Mateusz
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Mateusz reacted to Drown in Ideas to improve charmerI have been playing charmer since its release which was in june 2017. That makes over 8 years as a charmer player. So I think its safe to say that I know my class pretty well. Currently charmer isnt really fitting in the pvp meta, but its one of the best pve classes if not the best.
Physical charmer can dish out ridiculous amount of damage, but it takes time to set up all the summons and they are easily defeated by aoe dmg.
In my opinion physical build very strong, but can still be easily countered.
Personally i would keep physical build in pvp as it is or reduce the dmg of summons and increase their survivability somehow.
The issue with charmer is that magic build has fallen behind of the physical charmer. The support abilities of magic charmer are really lacking compared to other supports.
Magic charmers strenghts are high heals and good stuns, but that is not something all other supports cant do, and charmers magic build focused talent branch deletes most of the healing ability as tradeoff for slightly increased dmg output.
Here are some of my ideas for skill adjustments for charmer:
Call: immunity for dmg until first hit, but the first hit dmg is reduced by 30%
Also could slightly reduce the base dmg of the skill.
Dead mans knowledge: add separated checks for dmg and stun
Otherworldly blessing: Since charmer dont have any buff skill that is relevant in pvp, I think this skill should be reworked a bit.
Now adds the buff for whole party
When using a staff. Increased skill dmg and healing received
When using mace and shield. Increases max hp and resist.
Goading: increased range from 2 to 3 yards
Spawn of Gloom talent branch:
Currently Spawn of Gloom makes charmer weaker than it is without the talent. The removed healing from Chaotic assistance is not a worthy tradeoff for the slight increase in dmg output from spawn of gloom.
Here are my 2 ideas to improve this talent branch
1.Improve the offensive strenght of the branch:
After every successful auto attack, the gloom gets a buff that increases its magic dmg. maximum stacks is 4(for example 5% each stack) after reaching maximum amount if stacks the gloom heals itself for certain amount of its maximum hp.
This would greatly increase its dmg output in pve while not making it overly strong in pvp since its still relatively easy to kill.
Add skill dmg parameter to glooms inherited stats so Glooms prism can deal slightly higher dmg.
2. Increase the supportive aspect:
Applies a shield to the character its applied on every 10s. Shield absorbs certain amount of dmg scaling on targets maximum hp.
Thats it for the changes. These would propably balance the difference between physical- and magic builds and make
magic charmers popular again.
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Mateusz reacted to TheCaster in [2025.08.20] In Development: Almahad, Island of the Chainless League. Part IIII bet 30k mcoins that it won't release when it's supposed to be released.
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What is this xD
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Mateusz reacted to Brutalist in [2025.03.05] Contest: Best Costume 2025. ResultsSorry to butt in but what element did he copy or change? The head is completely different and there are no other similarities, did warspear invent the concept of goats or something? By analyzing the sprites you can see that they are objectively completely different
You may like the suit or not, but thinking that the suit is stolen makes no sense
2025-03-05-15-56-32~2.mp4
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Mateusz reacted to dvd255 in [2025.03.05] Contest: Best Costume 2025. ResultsThe only similarity is that it's a goat...? mine has completely different head, body, colors, horns and overall theme.Meanwhile compare it to Melistr's costume: uses the same colors and the same shapes as that image pulled from Google, it's laughably obvious from the video that it was stolen. Those 2 cases are not comparable at all. There's no similarity beyond them both being goats, by your logic I'm not allowed to make a cat costume since the game already has a few
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Mateusz reacted to pawned in Pawned EU - Emerald -> Ultimate Rogue Guide2024 and still up to date guide.
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Charmer in current meta is outdated and here are my suggestions how to fix some issues there is.
Staff charmer is very outdated as a support class. It has good stun abilities and decent heals, but for a support class in current meta only having healing abilities is not enough. My suggestion is to rework certain buff and debuff skill that charmer has:
Otherworldly Blessing: Increases maximum health of the character or group member by P%, the maximum amount of energy – by D%, and the "Blocking" parameter – by A% if equipped with a shield, and the "Critical hit power" parameter and critical healing power – by N% if equipped with a staff for T sec. When used on an ally, the character and the ally receive H% of the skill's effect.
