical power: from 35 \ 40 \ 45 \ 55%, to 30 \ 35 \ 40 \ 50%.
Now when the skill deals DOT-damage, it interrupts a target.
Bloodthirst
Now if the enemy is under Bleeding debuff, the character additionally restores 2 \ 2.5 \ 3.5 \ 4% of their maximum health for each applied debuff, but no more than 10 \ 12 \ 16 \ 20% for one application.
Exhaustive Blow
The attack no longer reduces the Dodge of the enemy.
Adjusted the amount of damage from the character's physical power: from 95 \ 100 \ 105 \ 115%, to 110 \ 115 \ 120 \ 125%.
Attack Instinct
Now if the skill is active, Bloodlust skill is additionally applied to all targets within a 1 yard radius of the target with damage reduced by 80 \ 75 \ 65 \ 50%.
Adjusted the duration of Attack Instinct buff: was 16 \ 18 \ 20 \ 22 sec., now 12 \ 14 \ 16 \ 18 sec.
Adjusted the effect strength inflicting additional damage from auto-attacks: was 20 \ 25 \ 35 \ 50%, now 15 \ 20 \ 30 \ 40%.
Adjusted the effect strength inflicting additional damage from skills: was 80 \ 75 \ 65 \ 50%, now 80 \ 75 \ 65 \ 50%.
Attraction
Skill cooldown decreased from 20 sec. to 16 sec.
Inspiration+ (1st branch “Steel Storm”)
Adjusted the bonus to Attack Speed: was 1 \ 1.5 \ 2%, now 0.5 \ 0.75 \ 1%.
Bloodthirst+ (2nd branch “Ruthlessness”)
Now the talent increases the skill damage by 9% of the character's physical power.
Scarlet Blade
Adjusted the chance of applying DOT-effect: was 20%, now 25%.
Bloody Rampage
Change in talent mechanics: now the damage of Bloodlust skill is additionally increased by 5% for each Bleeding debuff applied to a target, but no more than 25%. The skill cooldown is reduced by 0.5 sec. for each Bleeding debuff on a target, up to a maximum of 2.5 sec.
Reverse Gravity
Now the talent additionally increases the range of Attraction skill by 1 yard.
Battle Potential
Adjusted the number of non-critical attacks required for the effect to trigger on players: was 6, now 7.
Now every 7 non-critical auto-attack deals double damage when attacking PvP targets.
Now every 5 non-critical auto-attack deals double damage when attacking PvE targets.
Harad's Support
Now the talent increases the duration of the effect from Harad's Shield skill, reducing incoming damage to the character, by 1 sec., when the character loses 15% of maximum health, but no more than 4 sec.
Stupefying Pain
Change in talent mechanics: now if the character has Inner Rage skill, the talent reduces the character's maximum health by 70%. At the same time, the character receives 55% less damage from all attacks, and also receives 50% less healing from skills and Health Steal parameter. The talent now reduces the size of all received shields by 55%. The effect of Inner Rage skill works regardless of the character's health level.
Inner Harmony
Now the talent guaranteed reduces the energy costs for using skills and guaranteed casts Inner Harmony buff to the character when using a skill.
Adjusted the bonus strength that reduces energy costs when using skills: was 100%, now 65%.
Adjusted the talent effects duration: was 8 sec., now 10 sec.
Adjusted the maximum bonus to Skill Cooldown: was 30%, now 40%.
Templar
Blame
Now the monster summoned by Particle of Life skill in priority attacking a target enemy on which Blame skill has been applied.
Fixed a bug due to which Stun debuff was not casted to a target if a target was under Touch of Truth skill effect, applied by another Templar.
Combat Support
Adjusted the size of the shield based on the sum of the character's physical and magical power: it was 120 \ 160 \ 210 \ 245 \ 275%, now 100 \ 120 \ 135 \ 155 \ 180%.
Whirlwind of Repentance
Adjusted the chance of triggering Quicksand debuff: was 40 \ 50 \ 60 \ 70 \ 80%, now 60 \ 70 \ 80 \ 90 \ 100%.
Harad's Teachings
Adjusted the amount of healing for the character from the skill: was 50 \ 60 \ 70 \ 80%, now 40 \ 45 \ 55 \ 65%.
Adjusted the amount of healing for the ally from the skill: was 25 \ 35 \ 45 \ 55%, now 20 \ 25 \ 35 \ 45%.
Deity Statue
Now the statue first absorbs a portion of the damage dealt by group members, then by guild members, and finally by other players.
If an enemy deals instant damage to the statue, the statue now applies Divine Retribution debuff for 4 \ 5 \ 6 \ 7 sec. The effect reduces Attack Speed by 10 \ 15 \ 20 \ 30%.
Branded by the Sun
Now the skill healing triggers with each successful auto-attack or attack by skill of instant damage on a target with Stigma debuff.
Grace
Now using the skill will not break the character's invisibility.
Particle of Life
Now the damage type of the skill is determined by the prevailing physical or magical power of the character: 90 \ 100 \ 115 \ 130% of the character's magical power if magical power prevails, and 120 \ 125 \ 135 \ 150% of the character's physical power if physical power prevails.
Combat Support+
Adjusted the bonus to the strength of the skill effect: was 25%, now 15%.
Insight into the Truth
Now the talent does not reduce the duration of the skill effect.
Power Inversion
Now Reverse Flow skill activates less frequently by 60%, but with an increased duration of Stun effect by 10%.
Firstborn
Blade Dancer
Hamstring
Now when the skill deals DOT-damage, it interrupts a target.
Sap
Skill cooldown increased from 15 sec. to 18 sec.
Adjusted debuff duration: was 7 \ 8 \ 9 \ 10 \ 13 sec., now 6 \ 8 \ 10 \ 12 \ 14 sec.
Adjusted the effect strength that reduces the physical and magical power of a target: was 15 \ 20 \ 25 \ 30 \ 40%, now 20 \ 25 \ 30 \ 40 \ 50%.
Vortex Blade
Skill cooldown increased from 14 sec. to 15 sec.
Adjusted the skill damage: was 105 \ 110 \ 115 \ 125 \ 135% of the character's physical power, now 90 \ 95 \ 100 \ 110 \ 120%.
Rush
Skill cooldown increased from 14 sec. to 18 sec.
The skill no longer casts Aggression debuff to enemies.
Now, the skill teleports the character to the specified area if the character fails to move there within 0.5 sec. after receiving increased movement speed.
Fixed a bug due to which the skill's effect to be canceled if a new destination point was specified for the character.
Sonic Boom
Now when the skill deals DOT-damage, it interrupts a target.
Counterattack
The skill type has been changed from active to passive. Upon receiving instant damage, it deals physical damage to an enemy equal to 25 \ 32 \ 40 \ 50% of its physical power with a chance equal to Parry or guaranteed upon parrying an attack if an enemy is within a radius of 4 yards around the character. The skill works no more often than once every 1 sec. from player attacks. There are no restrictions for monster attacks. Now, when parrying an attack, the character receives Concentration buff for 5 \ 6 \ 8 \ 10 sec. The effect increases the counterattack chance by 4 \ 6 \ 8 \ 10%.
Magic Transformation
Changed the formula for calculating the shield size: now the shield absorbs damage equal to 80 \ 90 \ 105 \ 120% of the character's physical power.
Now the shield size increases by 0.5 \ 1 \ 1.5 \ 2% for every 5% of missing health from the maximum health of the character.
Blades' Power
Adjusted the bonus to physical power from the skill: it was 3 \ 6 \ 10 \12.5%, now it is 3 \ 6 \ 9 \ 11% for each equipped axe.
Enlightenment
Now the skill increases Attack Speed by 3.5 \ 4.5 \ 6 \ 7.5% and Accuracy by 3 \ 4 \ 5 \ 6% for each equipped dagger, Attack Speed by 3.5 \ 4.5 \ 6 \ 7.5% and Skill Cooldown by 4.5 \ 7.5 \ 11 \ 15% for each equipped sword, Skill Cooldown by 4.5 \ 7.5 \ 11 \ 15% and Accuracy by 3 \ 4 \ 5 \ 6% for each equipped ax.
The bonus to the Penetration remains unchanged.
Strike Hurricane
Skill cooldown decreased from 30 sec. to 22 sec.
Change in skill mechanics: now the skill is applied to a specified target. The skill allows performing a series of 3 \ 3 \ 4 \ 5 attacks on an enemy, each attack deals physical damage equal to 40 \ 40 \ 45 \ 45% of the character's physical strength. Additionally, it applies Slowdown debuff to the enemy for 3 \ 3 \ 4 \ 5 sec. upon a successful attack. The effect reduces movement speed by 10 \ 15 \ 20 \ 25%. For each successful attack in the series, the effect strength is additionally increased by 5%.
Magic Transformation+
Adjusted the bonus to the effect strength: was 2 \ 4 \ 6%, now 2.5 \ 5 \ 7.5%.
