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Overhoul

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  1. Like
    Overhoul got a reaction from SeaDemon in Reaper is the most useless class in the game   
    Chieftain deals higher damage than transformed reaper. Rouge have higher dps than normal reaper. Barbarian is better at tanking damage than reaper. And reaper? What exactly is the point of reaper? Is it just to make a class same as Bladedancer?. First of all, the reason why Bladedancer is so strong is because it's tankiness combined with damage. Bladedancer have a shield with very low cooldown making it very tanky and don't forget the new talent that increase the shield by percentage of Bladedancer hp. Second, Rush + Sonic Boom never fails. Stun the enemy in the area and then deals AoE damage. These are what make Bd is so good. Reaper? Only have one aoe stun which is very unreliable because you need to transform first(impossible) to make the stun AoE. Also, idk which dumbass idea is it to make a class with limiter. Transformed reaper is decent at best(not OP) and normal reaper is very weak. Sure, maybe reaper have the highest skill damage in the game but don't forget you need to transform first to get it.  And transforming is very hard because you need to get close to the enemy to deals damage. Unless the enemy is shit at PvP, you can't get close at to the enemy at all because you will get permastunned. Unwavering will is also unreliable at removing control effects because you need to get debuff to remove the debuff which doesn't guarantee that it will remove control effects because it will remove any kind of debuff. So these are my few solution to buff reaper so that it can compete with BD.
     
    Hate (Passive):
    Givves access to the unique resource "Hate", which allows you to use the "Demonic Appearance" skill. Successful auto-attacks of the character accumulate certain amount of resource. When being out of combat for some time, the character begins to lose “Hate”. In demonic form, auto-attacks do not accumulate “Hate”. 
     
    Suggestion:
    Add new effect that gives 1 point of hate every time you lose 15% HP. Now, reaper don't need to worry getting perma stunned before transforming. 
     
    Demonic Appearance:
    Turns a character into a demon for the duration of the skill. Demonic form is available for use when a 12 pts of "Hate" is accumulated. While the skill is active, 1 pts of "Hate" is consumed every second. As soon as the "Hate" ends, the skill will automatically turn off. 
    In demonic form, the character's maximum health and energy increase by 5\10\15\20\24%. Bonuses to the "Attack speed" parameter cease to affect the character, but instead the "Skill recharge" parameter increases by 85\95\115\125\140% depending on the lost bonus. Skill of permanent action.
     
    Suggestion:
    Add new effects where demonic from reduce mana consumption by 10%\20%\30%\40%\55%. Also increase the skill recharge parameter from the lost bonus by 90%\110%\130%\150%\180%. This is so that reaper can spam skills better when in demonic form.
     
    Otherworldly Boost:
    Moves the character to the specified area and applies the "Fetters of the Dead" debuff to opponents for 4\4\5\5\6 sec. The effect slows the targets down by 8\14\20\26\35%.
     
    In demonic form, the skill also applies the "Bleeding" debuff to the affected targets for 8 sec. The opponent receives periodic physical damage in the amount of 20\25\30\35\40% from physical power of character every 2 seconds, and you can apply several effects to one opponent. 
     
    Suggestion:
    Remove bleeding effects when in demon form. Add new effects that gives shield with  1%\1.5%\2%\2.5%\3%\ of maximum hp for every enemies affected by the skill for 2/4/6/6/8 second . Max number of stack is 10. Increase skill cooldown to 18 secs. This is to make reaper more defensive so that it can sustain spamming skill.
     
    Chain of Underworld
    Chains the enemy to the spot and decreases the target's "Skill recharge" parameter by 15\20\25\30\35% for 3\3.5\4\4\5 sec.
     
    In demonic form, the effect of the skill is additionally applied to opponents within a radius of 2 yards from the main target. 
     
    Suggestion
    Increase cooldown reduction by 25%\30%\35%\40%\45%\. This buff is because personally I think the cooldown reduction is quite low.
     
    Explosion of Chaos (active)
    Deals the "Impending catastrophe" buff to the character for 2.5 sec. After the effect expires, the character deals increased physical damage in the amount of 85\100\115\130% from physical power to all enemies within a one-yard radius.
     
    In demonic form, damage is dealt instantly, and the penetration ability of the skill increases by 4\6\8\10%.
     
    Suggestion:
    Reduce skill damage to 60%\75%\90%\105% .Remove penetration effects when in demonic form. Instead, when in demonic form, increase the range of the skill damage by 1/2/3/3 yards. This is to make this skill main AoE damage spam.
     
     
    Black Mark (active)
     
    Deals the "Black Mark" debuff to the enemy for 16 sec. In case of death of the target, while the debuff is in effect, it deals the "Inspiration" buff to the character and the group members for 15\20\25\30 sec. The effect increases the "Accuracy" parameter by 12\15\18\22%, as well as physical and magical protection by 10\18\25\35%. The members of the character's group will receive half of this bonus.
     