This skill is a decent buff for pve content, but for pvp it mainly acts as a weak healing ability. To fix this i would rework the skill to increase dmg and healing instead of crit dmg and crit healing so it would be somewhat useful in pvp content too.
Eye of the Darkness: Applies the "Eye of darkness" buff to the character or an ally for T sec. The effect increases physical and magical defense by P%, and the "Accuracy" parameter by D%, as well as the chance of detecting masked enemies within a radius of 10 yards
I have seen many people hoping that this skill could give temporary dmg reduction instead of defence. That would be reasonable adjustment to increase staff charmers survival ability, because at the moment if you get debuffed with relic of apathy you are basically dead. With this change it would maybe be possible to survive slightly longer.
Some "hybrid classes" also have issue with some skills becoming useless on certain builds. I understand that on expert skills that is fine, but a basic skill becoming uselessis a huge disadvantage compared to other classes. In my opinion skill "call" should be reworked somehow so it could be used in support build too.
My idea for this is to make call invulnerable for attacks. Like a ghost or something. Then it would wander around and apply some kind of debuff to enemy.
My idea for the debuff is that it would slightly decrease enemys max hp and slow it down. And it would have max stacks of 3 or 5.
Fiend of darkness branch
Fiend of darkness
Now the skill "Help of Chaos" summons the monster "Fiend of darkness". The monster has an attack range of 2 yards, has high damage and increased survivability.
This branch is increasing charmers dmg output on staff build while decreasing its survivability a lot, which is fine in my opinion but the amount of dmg gained feels very low for sacrificing the main source of healing for it.
My idea to fix this is removing the dark prism from "fiend of darkness" and greatly increasing the auto attack dmg of it. That would increase the burst dmg ability for this branch and it would suit this current meta much better.
Other idea to fix this is switching the prism of the fiend to a different skill. Some buff for the player who its applied to. For example remove 1 debuff every 5 seconds or something like that.
On physical mace build you can deal huge dmg, but it can easily be countered by enemy with high aoe dmg and lifesteal, which most characters have plenty nowadays. My suggestion is to reduce received lifesteal from summon skills.(This applies to every other class summon skills too) Because in most cases these summon skills are just have any benefit for the summoner itself.
Physical build seems very strong against "weaker players" you can literally kill a whole party in seconds with 2 taps, meanwhile in top pvp content "call" often acts as a free heal for enemy. To fix this issue the dmg output of "call" should be decreased, but increase their survivability.
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Mateusz got a reaction from Hari in Suggestions for rebalance. Barbarian skill reworks.Hello dear devs and mods,
i have few ideas for upcoming rebalance.
Last Wish: Reduces any incoming damage by H% and increases the character's healing gain by D% for 8 sec. once their health drops down to A%. While the skill is on cooldown, reduces incoming damage from monsters by M%. The effect can only trigger once per 90 sec.
Warcry: Each applied Aggression reduces cooldown for Last Wish by H sec. for each target. The maximum number of player targets is Y, there is no limit on the number of monster targets.
As we know there is a problem with last wish that many elfs complain about and I personally think it needs a rework for the good of barbs and enemies.
First of all u can abuse last wish in wars, since warcry reduce cd of last wish (78 secs in defense branch) and it has no limit on the number of monster targets u can use life scroll on the elf flag and warcry will affect 6 player targets and unlimited numbers of summons, minions, npcs etc which means instant last wish, with good amount of cd and full resist set + resist scroll u can stay inside of elfs and spam warcry being immortal (bloodshed talent heal u from every minion and summon in range giving big heal from lifesteal). It is possible to get 100% resist with resist pot, resist castle scrolls, resist snow set and resist accesories so u cant be stunned and with double cd spring weapon + cd enchs/books u can spam warcry before current last wish ends so u get insta new last wish, you can be unstunnable and immortal hitting elf flag at war ( i practiced that personally).