Enlightenment+ (1st branch “Dancer on the Wind”)
Now the talent increases the effect strength of a skill, that increases the character’s Attack Speed by 0.5%.
Strike Hurricane+ changed to Counterattack+ (1st branch “Dancer on the Wind”)
Now the talent increases the skill strength gain from the character's physical damage by 1.5 \ 2 \ 2.5%.
Bastion of Ancestors
Adjusted the strength of the talent effect from the character's maximum health: was 20%, now 10%.
Sweeping Blow
Now the talent also triggers from skills with instant damage (Flash Strike, Counterattack, Strike Hurricane, Vortex Blade skills).
Sharpened Blades
Now the talent interacts with Enlightenment skill (formerly Strike Hurricane skill). Enlightenment skill additionally increases Critical Hit by 6% and Critical Damage by 15%.
Strike Onslaught
Fixed a bug due to which the effect of the talent worked from classless and special skills that were on cooldown.
Ranger
Scatter Shot
Skill cooldown decreased from 17 sec. to 16 sec.
Adjusted debuff duration: was 1.5 \ 2 \ 2.5 \ 3 \ 4 sec., now 1.5 \ 2 \ 2.5 \ 3 \ 3.5 sec.
Fixed a bug due to which the skill effect was not applied to a target if it was under immobilization effects.
Ranger's Blessing
Adjusted the skill damage: was 25 \ 30 \ 35 \ 40 \ 45% of the character's physical power, now 15 \ 20 \ 25 \ 30 \ 40%.
Beast Trap
The skill now places an invisible trap in a 1 yard radius area.
Adjusted debuff duration: was 3 \ 4 \ 5 \ 6 \ 7 sec., now 3 \ 3 \ 4 \ 5 \ 6 sec.
Adjusted the maximum number of traps that can be installed: was 1 \ 1 \ 2 \ 2 \ 3, now 1 \ 2 \ 2 \ 3 \ 3.
Fire Arrows
Adjusted the skill range: was 5 yards, now 6 yards.
Adjusted the periodic damage of the skill: was 45 \ 50 \ 55 \ 65% of the character's physical power, now 35 \ 40 \ 50 \ 60%.
Adjusted the instant damage of the skill: was 55 \ 60 \ 65 \ 70% of the character's physical power, now 35 \ 40 \ 50 \ 60%.
Bow Strike
Adjusted the skill damage: was 115 \ 120 \ 130 \ 140% of the character's physical power, now 80 \ 90 \ 105 \ 120%.
Adjusted skill effect duration: was 2 \ 2.5 \ 3 \ 4 sec., now 2 \ 3 \ 4 \ 5 sec.
Hail of Arrows
Adjusted the skill range: was 4 yards, now 6 yards.
Now it is possible to dodge the skill's attack.
Adjusted the amount of physical damage dealt to all enemies within a radius of 1 yard: was 50% of the physical damage to the main target, now 45 \ 50 \ 60 \ 70%.
Hunter's Cage
Adjusted the skill range: was 5 yards, now 4 yards.
Now, if an enemy loses 30 \ 25 \ 20 \ 15% of their maximum health during Hunter's Cage debuff, an additional Stun debuff is applied to them for 2.5 \ 3 \ 3.5 \ 4.5 sec. The effect prevents movement, attacks, and the use of skills.
Piercing Anger
Now Curbed Rage buff additionally increases the character's Critical Strike by 1 \ 2 \ 3 \ 4%.
Vengeful Shot
Adjusted the skill range: was 5 yards, now 6 yards.
Adjusted the duration of periodic damage from the skill: was 12 sec., now 10 sec.
The skill no longer applies Stun debuff to a target for 2 \ 2.5 \ 3 \ 4 sec. if it is under the effect of Hunter's Cage skill.
Bitterness
Now Bitterness buff will not be reset upon taking damage.
The effect of the skill no longer increases the character's Critical Hit.
Ranger's Blessing+
Adjusted the effect strength of the skill: was 2 \ 4 \ 6%, now 1.5 \ 3 \ 4.5%.
Spearhead Onslaught
Now, a critical attack doubles the talent bonus to the character's Attack Strength.
Instead of removing Spearhead Onslaught effect when using the skills Powerful Shot, Fire Arrows, Hail of Arrows, Bow Strike or Vengeful Shot the bonus to tAttack Strength from the talent will decrease by 6%.
Elusiveness
The character no longer receives an additional effect from Bitterness skill when dodging enemy attacks.
Now, the talent reduces the cooldown of Evasion skill by 1 sec. when dodging enemy attacks, but no more frequently than once every 2 sec.
Fire Volley
Change in talent mechanics: now Hail of Arrows skill does not deal damage to nearby targets. The damage of the skill increases by 10% for each yard of distance between the character and a target of the skill.
Heavy Artillery
Adjusted the amount of the reduced Attack Speed: was 50%, now 30%.
Adjusted the amount of Skills Cooldown, which increases in place of the reduced Attack Speed: was 1.5%, now 2%.
Now skill damage increases by 2% for every 3% loss of Attack Speed (previously, it was 3% for every 5% loss of Attack Speed).
Druid
Tornado
Change in skill mechanics: now the skill creates a zone in the specified area with a radius of 2 \ 2 \ 2 \ 3 yards for 6 \ 6 \ 8 \ 10 sec. The zone deals magical damage equal to 30 \ 40 \ 50 \ 60% of the character's magical power every 2 sec. and reduces movement speed by 20 \ 25 \ 30 \ 40%. Maximum number of PvP targets: 3 \ 4 \ 5 \ 6, limit on the number of PvE targets: 8 \ 10 \ 12 \ 14.
Power of Water
Adjusted skill effect duration: was 3 \ 5 \ 6 \ 7 sec., now 3 \ 4 \ 5 \ 6 sec.
Now Water curse debuff reduces the enemy’s energy regeneration rate by 10 \ 20 \ 30 \ 40%.
Punitive Roots
The skill type has been changed from active to passive: now, with a 15 \ 20 \ 25 \ 35% chance, upon receiving instant damage, it casts Punitive Roots and Weakness debuffs to the enemy within a radius of 6 yards around the character for 1.5 \ 2 \ 2.5 \ 3.5 sec. The effect Punitive Roots immobilizes an enemy. The effect Weakness reduces physical and magical power by 35 \ 45 \ 55 \ 70% until the next attack or the effect's duration expires. The effect can trigger no more than once every 4 sec.
Healing Barrier
The shield size is now calculated at 115 \ 130 \ 150 \ 180% of the character's magical power.
Insect Swarm+
Adjusted the bonus to the effect duration that reduces an enemy’s attack speed: was 3 sec., now 2 sec.
Healing Barrier+ (1st branch “Forest Generosity”)
Adjusted the bonus to the effect strength of the skill: was 6%, now 9%.
Punitive Roots+
Now the talent increases the chance of the skill's effect triggering: 1 \ 2 \ 3%.
Thunder Roar
Additional attacks from Lightning Bolt skill now hit enemies affected by Power of Water skill with priority.
New talent Storm (instead of Angry deepness)
Tornado skill deals increased damage by 15% to all enemies in the whirlwind area every 2.5 sec. and casts Stun debuff for 1 sec. If an enemy is under Power of Water debuff, the duration of Stun debuff is increased by 0.4 sec.
Thorn Bush
Now the negative effect from the talent will not be applied again to a target if a target is already under the effect.
Insight
Adjusted the penalty to the duration of the effect of Secret Link skill: was 6 sec., now 4 sec.
Myriads of the Forest
Adjusted the bonus strength to physical and magical power for every 2 active positive effects applied by the character to group members: was 1.5%, now 2.5%.
Warden
Warden's Spirit
Now Protective Field buff absorbs 25 \ 30 \ 35 \ 40 \ 50% of the damage received by the character under Guardian Spirit buff.
Adjusted the maximum shield size: was 500% of the character's maximum health, now 75%.
Reduced the duration Guardian Spirit buff: it was 15 sec., now it is 10 sec.
Powerful Lunge
Adjusted the skill range: was 3 yards, now 2 yards.
Now, the skill deals physical damage to a target, amounting to 125 \ 145 \ 165 \ 190% of the character's physical power. The damage from the skill is evenly distributed among 3 \ 4 \ 5 \ 6 targets within a 1 yard radius around the main target. The skill damage increases by 20 \ 25 \ 30 \ 35% for each target.
Block Master
The skill has been changed from passive to active, with a cooldown time of 12 sec. Change in skill mechanics: now, if the character is under the effect of Fortification skill, each blocked attack will cast Battle Thrill buff to the character for 30 sec. The effect reduces all damage taken by the character from monsters by 2 \ 3 \ 4 \ 5% and from players by 1 \ 2 \ 3 \ 4%. The maximum number of effects is 5. Upon using the skill, the character restores health by 2 \ 4 \ 6 \ 8% of the maximum and additionally heals for 2 \ 2.5 \ 3 \ 4% of the maximum health for each Battle Thrill buff. The effects are then removed.