    Suggestion:
    Add new effect where gives the target debuff where reduce physical and magic defense by 10%/15%/20%/25%. Add a mark above the target so that the teammates can spot the target. The duration is updated when character or teammates receives the buff again. 
  2. Thanks
    Overhoul reacted to lore in Buff PvE   
    yes, the content in the endgame now its very stat reliant (as always has been) and going around in solo is very dangerous, the whole ship graveyard (also called t5 in us-saphire) is not meant to have players going around in solo like its nothing (ofcourse high amp people can do such). i'd appreciate more runes to apply on higher level equipment in order to dont be stuck with the ones on the miracole shop even if those are the ones that only get used anyways as it seems.
    the dodge of enemies is also needed to increase the difficulty of the game since its one of the statistics you will need to go on foward, for the dungeons if you have trouble you have some people focus more on accuracy on their builds (there skills that increase accuracy in multiple classes if i recall correctly or outright decrease enemy's dodge in the case of chieftian).
    vampirism is absurdly strong and there is no deny to it, there should be the implementation of some mehanic to prevent it from being abused in first place rather than buff everything else, but i would consider the 200 hp points = 1hpregen a thing for defensive classes to have, maybe locked behind a talent in the first part of the tree.
    we are already having problems with a certain class getting way too much dodge for both pvp and pve's sake, even if increasing it would help other classes the class in question would get more opportunities to do such, and im talking about the rogue
    if it is capped it can easly become an escalating enchantment such also is vampirism since by increasing it gets stronger and afther having the timer decreased by enough it just becomes insane, it would need to be in someway capped at an certain point, but i'd like it to see it but as an alternative rune or as special statistic in some armor sets
    i do see why, i guess it can be an better alternative rather than outright ask for an ease in the amplification system since its a money printer, wich would allow for lower equipment ranges to menage to get foward if in a well composed team
    this is a bit too drastic, i would say an increase by 1.3 is good enough and in case there would just be needed some more equipment with it, taking in consideration also the talent buffs
     
    as in personal experience as an around +7 barb i was able to get on pretty much all the pve content by using some tricky mooves, smart build and overall not bruteforcing all the way, if you're having troubles with content in the ship graveyard im open to give you tips to deal with them, mostly the biggest stat check is the mythical difficulty of the sea tramp's lair, champoin's colloseum and the merman sanctuary, the rest of the content can be taken down rather easly with a well coordinated team, even at about +5 equipment
     
    i agree overall with your suggestion but i think its slightly too drastic, or maybe its also the amount of experience in the game that allowed me to find ways to do things easly (outside of playing a tank, speficically barb)
  3. Like
    Overhoul got a reaction from lore in Buff PvE   
    Unless you're +7 of above, there's no hope for you in PvE. Mobs is too strong and sometimes, even +8 players gets killed by mobs. So, buff solidity enchant bonus by 2× of the original for all equipment. Make common,strong,elite mobs only have maximum dodge of 25%. Increase all damage to monster from talent by 3×. Increase all critical hit and critical damage to monster from talent by 3×. Increase all damage reduction from monsters talent by 3×. Increase all critical hit and critical damage reduction from monsters talent by 3×.  
     
    Also, vampirism is very overpowered and overrated. So, other defensive bonus needs a buff from enchantment. Buff hp enchantment by 2×. Now every 200 points of health points give 1 points of health regeneration. Also change hp regeneration from points to speed of hp regen. How this work is increase hp regen rate by percentage. For example, 10% hp regen reduce hp regen timer by 90%. So 5 sec become 4.5 sec. Buff dodge bonus from enchantment by 1.5×. 
     
    That's all. I hope the devs will consider my idea and will implement some of it in the game.
  4. Speechless
    Overhoul reacted to 100xp in New skill " Knowledge theft"   
    I don't think the game matrix has a technological capacity to support this kind of mechanics 
  5. Like
    Overhoul got a reaction from 100xp in New Skill: Tome of Death   
    Type: Active
    Cooldown: 30 sec
    Usage range: 4 yards
     
    Mana Consumption:24|26|28|30
    Skill Description: Place a Death Tome in a 5×5 area that reduces enemy healing and shielding effects for some time. Skill affects limited number of player and unlimited number of monster. As the skills develops, the healing and shielding reduction, tome lifetime and the number of player affected will increase. When skills is developed to level 3 or above, enemies will receive increased damage. Effects disappear when enemies step out of the tome range.
     
    Healing and Shielding Reduction: 10%/20%/30%/45%
    Number of players affected: 3/4/5/7
    Increased damage to the enemies: 15%/25%
    Tome lifetime: 6/8/10/12 seconds
     
  6. Like
    Overhoul reacted to 100xp in Templar doesn't need a nerf   
    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,
  7. Like
    Overhoul reacted to Neformal in Nerf Mage   
    okay, I'll give the barrier in return for Hill. I agree? ok, you can wrap a normal shaman lightning shield.
     
     
    Aren't you embarrassed by the hunter's Poison Shot talent, which does around 2,000 damage per hit on the standard during a battle? or "Veil of Shadows", which rogues can use to take out almost any rag at an equal point. 
     