Another thing is 2h barbs have to rely on last wish in arenas/gvgs and pvp overall, being too paper without last wish and taking 0 dmg with last wish on is absurd. With orci scroll(30%) u can get last wish lasting for 10,4 sec, in that time u can use full dmg and full skills on any class not letting them to heal on u with life steal or to kill u during that time (3/4 last wish is enough to be immortal as long as it lasts bcs of deff and heavy mm buffs).
Berserker Power: During the effect, any incoming damage dealt to the character increases by D% and the maximum amount of health decreases by H%. Permanent skill.
Fury: increasing any incoming damage to the character by 5%.
As i said barb during last wish is immortal, but due to berserker debuffs can get bursted by any dmg class within 2 seconds. So its 10,4 sec (with orci scroll) of being immortal and attacking enemies with full power that goes into dieing within 2 seconds or less to any high dmg class and thats another big problem in my opinion.
Solution to the problem:
Nerf last wish dmg reduction to:
1/4 20%
2/4 30%
3/4 40%
4/4 50%
But as a recompense to last wish nerfs delete all debuffs from berserker without nerfing it buffs (or anything that recompense lack in tankiness from nerfing last wish).
With those changes barb will be killable during wars, wont have immortal time in arena( u cant hurt barb during that time in any way), but at same time deleting all debuffs from berserker will help us stay alive longer while using 2h weapon (currently without last wish im getting bursted within 2 seconds by a rangers, bds, hunters or any other dmg class).
Also playing 2h weapon and depening on 1 skill that can save u is wrong (stone is not enough bcs of berserker debuffs). Keep in mind barb is meele class so we cant stay in a range distance and do dmg like rangers or hunters (we are going into middle of fight and takin lots of dmg, only last wish save us with 2h nowadays).
Second idea:
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.
Bloodletting is currently bleed talent that is dealing the lowest amount of dmg, on a single target only, with the lowest chance to apply.
If u compare it to chief or blade dancer bleed talents, they deal few times more dmg, they work as aoe and have much higher chance to apply.
Im aware of that barbarian class isnt developed as a dmg class, but talent is placed in a branch that was meant to be dmg branch, aswell as barb have possibility to use 2h weapons thats make him kind of a dmger. Since barbs is meant to be a mix of a dmg and tank (not a pure dmg) im not asking for dmg buff (even thos its very low and single target only), im asking to change the way we apply the bleeds so its easier and faster to put them.
My ideas for solution:
1. Change chance of applying bleed from 25% to 35%
2. Give us more chance to apply bleed each time bleed is not applied. For example X% chance at first hit, if bleed is not applied then 2nd hit have X% +5% chance (Similiar to current chief bleed talent).
Thats everything i have to say, thanks for listening me!
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Mateusz got a reaction from Drown in Suggestions for rebalance. Barbarian skill reworks.Hello dear devs and mods,
i have few ideas for upcoming rebalance.
Last Wish: Reduces any incoming damage by H% and increases the character's healing gain by D% for 8 sec. once their health drops down to A%. While the skill is on cooldown, reduces incoming damage from monsters by M%. The effect can only trigger once per 90 sec.
Warcry: Each applied Aggression reduces cooldown for Last Wish by H sec. for each target. The maximum number of player targets is Y, there is no limit on the number of monster targets.
As we know there is a problem with last wish that many elfs complain about and I personally think it needs a rework for the good of barbs and enemies.
First of all u can abuse last wish in wars, since warcry reduce cd of last wish (78 secs in defense branch) and it has no limit on the number of monster targets u can use life scroll on the elf flag and warcry will affect 6 player targets and unlimited numbers of summons, minions, npcs etc which means instant last wish, with good amount of cd and full resist set + resist scroll u can stay inside of elfs and spam warcry being immortal (bloodshed talent heal u from every minion and summon in range giving big heal from lifesteal). It is possible to get 100% resist with resist pot, resist castle scrolls, resist snow set and resist accesories so u cant be stunned and with double cd spring weapon + cd enchs/books u can spam warcry before current last wish ends so u get insta new last wish, you can be unstunnable and immortal hitting elf flag at war ( i practiced that personally).