Guard's Fury
The skill now moves enemies within 3 yards of the character 1 yard closer to the character.
Fixed a bug due to which the PvP target limit for Aggression debuff did not work.
Shield Throw
Adjusted Stun debuff duration: was 2 \ 2.5 \ 3 \ 3.5 sec., now 2.5 \ 3 \ 3.5 \ 4 sec.
Switcheroo
Adjusted the slowdown duration: was 3 \ 4 \ 5 \ 6 sec., now 4 \ 5 \ 6 \ 8 sec.
Adjusted the slowdown strength: was 15 \ 30 \ 45 \ 60%, now 40 \ 50 \ 65 \ 80%.
Stealing Power
Adjusted the amount of the effect that reduces the physical and magical power of the target: was 15 \ 20 \ 25 \ 40%, now 15 \ 20 \ 25 \ 30%.
Adjusted the amount of the effect that increases Attack Strength for the character: was 10 \ 15 \ 25 \ 40%, now 15 \ 20 \ 25 \ 35%.
Warden’s Protection
Fixed a bug due to which DOT-effects and negative effects were transferred to Warden.
Block Master+ (1st branch “Unbridled Will”)
Now the talent increases the power of basic healing from the skill by 0.3%.
Block Master+ (3rd branch “Scorching Fury”)
Increases the power of additional healing from the skill by 2%.
Powerful Lunge+
Increased the effect strength of the talent depending on the character’s physical power: was 2 \ 4 \ 6%, now 3 \ 6 \ 9%.
Constriction
Now the talent will only immobilize enemies.
Adjusted immobilization duration: was 3 sec., now 4 sec.
Combat Healing
Adjusted the damage of the talent: was 25% of the healing received by the character, now 40%.
Adjusted the amount of the maximum damage: was 15% of the character’s maximum health, now 25%.
Crowd Inspiration
Now Protective Field buff absorbs 20% of the damage received by allies under the effect of Warden's Spirit skill.
Now the talent is first applied to group members, then to guild members, and then to other players.
Weakening Cover
Adjusted talent effect duration: was 3 sec., now 4.5 sec.
Adjusted the effect strength reducing enemy's Penetration: was 3.5%, now 4.5%.
Adjusted the effect strength reducing enemy's movement speed: was 10%, now 15%.
Now the negative effect from the talent will not be re-applied to a target if it’s already under the influence of the effect.
Beastmaster
Aura of the Forest
Adjusted the damage of the skill: it was 55 \ 65 \ 80 \100%, now it is 35 \ 45 \ 60 \80% of the character’s magical power.
Proximity to Nature
Adjusted the target limit: from 6 \ 7 \ 8 \ 9 to 3 \ 4 \ 5 \ 6 allied targets.
Adjusted the amount of healing: it was 30 \ 35 \ 40 \ 45%, now it is 25 \ 30 \ 35 \ 40%.
Proximity to Nature +
Adjusted the bonus to skill healing from talent: it was 2 \ 4 \ 6%, now it is 1 \ 1.5 \ 2%.
Symbiosis
Talent damage can't no longer stun an enemy from the Stun parameter.
Art of Healing
Fixed a bug due to which the talent effect was not casted to the character if he was under the effect of Proximity to Nature skill.
Mountain Clans
Barbarian
Chop
Now when the skill deals DOT-damage, it interrupts a target.
Scream of Fury
Change in skill mechanics: now the skill moves all targets within a 2 yard radius around the character to 1 yard closer and casts Slowdown debuff for 3 sec. and Burst Ears debuff for 6 \ 8 \ 10 \ 12 sec. Slowdown debuff reduces movement speed by 40 \ 55 \ 70 \ 85%. Burst Ears debuff decreases Penetration by 5 \ 10 \ 15 \ 20%. The maximum number of PvP targets is 3 \ 4 \ 5 \ 6.
Combat Fury
Skill cooldown decreased from 25 sec. to 20 sec.
Adjusted the effect duration, that increased Accuracy: was 24 \ 26 \ 28 \ 30 sec., now 12 \ 14 \ 16 \ 20 sec.
Warcry
Now the skill reduces the cooldown time of Last Wish skill by 0.5 \ 0.8 \ 1.2 \ 1.5 sec. for each target.
Adjusted the bonus to physical and magical defense: was 19 \ 26 \ 33 \ 40%, now 20 \ 30 \ 40 \ 55%.
Fixed a bug that prevented the PvP-target limit on Aggression debuff from working.
Last Wish
Now the skill additionally increases the healing received by the character by 10 \ 25 \ 35 \ 50% for the duration of the buff.
While the skill is on cooldown, the damage from monsters received by the character is reduced by 5 \ 10 \ 15 \ 20%.
Stone Skin
Change in skill mechanics: now upon receiving damage, the character gets Stone Skin buff for 8 sec. The buff reduces all incoming damage by 15 \ 20 \ 30 \ 40%. The buff cannot trigger more often than once every 14 sec.
When the character blocks an attack, the cooldown of the buff activation is reduced by 1 \ 1 \ 1.5 \ 1.5 sec.
Combat Fury+
Adjusted the bonus to instant healing: was 1 \ 2 \ 3%, now 1 \ 1.5 \ 2%.
Stone Skin+ (3rd branch “Reinforcement”)
Adjusted the bonus to skill strength: was 7%, now 3%.
Scream of Fury+ (3rd branch “Reinforcement”)
Now the talent increases the effect strength that reduces Penetration of enemies by 1 \ 1.5 \ 2%.
Persistent Resistance
The accumulation period of the buff from Stone Skin skill is now reduced by 1.5 sec. upon successfully parrying an attack.
Fury
Now Berserker Power skill additionally increases the incoming damage to the character by 5%.
Bloodshed
Now when the skill deals DOT-damage, it interrupts a target.
Added checks for the Block and Dodge for the talent damage.
Rogue
Kick in the Back
Adjusted the skill debuff duration: was 3 \ 7 \ 9 \ 12 \ 15 sec., now 6 \ 8 \ 10 \ 12 \ 15 sec.
Ricochet
Adjusted the skill range: was 4 yards, now 3 yards.
Elusive Jump
Corrected the incorrect skill description: now the damage of the skill increases by 5 \ 10 \ 20 \ 40% if the enemy is under the effect of Poisonous Blades skill.
Absolute Reflexes
Change in skill mechanics: now upon receiving damage equal to 18 \ 16 \ 14 \ 10% of maximum health for 4 sec., the character gets Absolute Reflexes buff for 5 \ 6 \ 8 \ 10 sec. The buff guarantees successful dodging from the next incoming auto-attack or instant damage skill. The buff persists on the character for 0.4 \ 0.5 \ 0.6 \ 0.7 sec. The buff can occur no more frequently than once every 4 sec.
Poisonous Blades
Skill cooldown decreased from 22 sec. to 19 sec.
Adjusted Poisoning debuff duration: was 6 sec., now 12 sec.
Adjusted the damage period: it was every 2 sec., now every 3 sec.
Absolute Reflexes+ (2nd branch “Deadliness”)
The talent now increases the skill effect duration by 0.1 sec.
Move Series
Added an indicator for receiving the maximum damage bonus from the talent.
Tirelessness
Change in talent mechanics: now the talent reduces the accuracy of all incoming attacks on the character by 5%, if the character does not have Absolute Reflexes buff.
Double Threat
Now non-critical auto-attacks have a 25% chance to deal double damage to PvP targets and a 55% chance - to PvE targets.
Elimination
Now attacks performed under Stealth skill cannot be dodged, blocked, or parried.
Shaman
Ancestors' Hand
The shield size calculation has been adjusted: it now absorbs damage in the amount of 130 \ 150 \ 170 \ 200% of the character's magical power.
Fixed a bug due to which, when moving, an ally would appear in front of the character, and not behind him.
Power of the Earth
The skill type has been changed from active to passive: now, upon using any skill, it applies Power of the Earth buff to the character for 18 sec. The buff increases Critical Hit by 1 \ 2 \ 3 \ 4%. The maximum number of buffs is 5. Placing a totem consumes 5 Power of the Earth buffs, thereby extending the duration of the next used totem by 2 \ 2 \ 4 \ 4 sec.
Shamanic Cleansing
Now the skill does not remove DOT-effects from a target.
Healing Totem
Skill cooldown decreased from 40 sec. to 34 sec.
Adjusted the duration of the totem: it was 9 \ 12 \ 15 \ 15 sec., now it is 8 \ 10 \ 12 \14 sec.
Adjusted the healing period for the totem: it was every 3 sec., now every 2 sec.
Adjusted the amount of totem healing: it was 55 \ 60 \ 65 \ 75%, now it is 25 \ 30 \ 35 \ 45% of the character’s magical power.