    By the way, about the shaman, I don’t know why you are so confused by 15% damage from skills with increased mana use, when the shaman has a lightning shield talent which increases damage by 20% and its proc chance by 15% without losing anything.
     
    or a necromancer's poison shield that removes any debuff every few seconds, and it can hang on cooldown.
     
    although I don’t even see the point in talking about something with you, you are probably the same person who manages to merge all his procast into the ethereal barrier, and then whine that magicians are imba, so good luck!
  8. Like
    Overhoul reacted to Santa Claus in How to fix death knight   
    Im saying that dk doesnt do enough damage apart from curse and sharp shadow and magic build is supossed to be dmg . Curse is easily avoidable and sharp shadow is  easily counterable . Dk heal from vamp but most sentienel classes got shields and thats where dk lose its healing ability . We are supposed to do dmg with only 2 skills that arent consistent
  9. Haha
    Overhoul got a reaction from Avamanyar in Buff bow   
    Reduce animation delay to 3.1 seconds because more people prefer to use crossbow. This will also give a bit of buff to hunter because hunter can't compete at dps versus seeker.
  10. Like
    Overhoul reacted to Raislin in Fix the Seeker talent, it's the most broken thing ever done (Intoxicating pain)   
    Conveniently forgetting that seeker is stuck with 30% of its total health pool, which you have completely forgotten to take into account in your flawed equations by making them too fancy for their actual purpose.
     
    Why do I even bother to rationalize with nincompoops.
     

  11. Like
    Overhoul reacted to SeaDemon in a question about the future of the class   
    It's been a while since the reaper came out in the game and the complaints of the class have not stopped coming, from the uselessness in terms of massive battles to little damage for pvp / pve and other things, every day I read the topics created by other communities and so far I keep seeing the same thing, complaints.
     
    the class has proven to be a disappointment, on the server I play the vast majority of reapers who started abandoned the class and the few who decided to continue using it maintain that the class is useless, people who invested a very high amount of gold feeling disappointed due to having a class that did not bring anything new, the skills in pvp are bad, in pve there is only one type of construction to carry in terms of skills, besides that the skills are mostly very similar to other skills that other classes have making this a boring and repetitive class, unable to outdo his main competitor in mc, the chieftain, I can assure you that if there is a rogue in your group he will end up doing more damage in less time than you and for bosses already mc has the hunters who clean bosses with a lot of hp very easily
     
    If we compare it with the chieftain, this class is even worse because it completely exceeds what the reaper can do... mobility? chieftain is superior, initiation ability? chieftain does it without difficulty, resistance? the chieftain have better capacity, damage? chieftain can delete people in seconds and most important of all, THE CHIEF DOES NOT HAVE A LIMITER I decided to invest in a reaper because I saw potential but after leveling one I regret doing it, leveling a class is not cheap and the reaper in particular is seen to require massive doses of gold to reach a decent point something that ALL the others classes in mc do not require this class not only requires good armor, buffs and amp but also many books to achieve things that other classes can with only armor and amp
     
    So I want to ask whoever is in charge of balance in the game, will we have a balance in this horror? or do you plan to abandon the class until snow when no one wants to use it anymore?... it is disappointing how we were given a defective class while elf received a very complete class
     
    if they plan to leave the class until they know when. let us know in advance so I stop wasting my gold and continue playing with my boring class getting bored until I finally stop playing this game, this game became repetitive and finally when an air of joy had arrived here, they ended up giving us this and I do not plan to level any other class already mentioned since the time and gold invested in this class will not be returned to me by anyone so please I will leave my definitive question for anyone in charge ... we may or may not wait for a next balance that solves a little the problem that mc has with this class, considered the worst class of all
     
    I'll be waiting for an answer that can calm my intrigue and anxiety a bit
     
    I wish a good day to anyone who comes across this topic and I wish you luck on your day
  12. Like
    Overhoul got a reaction from Drakoslayd in New rogue skill: Doppelganger   
    *edited
  13. Thanks
    Overhoul got a reaction from SeaDemon in Urgent buff that reaper needs   
    Demon form supposed to deal burst damage in a short period of time. Unfortunately, it's not that amazing to be honest. Chieftain can deal higher damage than Reaper even with 16(+2 with talent) sec of demonic transformation. What is reaper even supposed to be? It has lower damage than Seeker and lower defense than Bladedancer. These are my suggestion for improving reaper.
     
    Passive:
    Passive now also get 1 hate resource everytime reaper receive damage equals to 20% or 15% of max hp. No hate received while in demon form. This is mainly for PvP because reaper doesn't even get to accumulate enough hate before transforming because of permastun.
     
    Demonic transformation:
    Skill now also get extra mana cost reduction when transformed to demon by 10%/20%/30%/40%/50% for each level of development. It's very hard to make use of reaper cdr boost when transforming because mana regen can't keep up with skill getting spammed.
     
  14. Like
    Overhoul got a reaction from Avamanyar in Fix the Seeker talent, it's the most broken thing ever done (Intoxicating pain)   
    This problem only applies in us-server
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