Another thing is 2h barbs have to rely on last wish in arenas/gvgs and pvp overall, being too paper without last wish and taking 0 dmg with last wish on is absurd. With orci scroll(30%) u can get last wish lasting for 10,4 sec, in that time u can use full dmg and full skills on any class not letting them to heal on u with life steal or to kill u during that time (3/4 last wish is enough to be immortal as long as it lasts bcs of deff and heavy mm buffs).
Berserker Power: During the effect, any incoming damage dealt to the character increases by D% and the maximum amount of health decreases by H%. Permanent skill.
Fury: increasing any incoming damage to the character by 5%.
As i said barb during last wish is immortal, but due to berserker debuffs can get bursted by any dmg class within 2 seconds. So its 10,4 sec (with orci scroll) of being immortal and attacking enemies with full power that goes into dieing within 2 seconds or less to any high dmg class and thats another big problem in my opinion.
Solution to the problem:
Nerf last wish dmg reduction to:
1/4 20%
2/4 30%
3/4 40%
4/4 50%
But as a recompense to last wish nerfs delete all debuffs from berserker without nerfing it buffs (or anything that recompense lack in tankiness from nerfing last wish).
With those changes barb will be killable during wars, wont have immortal time in arena( u cant hurt barb during that time in any way), but at same time deleting all debuffs from berserker will help us stay alive longer while using 2h weapon (currently without last wish im getting bursted within 2 seconds by a rangers, bds, hunters or any other dmg class).
Also playing 2h weapon and depening on 1 skill that can save u is wrong (stone is not enough bcs of berserker debuffs). Keep in mind barb is meele class so we cant stay in a range distance and do dmg like rangers or hunters (we are going into middle of fight and takin lots of dmg, only last wish save us with 2h nowadays).
Second idea:
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.
Bloodletting is currently bleed talent that is dealing the lowest amount of dmg, on a single target only, with the lowest chance to apply.
If u compare it to chief or blade dancer bleed talents, they deal few times more dmg, they work as aoe and have much higher chance to apply.
Im aware of that barbarian class isnt developed as a dmg class, but talent is placed in a branch that was meant to be dmg branch, aswell as barb have possibility to use 2h weapons thats make him kind of a dmger. Since barbs is meant to be a mix of a dmg and tank (not a pure dmg) im not asking for dmg buff (even thos its very low and single target only), im asking to change the way we apply the bleeds so its easier and faster to put them.
My ideas for solution:
1. Change chance of applying bleed from 25% to 35%
2. Give us more chance to apply bleed each time bleed is not applied. For example X% chance at first hit, if bleed is not applied then 2nd hit have X% +5% chance (Similiar to current chief bleed talent).
Thats everything i have to say, thanks for listening me!
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Mateusz got a reaction from Higgings in Suggestions for rebalance. Barbarian skill reworks.Hello dear devs and mods,
i have few ideas for upcoming rebalance.
Last Wish: Reduces any incoming damage by H% and increases the character's healing gain by D% for 8 sec. once their health drops down to A%. While the skill is on cooldown, reduces incoming damage from monsters by M%. The effect can only trigger once per 90 sec.
Warcry: Each applied Aggression reduces cooldown for Last Wish by H sec. for each target. The maximum number of player targets is Y, there is no limit on the number of monster targets.
As we know there is a problem with last wish that many elfs complain about and I personally think it needs a rework for the good of barbs and enemies.
First of all u can abuse last wish in wars, since warcry reduce cd of last wish (78 secs in defense branch) and it has no limit on the number of monster targets u can use life scroll on the elf flag and warcry will affect 6 player targets and unlimited numbers of summons, minions, npcs etc which means instant last wish, with good amount of cd and full resist set + resist scroll u can stay inside of elfs and spam warcry being immortal (bloodshed talent heal u from every minion and summon in range giving big heal from lifesteal). It is possible to get 100% resist with resist pot, resist castle scrolls, resist snow set and resist accesories so u cant be stunned and with double cd spring weapon + cd enchs/books u can spam warcry before current last wish ends so u get insta new last wish, you can be unstunnable and immortal hitting elf flag at war ( i practiced that personally).