Totem healing can now be critical.
Shamanic Cleansing+
Adjusted the amount of talent bonus: was 5%, now 4%.
Electrification
Adjusted the chance of triggering talent effect: was 15%, now 20%.
Adjusted the maximum chance of dealing damage: was 45%, now 60%.
Now the damage from the talent triggers from auto-attacks or the use of any skill.
Adjusted the damage application period: it was not more often than once every 3 sec., now - not more often than once every 1 sec.
Adjusted the amount of damage from character’s magical power: was 30%, now 40%.
The talent's damage can now be critical.
Viscous Shell
Now the talent debuff will not be reapplied to a target if a target is already under the debuff.
Healing Rite
Now the talent increases healing power by 1% for every 10% lost health from the maximum health of each group member located with the character in the same location.
Healing Totem +
Adjusted the skill power bonus from 4% to 2%.
Favor of the Spirits
Adjusted the target's health level for the triggering of talent effect: was 30% of maximum health, now 20%.
Hunter
Stunning Shot
Skill cooldown decreased from 17 sec. to 15 sec.
Hunter’s Mark
Now with every auto-attack or the use of the skill dealing instant damage, it casts Hunter's Mark debuff on a target and casts Alert Hunter buff on the character for 10 \ 14 \ 18 \ 20 sec. Hunter's Mark debuff will not be cast again to a target if it is already under its influence. The check for the Resistance has been removed for the Hunter's Mark debuff. For each Alert Hunter buff, the character's damage increases by 2 \ 3 \ 4 \ 5% to targets with the Hunter's Mark debuff.
Pathfinder’s Arrow
Skill cooldown decreased from 25 sec. to 22 sec.
Fixed a bug due to which the maximum limit of PvE targets did not trigger.
Sapping Shot
Adjusted the skill range: was 4 yards, now 5 yards.
Skill cooldown increased from 18 sec. to 21 sec.
Blessing of the Mountains
The skill type has been changed from active to passive: now, if the character's health level is above 90 \ 80 \ 70 \ 60% of the maximum, all attacks on the character undergo the Dodge check twice, after which the best result is chosen.
Blessing of the Mountains+ (2nd branch “Self-Propelled Artillery”)
Now the talent reduces the health threshold for triggering of the skill effect by 4%.
Blessing of the Mountains+ (3rd branch “Ancestor Spirit”) changed to Poisonous Saber+
Now the talent increases the skill power growth from the character's physical damage by 1 \ 2 \ 3%.
Sniper Training
Now Hunter's Mark skill casts Hunter's Mark debuff to a target, and Alert Hunter buff to the character only on auto attacks, while critical auto attacks cast 2 buffs at once. Now Alert Hunter buff only increases damage from the character's auto attacks. The maximum number of Alert Hunter buffs is 8.
Self-Cleansing
Now if the character has less than 50% health of the maximum, the talent will first remove control effects from them.
Absolute Accuracy
The talent no longer reduces Accuracy of the character.
Now a successful auto-attack casts Battle Fury buff to the character for 12 sec. Under the buff the damage of every 3 successful auto-attacks is increased by 50%, and also allows to ignore the physical and magical defense of the enemy. When using Fatal Shot, Poisoned Arrow, Poisonous Saber, Sapping Shot, Pathfinder’s Arrow and Forester's Trap skills, Battle Fury buff is removed from the character.
Streamlined Shot
Fixed a bug due to which with the active talent, the damage from Pathfinder’s Arrow skill could not be critical.
Poisoned Tip
Fixed a bug due to which the talent did not trigger when dealing zero damage to a target.
Agility
Change in talent mechanics: now the talent reduces the health threshold by 10% for Blessing of the Mountains buff. It also decreases the cooldown duration of Hunter's Agility skill by 1 sec. when dodging, but no more often than once every 2 sec.
Cobra Bite
Adjusted the amount of damage from character’s physical power: was 15%, now 20%.
Chieftain
Blow of the Spirits
Now the damage type of the skill is determined by the prevailing physical or magical power of the character: 30 \ 55 \ 80 \ 105 \ 130 units and 130 \ 140 \ 150 \ 165 \ 175% of the character's magical power if magical power prevails, and 20 \ 40 \ 60 \ 80 \ 100 units and 110 \ 115 \ 120 \ 125 \ 130% of the character's physical power if physical power prevails.
Wolf's Alacrity
Now upon a successful auto-attack, the skill casts Bleeding debuff on a target for 8 sec., dealing physical damage equal to 20 \ 25 \ 30 \ 35 \ 40% of the character's physical power every 2 sec.
The duration of Bleeding debuff increases by 2 sec. for every remaining 6 sec. of Wolf's Alacrity buff.
Thrashing
Now the skill will be applied in an area around the specified target (previously applied to a specified area).
Adjusted the effect strength reducing Attack Speed for enemies: was 10 \ 20 \ 30 \ 40 \ 50%, now 10 \ 15 \ 20 \ 30 \ 40%.
Adjusted the effect strength reducing physical and magical power for enemies: was 10 \ 20 \ 30 \ 40 \ 50%, now 10 \ 15 \ 20 \ 25 \ 35%.
Adjusted the skill range: was 4 yards, now 5 yards.
Bear's Stamina
Adjusted the healing from the skill based on missing health of maximum health: was 5 \ 7 \ 9 \ 10 \ 12%, now 3 \ 4 \ 5 \ 6 \ 8%.
Adjusted the healing from the skill based on the character’s magical power: was 100 \ 110 \ 120 \ 130 \ 140%, now 105 \ 115 \ 125 \ 135 \ 150%.
Bestial Wrath
Change in talent mechanics: the skill now increases the character’s Penetration for each equipped cloth armor and Attack Speed for each equipped light armor.
Eagle's Eye
Now the damage from Eagle's Eye buff cannot be blocked.
Now Eagle's Eye buff deals DOT-damage instead of instant damage.
Now the damage from Bleeding debuff does not interrupt PvP targets.
Now the damage dealt by Eagle's Gaze buff interrupts PvP targets.
Adjusted the duration of Eagle's Eye buff: it was 5 \ 5 \ 7.5 \ 7.5 \ 10, now it is 4 \ 4 \ 6 \ 6 \ 8 sec.
Adjusted the damage period for Eagle's Eye buff: it was every 2.5 sec., now every 2 sec.
Clans' Help
Now the presence of a clan buff on the character does not prevent the accumulation of buffs from the corresponding clans when using skills.
Curse of the Plague
Change in skill mechanics: now the skill summons a monster for 8 \ 9 \ 10 \ 12 sec. and sends it to the specified area. The monster deals physical damage to all targets within a radius of 1 yard, amounting to 14 \ 16 \ 18 \ 20% of the character's physical power every 1 sec. Additionally, it casts Curse of the Plague debuff to targets for 4 \ 6 \ 8 \ 10 sec. The effect reduces Accuracy by 10 \ 15 \ 20 \ 25%.
Support of the Pack
Now Fortitude buff allows the character to ignore debuffs, including control effects (previously increased Resistance).
Now the skill removes all debuffs, including control effects, from a target and increases the duration of the buff by 0.5 sec. for each removed debuff, but no more than 3 sec.
Adjusted the basic skill duration: was 3 \ 4 \ 5 \ 6 sec., now 3 \ 3.5 \ 4 \ 5 sec.
Rugged Hide
Skill cooldown decreased from 30 sec. to 24 sec.
Adjusted the strength of the bonus reducing the damage taken by the target: it was 15 \ 20 \ 30 \ 40%, now 8 \ 12 \ 16 \ 20%.
Frenzy
Skill cooldown increased from 20 sec. to 22 sec.
Enragement
Now Bestial Wrath skill increases Attack Speed and Penetration, regardless of the type of equipped armor.
Wolf's Alacrity+ (1st branch “Rat Horde”)
Adjusted the bonus to the damage, depending on character’s physical power: was 2.5 \ 5 \ 7.5%, now 1 \ 2 \ 3%.
Bloody Rain
Adjusted the bonus to the chance of applying Bleeding debuff: was 20%, now 15%.
Prolonged Howl
Adjusted the rate of decrease for the bonus to Resistance from the skill: it was every 2 sec., now it is every 1 sec., reaching a minimum of 20%.
Cunning of the Beast
Now the character teleports to the final point of the path of the monster summoned by Curse of the Plague skill.
Instead of dealing damage after teleportation, the talent now casts Stun debuff to all targets within a radius of 2 yards around the character.
Forsaken
Death Knight
Dark Shield
Now the skill additionally reduces the character's received periodic damage by 0.2 \ 0.3 \ 0.5 \ 0.7 \ 0.9% of the character's physical defense from monster attacks and by 0.1 \ 0.2 \ 0.3 \ 0.5 \ 0.7% of the character's physical defense from player attacks.