Another thing is 2h barbs have to rely on last wish in arenas/gvgs and pvp overall, being too paper without last wish and taking 0 dmg with last wish on is absurd. With orci scroll(30%) u can get last wish lasting for 10,4 sec, in that time u can use full dmg and full skills on any class not letting them to heal on u with life steal or to kill u during that time (3/4 last wish is enough to be immortal as long as it lasts bcs of deff and heavy mm buffs).
Berserker Power: During the effect, any incoming damage dealt to the character increases by D% and the maximum amount of health decreases by H%. Permanent skill.
Fury: increasing any incoming damage to the character by 5%.
As i said barb during last wish is immortal, but due to berserker debuffs can get bursted by any dmg class within 2 seconds. So its 10,4 sec (with orci scroll) of being immortal and attacking enemies with full power that goes into dieing within 2 seconds or less to any high dmg class and thats another big problem in my opinion.
Solution to the problem:
Nerf last wish dmg reduction to:
1/4 20%
2/4 30%
3/4 40%
4/4 50%
But as a recompense to last wish nerfs delete all debuffs from berserker without nerfing it buffs (or anything that recompense lack in tankiness from nerfing last wish).
With those changes barb will be killable during wars, wont have immortal time in arena( u cant hurt barb during that time in any way), but at same time deleting all debuffs from berserker will help us stay alive longer while using 2h weapon (currently without last wish im getting bursted within 2 seconds by a rangers, bds, hunters or any other dmg class).
Also playing 2h weapon and depening on 1 skill that can save u is wrong (stone is not enough bcs of berserker debuffs). Keep in mind barb is meele class so we cant stay in a range distance and do dmg like rangers or hunters (we are going into middle of fight and takin lots of dmg, only last wish save us with 2h nowadays).
Second idea:
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.
Bloodletting is currently bleed talent that is dealing the lowest amount of dmg, on a single target only, with the lowest chance to apply.
If u compare it to chief or blade dancer bleed talents, they deal few times more dmg, they work as aoe and have much higher chance to apply.
Im aware of that barbarian class isnt developed as a dmg class, but talent is placed in a branch that was meant to be dmg branch, aswell as barb have possibility to use 2h weapons thats make him kind of a dmger. Since barbs is meant to be a mix of a dmg and tank (not a pure dmg) im not asking for dmg buff (even thos its very low and single target only), im asking to change the way we apply the bleeds so its easier and faster to put them.
My ideas for solution:
1. Change chance of applying bleed from 25% to 35%
2. Give us more chance to apply bleed each time bleed is not applied. For example X% chance at first hit, if bleed is not applied then 2nd hit have X% +5% chance (Similiar to current chief bleed talent).
Thats everything i have to say, thanks for listening me!
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Mateusz reacted to Wrath in BARBARIANS NEED NERF !!!Isn’t that the point of monster mode? Plus I doubt every barb in server have 4 mm gears and can reach max speed to make it efficient.
This is a whole different matter though. Besides monster mode only lasts 15s with a high cd too.
What does testing this prove? You could do the same test with wd, pala, dk, bd, reaper, charmer, templar. Barbs have had Last Wish since it was created, granting 8s of immortality before dying. Nobody complained before, now with new contents there are also new limits to reach. How about you try to think of a way to counter it instead? This is not a 1vs1 game.
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Mateusz reacted to Fynn in BARBARIANS NEED NERF !!!Anyway, i only see a player that spent a lot time/money on testing the limit of his class (barbarian in this case).
if thats an reason of nerfing a class for being too Efficient, then i would prefer still being an f2p.
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Mateusz reacted to Chaos demon in BARBARIANS NEED NERF !!!He does not have the ability to argue without insulting, do not wait for him to be informed of a class that does not even play.
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Mateusz reacted to Fynn in BARBARIANS NEED NERF !!!You at least checked how the skills/talents works?
I guess your problem is that dude in the video and not the barbarian class.
Because that dude have buffs even in his ass.
an average barbarian cant do such thing ofc the last wish skill will save him for 8 sec but after it ends is gg, Not to mention last wish has an insane cd of 1 min 30 sec.
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Mateusz reacted to Chaos demon in BARBARIANS NEED NERF !!!The Dude doesnt care about how barbarians works, how he is built, what is the barbarian doing to survive against many ppl, nothing...
Doesnt listen to reasons, he just wants them to be nerfed and thats it.
Typical elf behavior
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Mateusz reacted to Wrath in BARBARIANS NEED NERF !!!Sounding good especially coming from you.
Mind your language. If you can’t speak and provide adequate reasons or arguments to this topic and can only badmouth people please don’t speak at all.
I haven’t heard a single suggestion from you how GMs should fix the problem. Or is that too hard for you to think of? I mean if you can’t provide one, that means you don’t understand the class at all, therefore your complains are invalid.
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Mateusz got a reaction from Chaos demon in BARBARIANS NEED NERF !!!Also the only problem about barb in wars is that u can abuse last wish now. In rebalance year ago devs reworked last wish so u can reduce cd of that skill with warcry. It has limit vs players but has no limit vs monsters, so in wars u can use warcry and it works with minions/summons which elfs spam alot in war. So bcs elfs dont use brain we can get insta cd of last wish in wars. Im pretty sure devs will change that in next rebalance bcs in fact thats kinda broken, but still can counter it if elfs use brain. Also if elfs wasnt bots they could skip last wish making barbs useless in wars, but for that u need to use brain. And thats how u explain a problem with some skill. Also u should add a solution to that. But its easier to say "bArB iS bUgGeD" and cry 100 comments that devs wont ever read cus its just 1 guy yelling XDDD.
The videos u showed has nothing to do with real problem. So im pretty sure things u showed here wont be changed.
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Mateusz got a reaction from Wrath in BARBARIANS NEED NERF !!!Also the only problem about barb in wars is that u can abuse last wish now. In rebalance year ago devs reworked last wish so u can reduce cd of that skill with warcry. It has limit vs players but has no limit vs monsters, so in wars u can use warcry and it works with minions/summons which elfs spam alot in war. So bcs elfs dont use brain we can get insta cd of last wish in wars. Im pretty sure devs will change that in next rebalance bcs in fact thats kinda broken, but still can counter it if elfs use brain. Also if elfs wasnt bots they could skip last wish making barbs useless in wars, but for that u need to use brain. And thats how u explain a problem with some skill. Also u should add a solution to that. But its easier to say "bArB iS bUgGeD" and cry 100 comments that devs wont ever read cus its just 1 guy yelling XDDD.
The videos u showed has nothing to do with real problem. So im pretty sure things u showed here wont be changed.
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Mateusz reacted to Wrath in BARBARIANS NEED NERF !!!90% of this post is YOU speaking. If so many people complain, they have the right to write it here. Until they do it’s just you.
And no, if GMs think the class or skills needs to be fixed, I am happy to see it get balanced.
I said what I said. Before making a post please read the rules, what should your post contain. Before referring to RU forum. This is English forum. What happens there is related to RU servers as English servers are related to the remaining ones.
Go complain in RU forum in Russian, until then don’t mention it here.
But you’re off topic again.
Where is the solution I asked you to provide?
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Mateusz reacted to pawned in BARBARIANS NEED NERF !!!US elfs once again in action just because they are
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2hp potion
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Mateusz got a reaction from Anim in General skill changes suggestionsHello 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!
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Mateusz reacted to Gladiator in [2024.05.31] Warspear Online Update 12.4. Age of Triumph. AnnouncementEvery class needs to re-activate their permanent skills and gear passives before they even re-engage in the fight, if that will prematurely remove the immunity, then might as well not have it. It's pointless. I think it should be limited to attacking enemies or supporting allies.
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Mateusz got a reaction from Jesto in [2024.03.20] In Development: Arena Update. Part INew diaries come with each arena season?
Is there any chance for cross server arena in the future? Arenas at test server are always best fun bcs of so many different ppl doing arenas there and its most active. New ranked mode with cross server arena and that performance rating system would be best thing ever that can happen to arena.
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Mateusz got a reaction from A male in [2024.03.20] In Development: Arena Update. Part INew diaries come with each arena season?
Is there any chance for cross server arena in the future? Arenas at test server are always best fun bcs of so many different ppl doing arenas there and its most active. New ranked mode with cross server arena and that performance rating system would be best thing ever that can happen to arena.