Adjusted reduction in damage from auto attacks and skills, dealing instant damage from player attacks: was 1.5 \ 2 \ 2.5 \ 3 \ 3.5% of the character's physical defense, now 1 \ 1.5 \ 2 \ 2.5 \ 3%.
Exhalation of Darkness
Skill cooldown increased from 10 sec. to 14 sec.
Adjusted the amount of damage from the character's magical power: from 105 \ 110 \ 115 \ 120 \ 130% to 110 \ 120 \ 130 \ 145 \ 160%.
Threads of Darkness
Adjusted Immobilization debuff duration: was 2 sec., now 2 \ 2.5 \ 3 \ 3.5 \ 4 sec.
Adjusted Absorption by Darkness debuff duration: was 4 \ 5 \ 6 \ 7 \ 8 sec., now 5 \ 6 \ 7 \ 8 \ 10 sec.
Adjusted the strength of the increase in incoming damage to a target under Absorption by Darkness debuff: was 4 \ 6 \ 8 \ 10 \ 12%, now 7 \ 9 \ 11 \ 13 \ 16%.
Death Call
The skill no longer deals magical damage.
Now the skill casts Stun debuff for 0,3 \ 0.35 \ 0.4 \ 0.5 sec. to all enemies within a radius of 3 yards around the character every 1.5 sec.
Now the skill reduces the cooldown duration of Secret Reserves skill by 0,3 \ 0.4 \ 0.5 \ 0.6 sec. for each Stun debuff applied to enemies.
Steel Hurricane
Now the skill additionally teleports all enemies within a 2 yards radius 1 yard closer to the character, and then deals damage to all enemies.
Sharp Shadow
Skill cooldown increased from 16 sec. to 20 sec.
Now the skill deals magical damage to a target equal to the sum of 125 \ 135 \ 145 \ 160% of the character's magical power and 55 \ 65 \ 75 \ 90% of the character's physical power.
Adjusted Stun debuff duration: was 2 \ 2.5 \ 3 \ 3.5 sec., now 2 \ 2.5 \ 3 \ 4 sec.
Adjusted the amount of healing from the skill: was 10 \ 12 \ 16 \ 20%, now 8 \ 10 \ 13 \ 16%.
Blow of the Silence
Skill cooldown increased from 14 sec. to 18 sec.
Adjusted Mute debuff duration: was 4 \ 5 \ 6 \ 7 sec., now 3 \ 4 \ 5 \ 6 sec.
Exhalation of Darkness+ (1st branch “Face of Death”)
Adjusted the strength of the bonus that increases skill damage: was 2 \ 4 \ 6% from character’s magical power, now 3 \ 5.5 \ 8%.
Echo of the Forsaken
Now the damage amount dealt by the cursed zone is calculated once at the moment of skill activation and is applied to calculate the damage from all zones that appear during the skill's duration.
Enjoying Blood
Adjusted the amount of damage from the talent: was 15%, now 25%.
Adjusted the amount of healing from the talent: was 100% of dealt damage, now 60%.
Warlock
Draining Life
Adjusted the amount of health restored: was 45 \ 55 \ 65 \ 75 \ 85% of dealt damage, now 50 \ 60 \ 70 \ 85 \ 100%.
Fear
Adjusted the skill range: was 4 yards, now 3 yards.
Adjusted skill debuff duration: was 1.5 \ 2.1 \ 2.7 \ 3.3 \ 3.9 sec., now 2.4 \ 2.8 \ 3.4 \ 4 \ 4.8 sec.
Dark Circle
Now, Fetters of Darkness debuff is casted to enemies once upon entering the zone for the remaining duration of the zone.
The skill is now casted only once to each unique target. If the effect of the skill was ignored or removed, the zone will not trigger again on the same target.
Zone of Weakness
Now, the zone becomes entirely ineffective against an enemy if its effect has been ignored.
Grimoire
Adjusted the amount of additional healing from Draining Life skill: was 100 \ 115 \ 130 \ 150%, now 85 \ 95 \ 105 \ 120%.
Shadow Sphere
Adjusted the amount of damage from the character's magical power: from 145 \ 160 \ 180 \ 200% to 135 \ 150 \ 165 \ 185%.
Adjusted the amount of restored energy: was 10 \ 14 \ 16 \ 20%, now 6 \ 8 \ 11 \ 14%.
Bloody Tribute
Adjusted Bloody Tribute debuff duration: was 6 \ 8 \ 10 \ 12 sec., now 8 \ 10 \ 12 \ 14 sec.
Adjusted the amount of borrowed energy from an enemy: was 10 \ 15 \ 20 \ 25%, now 10 \ 15 \ 25 \ 35%.
Fixed a bug due to which healing from a skill could work after the character’s death.
Now healing from a skill cannot be more than 30 \ 35 \ 40 \ 45% of the character's maximum health.
Stone Body
Skill cooldown decreased from 35 sec. to 30 sec.
Dark Seal
Adjusted the effect strength reducing the target's healing: was 45 \ 55 \ 70 \ 90%, now 35 \ 45 \ 60 \ 75%.
Adjusted Dark Seal debuff duration: was 10 sec., now 8 \ 9 \ 10 \ 12 sec.
Energy Barrier
Adjusted the amount of absorbed damage: was 25% of the damage received by the character, now 20%.
Adjusted the amount of expended energy: was 4 units, now 6 units.
Adjusted the energy level for automatically disabling the talent effect: it was 30%, now it is 20% of the maximum.
Necromancer
Deathly Eye
Now Deathly Eye debuff reduces the maximum health of a target from 5% to 10 \ 15 \ 20 \ 25 \ 30%. The effect strength depends on the difference between the character's maximum health and the target's maximum health. The greater the character's health relative to a target's health, the stronger the effect.
Bone Shield
Now the shield absorbs damage to the skill's target in the amount of 30 \ 60 \ 90 \ 120 \ 150 units and 50 \ 60 \ 85 \ 100 \ 120% of the character's magical power.
Fateful Connection
Added an animation when using the skill.
Infection
Fixed a bug due to which the skill triggered an additional time on targets under Fateful Connection debuff, if the skill effect was ignored.
Poisonous Shield
Skill cooldown increased from 15 sec. to 18 sec.
Adjusted the skill range: was 2 yards, now 1 yard.
Adjusted the skill damage: was 20 \ 25 \ 30 \ 35% of the character's magical power, now 25 \ 30 \ 35 \ 40%.
Adjusted the amount of skill healing in combination with Dark Forces skill: was 90 \ 100 \ 110 \ 125% of the damage dealt, now 80 \ 90 \ 100 \ 110%.
Acid Rain
Adjusted the duration of the acid rain effect: was 4.8 sec., now 4 \ 4 \ 5 \ 6 sec.
Adjusted the skill damage: was 20 \ 25 \ 30 \ 35% of the character's magical power, now 30 \ 35 \ 40 \ 45%.
Now the rain reduces the movement speed of all enemies in the skill area by 20 \ 30 \ 40 \ 50%.
Adjusted the period of damage from the acid rain and Poisoning debuff: it was once every 0.8 sec., now it is once every 1 sec.
Adjusted the duration of Poisoning debuff: was 3.2 sec., now 3 \ 3 \ 4 \ 5 sec.
Now the skill damage does not stop PvP targets.
Adjusted the skill range: was an area with a radius of 1 yard, now an area with a radius of 1 \ 1 \ 1 \ 2 yard(s).
Dead Soldier
Adjusted the totem's lifespan: was 12 \ 16 \ 20 \ 24 sec., now 11 \ 16 \ 21 \ 26 sec.
Now the totem summons a monster to a random point within a radius of 3 yards around the totem every 5 sec. The first monster is summoned 0.5 sec. after placing the totem (previously, it was summoned if a killed character or monster was within 3 yards of the totem).
Nightmares
Now Sleep debuff absorbs damage equal to 5 \ 8 \ 12 \ 16 \ 20% of the target's maximum health.
The Sleep debuff will now only be interrupted by receiving non-zero damage or when the duration expires.
Added maximum shield size: 5000 units.
Panic
Health cost when using the skill has been removed.
Adjusted the PvP target limit: was 4 \ 5 \ 6 \ 7, now 3 \ 4 \ 5 \ 6.
Adjusted the duration of the skill effect: was 1 \ 2.5 \ 3 \ 4 sec., now 1.5 \ 2 \ 3 \ 4.5 sec.
Mental Pit
Skill cooldown decreased from 30 sec. to 24 sec.
Adjusted the duration of the skill effect: was 10 sec., now 8 \ 10 \ 12 \ 14 sec.
Adjusted the strength of reducing the target's physical and magical power: was 15 \ 30 \ 45 \ 55%, now 25 \ 35 \ 45 \ 60%.
Adjusted the strength of reducing a target's Skill Cooldown: was 30 \ 60 \ 80 \ 100%, now 30 \ 50 \ 70 \ 100%.
Deathly Eye+
Now the talent increases the maximum effect strength from the skill that reduces the enemy's health by 1 \ 1.5 \ 2%.
Pleasure of Pain
Adjusted the amount of damage from the character's magical power: it was 20%, now it is 30%.
Pestilence
Now Slowdown debuff is casted to a target with the effect of Infection skill (previously applied after dealing damage).
Echoes of Horror
Change in talent mechanics: now, if the character's health drops below 30% of the maximum, the effect of Panic skill will be applied to an enemy who reduced the health to this mark, if an enemy is within a radius of 7 yards from the character, and also to all enemies within a radius of 2 yards around the character. The talent works no more often than once every 30 sec.
Engulfing Cold
Adjusted the area of the talent effect: it was in a radius of 4 yards, now in a radius of 3 yards.
Charmer
Dark Prism
Now, the type of skill damage depends on the prevailing physical or magical power of the character: 30 \ 55 \ 80 \ 105 \ 130 units and 110 \ 115 \ 120 \ 125 \ 130% of the character's magical power if magical power prevails, and 20 \ 40 \ 60 \ 80 \ 100 units and 115 \ 120 \ 125 \ 130 \ 135% of the character's physical power if physical power prevails.
Call
Adjusted the amount of damage caused by summoned monsters: was 48 \ 54 \ 66 \ 78 \ 90% of the character’s physical power, now 45 \ 55 \ 65 \ 75 \ 85%.
Increased the amount of health of summoned monsters, depending on the character's level.
Goading
Now instead of Slowdown debuff the skill casts Heavy Load debuff which reduces movement speed by 20 \ 24 \ 28 \ 32% and decreases healing received by enemies by 5 \ 12 \ 20 \ 30% from any source.
Fixed a bug due to which the PvP-target limit on Aggression debuff was not functioning.
Help of Chaos
Adjusted the period for the monster to use the healing skill: it was every 5 sec., now every 6 sec.
Stone Curse
Now Petrification debuff additionally reduces the duration of all buffs on an enemy by 10 \ 20 \ 30 \ 40%.
Summoner Skill
Adjusted the effect strength that increases the damage of summoned monsters: was 25 \ 35 \ 45 \ 55%, now 20 \ 30 \ 40 \ 50%.
Embrace of the Darkness
Adjusted the additional stun time from the skill: from 1 sec. to 3 sec.
Demonic Knowledge
Now, the talent bonus works regardless of the equipped weapon.
Face of Death
Now the talent works with Weakness skill (previously - with Knowledge of the Dead Man skill).
Additionally the effect from Weakness skill now increases the critical damage, received by a target by 12%.
Embrace of the Darkness
Change in talent mechanics: now the talent works with Otherworldly Fire skill (previously - with Goading skill). Now Otherworldly Fire skill performs only one attack in an area increased by 1 yard with an 80% increased damage, a guaranteed application of Stun debuff, and an increased duration of Stun debuff by 3 sec.
High Summoning
The talent now works with Eye of the Darkness skill (previously - with Summoner Skill skill).
Now Eye of the Darkness skill additionally casts High Call buff to all monsters of the character summoned by Call and Help of Chaos skills.
Plagued Minion
Adjusted the damage of the talent from the character's magical power: was 20%, now 25%.
Adjusted the damage of the talent from the character's physical power: was 10%, now 15%.
Pack Power
Adjusted the bonus to the physical and magical defense of summoned monsters: was 5%, now 12%.
Reaper
Black Mark
Adjusted the skill range: was 4 yards, now 5 yards.
Partial Metamorphosis
Now the character's auto-attacks under Partial Metamorphosis buff can deal double damage with a 40% chance when attacking monsters and a 30% chance when attacking players.
Adjusted the period of triggering double damage from the talent: was once every 2 sec., now once every 1.5 sec.
Voracity
Adjusted the period of accumulating hatred: was every 2 sec., now every 1 sec.
Hate Thirst
Adjusted the period of increasing the hatred consumption in demonic form: was every 8 sec., now every 13 sec.
This year, we've reworked a significant number of skills and talents, aiming to diversify the gameplay and rediscover the abilities of the heroes. The improvement of game mechanics is ongoing, and in one of the upcoming updates, you can expect changes to talents. One of such innovations will be the ability to disable any key talents of your hero, providing a more flexible way to leverage your character's strengths based on the in-game situation. We'll share more details about other changes later, and for now it's time to prepare for testing!
During the test server, with your help we will once again check the correctness of the work of all changed skills. Based on the results of testing, additional changes may be made based on the collected data. We will be grateful for the feedback and active participation in testing!
It would be great if we had a visual update to the Ability animations of the older characters, as they are visually distancing themselves a lot from the new characters.
I suggest something nice and lighter, subtle so that it doesn't overload the game in moments of massive battles
IMPROVEMENT IN ESCORT
It would also be great if we could view the life bar of the guild member who carries the torch in the T5 cave event on the Ayvondil map, in the corner of the screen and also be able to select him as the target of support skills even if he is not in the same group as the player
PLAY MORE AND GET REWARDED
I think it would be cool to remove the knowledge limit received for daily missions since we already have a limit on the number of missions we can do per day
now with the addition of the talent branches and the knowledge that is spent to switch between them I think that limiting knowledge gain too much makes the game boring.
Every 20%/19%/18%/17% of hp lost, increase hp regeneration by 10%/15%/20%/25% and reduce hp regeneration timer by 0.7/0.8/0.9/1 seconds. Max amount of stacks:4
In other words, when skill is developed to level 4 , increase hp regen by 100% and reduce hp regen timer by 4 sec when hp is reduced below 22%.
Necromancer counters himself so much, just to think that it was even worse before is insane. Dot based class used to cancel his own nightmare and his fear. Like the difficulty to succeed to make it work is just not worth it when comparing it to other classes that are just point and click. It also got a lot of manipulation to do to get other things working together, poison rain + aura to heal (before update), snake skill for more dmg/dot, nightmare or fear to use very wisely because everything counters it, infection + connection to deal AOE damages, it even used to take some hp to heal or shield yourself back. We can see GM made some improvement but there still is room for some more. IMO Necro needs a nightmare/fear and snake (useless skill imo) rework, with some other buffs, like the healing or some more damage.
Necromancer needs to be reworked a little bit because the game has changed so much these years and necromancer is the only char feeling outdated in its play style.
1) The skill "Nightmare" is so old school.
It doesn’t really works nowadays because it can be canceled with just 1 random dot, and we all know that the Necromancer is all about poison dot, but also on scenarios like arenas where basically everyone can cancel your skill ,it just doesn't make sense to have a “stun“ that can be cancelled by anyone in 99% of cases.
Also the skill has a using range of 4 yard despite being cancellable that easy. For example the Druids skill "Entangling roots" has a using range of 5yard+ can't be canceled by damaging the target.
I would suggest a good buff on that skill, either remove dot cancels, or like stealth on seeker and rogue, allow the skill for the 2 first seconds of it, to not being cancellable by anything.
2) The skill "Dead soldier" also needs to be reworked. Right now it needs to have corpses for the skill to work which makes the thing way too situational, and even then, it still underperforms comparing to necromancer’s concurrents.
•In pve, it isn't really efficient because we move everytime to reach our goal, for example in a dungeon, so it doesn't matter if we use this skill or not because we're going to the next area anyways. Your party will most likely clean the area before your skeleton even get to hit the mobs.
•In pvp,
> 1vs1 the skill is useless because no corpse=no skeletons.
> And in GVG, war or Arena it's also useless because the skeletons are so weak, it just gives the enemy a target to life steal on.
3) The character itself. The necromancer is supposed to be a kind of support. But his supports skills are outdated.
•The "Ancient Seal" has a low healing comparing to the amount of damage other classes get nowadays. What I mean is that “Ancien Seal“ is the only really constant heal Necromancers got, “Poison Aura“ healing depends too much on the situations (need to be close range, few ennemies = low healing, many ennemies = healing won’t help you surviving that anyway, etc) and when you compare it to the other healers, there is a gap in that domain.
•The "bone shield" is the only defensive skill on a paper character, it's outdated because other characters got a lot of damage throughout the years. It is only "ok" with the talent.
charmer suffer a lot due to the fact of them being a summoner class that cant provide healing for their summons like BM does and due to the fact their summons are easily killed and charmer needs to spawn their maximum number of summons to deal their full damage it makes it impossible for charmer to output their max damage in arena and mass fights
so this leaves charmer with the idea of playing staff charmer with their bird and "gloom" talent but making them both unable to heal and almost melee is basically a suicide for the charmer as the charmer playing staff means they lose more than half of their defensive stats so they rely on healing to survive but since the gloom no longer heals it means the charmer is as vulnerable as they can be
on the other hand BM is able to output their maximum damage immediately and they don't suffer from the risk of either dealing damage and no heal ( charmer with mace and shield )
or being all heals and no damage or deff ( charmer with staff )
as their kit offers them all 3 ( damage, healing and tanking)
so i agree with the idea of charmer gaining damage redu so they can still be able to play staff builds without signing a death wish in exchange and the gloom being unable to heal shouldnt be a thing as it completely ruins the branch
i would also suggest making charmer "otherworldly blessing" skill to also increase the health and stats of all of the charmer summons IF it was used on charmer this way charmer would gain the ability to group ( aoe ) heal his summons so they dont get immediately blown away by any group damage skills
When branch talents were released. I got excited for this talent branch instantly because im a staff user in pvp. Its very fun and different branch, but it dont really make my character any stronger. Instead it makes me very vulnerable because of lack of healing from bird skill. Against weaker players this isnt a problem, but vs any high amped pvp character this is instantly a huge issue. The dmg on this branch is nice, but it makes the character so much weaker that its not worth using this branch.
My suggestion to fix this problem is to add a dmg reduction buff on the character that the gloom skill is cast on. Not huge buff like beastmaster 35% dmg reduction buff, but like about 20% would be reasonable enough to make gloom user charmers be able to survive in pvp battles.
Other suggestion is to add the healing back, but reduce it a bit. But in my opinion the dmg reduction fix would be more reasonable.
Lets say we compare charmer to beastmaster, since they both rely on their summons. Beastmaster gets 35% dmg reduction when their moon is full hp, and has aoe heal that heals pretty much same amount as charmers single target heal, while beastmaster has huge aoe dmg too from aura. Charmer lacks all this aoe effect from healing and dmg while having pretty much similar dmg on single target and doesnt have any defensive skill except this basic heal skill.
1 additional suggestion that isnt "spawn of gloom" related. Since charmer doesnt have any group buffs like every other support class. Would be nice if skill "eye of darkness" would be reworked to give some group buff. For example it could give penetration and def for whole pt. While giving the possibility to see invisible enemies for charmer.
Or making blessing a group buff. That could give continuous healing for whole party for example. Or instantly restore hp for whole party and giving buff that increases resistance stat of every pt member.
Feel free to give your opinions and some improvement suggestions to my ideas :)
I've been playing Shaman for years and I have tried almost everything about the class.
Now that the snow rebalance is coming close, I would like to point a few facts about the Shaman that could be changed without making any gamebreaking buffs or nerfs.
The stats for the Shaman skills were taken from @Ancient One's Shaman Guide which I highly recommend checking out: https://forum.warspear-online.com/index.php?/topic/318942-venks-ultimate-shaman-guide-v1120/
1)Changing the "Ancestors' Hand" Expert skill
This skill has only one purpose, pulling people out of danger, but it has some massive flaws.
The first being the low shield that it provides, and the second that if the enemy is impared by any skill, the pull will not work and using Shamanic Cleansing on them first and then waiting to pull is just not reliable and in 80% of the situations the ally would just die.
The first thing we see is that you get punished for even leveling this skill in the first place by the energy cost, even though in 100% of the cases, you will not be leveling this skill because Shaman has a lot more important skills.
So, how would I change this skill?
I would change it in a few steps:
With this change, I think this expert skill would actually see some more usability ingame.
2) Totally reworking the "Power of the Earth" Expert skill
This Expert skill was useful before as a good way to instantly get some Health back and be more tankier with the Health Increase.
But, in today's meta, this skill has almost to no use.
In PvE it does almost nothing at 1/4 and there are better skills to max that would help out more than this.
In PvP, that is the same case. In 99% of the scenarios, maxing Shamanic Cleansing is always better than maxing this expert because the Shamanic Cleansing gives more effective Health thus making it easier to survive.
The skill on paper looks good, but in gameplay, it's awful. The duration isnt that long, since every 2 seconds it reduces the health it added and the healing and health increase isn't that noticeable or game changing. The skill is so outdated that after playing Shaman for years, I haven't even bought this expert skill and I probably wont until it gets changed.
So, how would I change this skill?
I would rework the skill completely and give Shaman something that it actually deserves. A bit more reliable damage and a friend.
I would change this Expert to be similar to Druids "Elemental Support" and it would spawn an Elk which would have these stats:
3) Changing the Heal Totem
Heal totem is one of the most powerful arsenal in Shamans kit when it comes to healing. But, like everything in this world, it's not perfect.
Heal Totem suffers from one thing and it's not success. It's the fact, that after casting it, it takes 3 seconds for the first tick to heal which is in my opinion way too long and usually leads to people dying before the first tick even activates.
So, how would I change this skill?
To make this skill more reliable, but still keeping it balanced, I would do the following:
With this change, the Heal Totem would stay at the same power, but just a little more reliable.
4) Changing the Visual of the "Tribe Ritual" Expert skill
The last, but not the least important change of them all; returning the old "Tribe Ritual" Expert skill animation.
The old animation was perfect for the skill, when you saw it, you knew someone got buffed with it. This "new" animation is just a "Relic of Agility" animation slapped on top of the Expert skill and called it a day.
Me, and some other shamans would like to see the spinning book return to the game once again, especially now with the "Shamanic Generosity" Talent which casts "Tribe Ritual" on every single party member in the radius.
The next 2 GIFs were taken from a fellow Shaman's forum post @Marchielo in which he also wanted the return of the old animation. (https://forum.warspear-online.com/index.php?/topic/432176-please-bring-back-the-old-tribal-ritual-visually/)
The "new" animation we have currently:
The animation every Shaman player wants back (and updated visually a bit to fit in newer designs):
5) Conclusion
Shaman might be one of the more powerful classes for MC side, but it is still not a match to the exceeding amount of healing added to the game with every update. So with these changes, I think Shaman and the MC side would have a better chance at fighting and surviving.
I can conclude that... Everyone there is using pve set.. Therefore, taking more damage than normal... (It's even less than I imagined)
On wars my chief with 1.5k mdmg full buffed ofc, i always see an average damage from 0 to 200 on those ppl.
And sometimes greater damage on some random pve players .
I mean, At least make an effort with the arguments xD
The Brazilian server currently has a very serious problem, which is the number of Sentinel players, there are many more than the Legion players.
Some of the problems of the Legion are:
~ The number of items on the market, there are few items and they are expensive.
~ Wars are more difficult, it is impossible to defend and attack at the same time, if the Legion decides to attack, it is left without defense.
And the problem can get even worse. it is obvious that people will prefer to play on the side with more players, where items are more plentiful and have better prices.
I come here to complain about the imbalance of bows in comparison to crossbows.
I'm sorry for the translation errors!
Currently, the crossbow has very high damage and penetration parameters compared to the bow, and this has caused bow users to become extinct.
I personally really like the bow costumes, but I had to change them to a crossbow because the crossbow's attributes were superior.
I come here to propose a change in the arch listed in 2 options:
1; equal damage from crossbows and bows or 2; decrease bow attack time 3.3 -> 2.5
Hello im Bigego from eu emerald.
Here are some of my thoughts and ideas for skill changes based on years of playin as a pvp focused barb. To gather all of following info i tested many different skill and eq builds as well as done alot of arenas/raids/gvgs/open world pvps vs every possible class in the game.
Last Wish: When health is reduced to H% from the maximum, the damage received by the character is reduced on D% for 8 sec. Cannot trigger more often than once per 90 sec.
First and very simple change that every barb in the game is waiting for, reset cd of last wish after arena. We are not asking for reset after death bcs that would be propably too broken, but reset cd after arena wouldnt have any negative outcome, its impossible to abuse that, it would change the fact that last wish basically always works in 1 out of 2 arenas only. Imagine we have expert lvled to 4/4 and can use it in 50% of arenas only.
Stone Skin: Every T sec, the character accumulates the "Stone skin" buff. The effect allows you to ignore D% of the damage from the next auto-attack or skill that deals instant damage. Blocked damage instantly accumulates one effect, but no more than once every 2 sec.
Skill that is fine in general in my personal opinion as long as u use 1h, however it becomes totaly useless and gives 0 deff when we use 2h. Someone may say there is talent that gives stone buff if we parry, but noone use that talent with 2h since we need "fury" talent in that case. So it just doesnt work in any way for 2h.
My suggestion is to add some perma % dmg reduction while using 2h or % dmg redu based on our hp (similiar to paladin skill) while using 2h.
Berserker Power: Applies the "Berserk power" buff to the character for the duration of the skill. The effect increases the "Penetration" parameter by R%, as well as the "Attack speed" parameter by R% if equipped with a one-handed weapon, and the physical power of the character by R% - if equipped with a two-handed weapon. During the effect, any incoming damage dealt to the character increases by D% and the maximum amount of health decreases by H%. Permanent skill.
Skill that is crucial for 2h build and 1h speed oriented builds aswell. However the debuffs we are getting from skill which are -15% hp and 10% more dmg taken makes 2h barb a paper without any deff since stone doesnt work for 2h and last wish doesnt reset every arena and lasts for 8 secs only then we are naked without anything to save us from getting bursted.
My suggestion is to lower % of debuffs or delete both or 1 of them. Its worth to notice barb is propably the only class in the game thats getting debuffed while buffing.
Scream of Fury: Decreases the "Penetration" parameter by P% for all enemies within 2 yards of the character and increases the character’s "Block” parameter by B% for T sec. The maximum number of player targets is Y and the number of monster targets is unlimited.
Skill that in theory may look usefull but in reality there are 0 barbs using it. Skill doesnt rly buff our deff, is easy to resist + debuff isnt that op aswell, also duration time is low. In the end completely noone use that skill bcs there are no benefits from putting skill points into it.
I dont have any specific idea in my mind right now but for sure that skill need to be completely reworked, for example some party buff may be added or 2h deff skill or aoe dmg, there are so many options that would work for barb.
Bloodshed: The "Warcry" skill additionally applies the "Bleeding" debuff to all opponents for 9 sec. The effect deals periodic damage of 33% of the character's physical strength every 3 sec.
Dmg should be increased while lvling up warcry skill or change it for instant dmg aoe skill with %dmg depending on skill lvl. I covered that in previous post.
Combat Fury: Deals the "Combat frenzy" buff to the character for T sec. The effect increases the "Accuracy" parameter by A%, restores H% health from maximum instantly and J% health from maximum every 3 sec. for 12 sec.
My suggestion is to give heal over time effect from the skill to whole party. I covered that in previous post aswell.
Charge: The character instantly moves to the enemy from a distance of two or more yards, deals physical damage in the amount of P% of the physical strength of the character and deals the "Stun" effect for T sec. The effect does not allow to move, attack or use skills
I suggest to add % chance for aoe stun or dmg to enemies around target. I mentioned that in previous post too.
Warcry+
Increases the strength of the skill's buff effect by 2 \ 4 \ 6%.
Very useless talent, its not neccesary in pve and completely useless in pvp, i suggest to increase effect of bloodshed talent aswell.
Strong plates
Increases the character's maximum health by 3% and reduces incoming damage to the character by 1,5% for each heavy armor equipped.
As long as hp buff is good, dmg redu % is basically unnoticable. Since the whole "defense" branch is oriented to make us more tanky i would like to notice there are actually not many talents that gives us real tankiness comparing to other tank classes branches like dk or wd or pala.
I suggest to increase dmg redu % from 1.5% per heavy pc equipped to 2.5%.
Execution
Increases additional damage from the “Defeat” skill against targets with the “Bleeding” effect by 5% per effect, up to a maximum of 20%. Guaranteed to inflict a critical hit with a skill if the target has 4 or more “Bleeding” effects, it is impossible to dodge, parry, or block the strike.
Bloodletting
Basic attacks and skills that deal instant damage have a 25% chance to inflict an additional Bleeding debuff on the enemy for 8 seconds. The effect deals physical damage equal to 20% of the character's physical strength every 2 seconds. The maximum number of effects from the talent on a single target is 4.
I want to cover both talents at once bcs they are highly connected. As long as we wont get bleeds from bloodletting we cant get any benefit from execution talent. Its good move to give us some dmg oriented branch that would buff our dmg abit for 2h in pvp and pve. However the whole branch is too much based on luck. The bloodletting talent in most cases wont let us get 3 or 4 bleeds or it takes too much time to get them. Alot of times we put just 1 bleed on enemy untill we get stunned or our enemy manage to move away from us or will just die(especially in dgs when mobs dieing so fast), in that case 2 main key talents of dmg branch give us 5% more dmg on 1 skill and 1 weak dot in total and that happens alot in pvp and pve.
My suggestion is to make both key talents less luck based. As an example can change dmg buff in execution talent for 7% from each bleed and make it works with 3 bleeds max instead of 4. Dmg output will be the same but it will be easier to get max bleeds needed for execution talent. Can do pretty same with bloodletting, increase % chance to inflict bleed and increase bleed dmg but make it 3 bleeds max from talent. In current state its almost impossible to use those talents in its full potential.
I also want to bring last years rebalance developers commentary.
Developer commentary: Recently, the Barbarian has added abilities to their combat arsenal that greatly increase their offensive potential. Since this direction is showing great results, we want to continue the hybrid development of a class that can both take damage from opponents and deal high damage. The main task at the moment is to separate these areas so that the class does not turn out to be too strong.
As its said devs wanna make barb abit more of an offensive class instead of tank dummy. I very like that idea but lets look closer. In last rebalance we got some of the skills % dmg buffed but our dmg buff from combat fury was changed to accuracy buff, which made whole offensive changes less noticeable since we lost 1 kinda strong dmg buff. With the idea of making barb more offensive class we also lost some of tankiness. In the end we have a class that is way less tanky than other tanks like dk, warden or pala and do way less dmg with 2h (as a pure dmg without deff) than basically every dmg class. Tankiness and dealing dmg is already separated for barb since we need 1h to tank and 2h to deal dmg. I dont see a reason for not changing some of the skills (not making it broken) in a way i suggested in this post to slightly increase our capabilities.
I think 2h barb has too many skills that works for 1h only in current state which gives us very low variety of playstyles. 2h definitely need more usefull skills that would increase our capabilities of playstyles (and maybe variety of 2h builds aswell).
Also i wish to see barb move from being mainly solo class with solo abilities to more guild and group friendly class which was suggested with skill changes in this post aswell.
I hope and tried to give my ideas in balanced way to not make any skill and whole class too broken (playing broken class is boring actually and i dont want that happen to barb). Also i wish some of my suggestions can be considered and maybe in some way and form (no need to be exactly the same) implemented into the game.
Thanks for listening!
So I just recently found out that it requires HUGE amount of knowledge to switch between talent tree branch which is ABSURD AF.
So I came up with a better suggestion that everyone will love.
Since there are 2 skill build available to select. I am suggesting that the new talent tree branch should work individually with each of the skill build. So it should be like this, I selected skill build one and on the talent branch I selected the left tree and it will stay like this for skill build one now when we switch to skill build 2, a different talent tree can be used like the right one or middle. This is called efficiency of the whole class.
I am absolutely disappointed that you can't switch talent trees as you will. It feels like the developers restricted our freedom in the game.
Also since it does cost huge knowledge I had to come with this idea, another attractive thing would be for developers is to make the cost free for who uses battle pass. People will buy more battle passes.
I have 1 PVE build and 1 PVP build but the talent tree I built for is only for PVE which is why I can't take this absurdness. I should be free to change as I will but since that's not looking possible right now. The skill build working individually with different talent tree MUST BE IMPLEMENTED.
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.
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%.
I want to join this thread to add that with the new update we now have bracelets which has opened a really big gate for players to have more accuracy. Yes we can also get more dodge with them but the problem is even 30% accuracy (even in so many cases, less than that) is enough to render 60% dodge useless. Now we will face players with easy 40%+ accuracy without sacrificing any other stats while dodge will stay 60% max.
Now if that is not bad enough, some classes can 100% resist Kick in The Back. That's sweet. We have no defence against them. And for classes who still don't have 100% resist skill (yet), they can add resistance on bracelets giving them more chances to resist Kick in The Back.
Rogue has everything now.
Key Class Talents:
- Tirelessness talent which is a waste of energy with useless damage and not even 100% available without cooldown
- Tornado of Blades which is 100% useless against single target enemy
- Thirst for Muder which is 100% useless against mobs (due to their low hp overall), 100% negated by resil, and 100% useless when big hp bosses still have 80% of their hp
Defense:
- limited 60% dodge which only lasts 10-14 secs against enemies's easy 40%+ accuracy
- limited-to non-resisted use of Kick in The Back to make the dodge work (for less than 14 sec due to sequence of the skill use. And not even 100% attacks can be dodged)
- absolutely no mechanics to prevent sudden death in one hit or one combo from enemy
- absolutely no way to win against multiple attackers (sometimes single enemies who can summon stuffs or use minions).
Permanent skill that doesnt even give increased base damage and only crit camage strength bonus. Critical damage is a scam in more than one way:
1. Crit damage strength means it adds damage to your crit. So 20% crit damage means you deal 220% damage with crit instead of just 200% damage. This is a scam because it doesn't show the real number. If you think about it, that 20% damage means it is exactly equal to 10% physical damage increase. Because at the end you deal 220% more damage when you crit. So while other classes get high physical damage increase, we get an equivalent to 10% physical damage increase but ONLY when we crit, at 4/4 skill level.
2. Even at 40% crit damage strength, the extra damage will not show up during crit on high enough resil (about 50%+).
3. We don't crit by chance at all against enemies with resilience higher than our crit chance.
Now people and especially Devs should understand that Rogue are suffering nowadays. We have every right to complain.