Skip to content
View in the app

A better way to browse. Learn more.

Warspear Online official forum

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Mateusz

Members
  • Joined

  • Last visited

Reputation Activity

  1. Like
    glad to hear thisI would like to ask about other wished improvement "for all this time" whether it can be looked forward: 
     
    Current 3x3 random arena has some troubles at partymaking, for example, if Player X wins 90% of every arena, despite if it is Sentinels against Legion, or at all vs anyone, Player X good win rate prevents from getting to arena battle (sometimes even from 20 minutes to 30 minutes, while other players such these annoying Players Y and Z get inside of arena in 1 minute just because their win rate is 50/50 due them doing win - lose with their other guild mates while Player X is stuck to get in due his good win rate)
     
    I know this applies on 2x2 as well, if we do full win against a lose party. But this system, well in my opinion it should be improved, not really cool that others aiming to lose quick inside arenas and keep demand after die while other who wins is stuck demanding due their good win rate, while the goal should be to win the battles for victory,(right?)
     
      for hearing out
  2. Thanks
    Delete all mc classes so u can win. 
    I suggest u to start thinking instead of asking for nerfs everytime u lose. 
  3. Like
    Mateusz reacted to WantFairGame in Warlock's POV: here some suggestions.   
    @Dr StrangeI want to talk a bit about Warlock before the update comes.
    1 ) Mana CAP Problem:
    Absolutely 1 year ago, Warlocks got huge and unfair nerf of "Mana cap", which mainly was about limiting the damage increase from the maximum mana a character has. It is nearly 300~ for PvP and 500~ PvE. As I have shown the characteristics of some of the classes from Mountain Clans, especially in terms of PvP, with the addition of new "Bracelets", Warlocks has been weakened so much that they can't deal some serious damage to their enemies even if they are fully damage branch talented.

     
    For instance, the other classes down there can hit 3k+ to enemies with the strongest skill of they got. However, it is not valid for a Warlock to hit more than 2k~ to a maxed enemy anymore. With the new damage boosts of all DPS characters, a ranger/hunter can get to 4k damage from an instant damage skill and which applies a debuff.

    I may get some answers such as "Warlock is a great group enemy controller class, you can't deny that.", indeed it is, but in the top level of fighting, it is seen as a joke... Because most top level players are aware of and has 30%+ base resistance parameters with a great instants damages. Therefore, either warlocks should rely on the other 7/10 stunning chance and to kill a strong player warlock generally needs to make a 1.5-2 combo which means 6-7 stun skills used. (7/10)^6 = 0.11. So, either rely on 11% chance to kill an enemy after spamming numerous stuns, or get killed by 2-3 instant huge dmg skills. 
     
    2) Fear Skill Problem
     I really want to know what is the reason of a control skill being 3 yards while all of them are generally 5 yards. The skill I am talking about is "Fear".

    It looks quite funny and useless. Imagine you are fighting against any class and you are planning to stun him at first and use "Dark Circle" skill, but sadly it got "Resisted", so to not let it to hit you, the first alternative is to use fear and start your combo. (We generally must use stuns because as I have said in the 1) section, almost all damage classes which are either shown as having lower dmg characteristics, they hit much higher and much harder. ) Back to our topic, till you get 3 yard closer to an enemy already, it can spam all the skills on you and you will be dead already.
     
    3) The Lack of Defensive Skills or Relics
    Through the years, rogues/hunters/rangers has earned some defensive abilities like "Dodge" to increase their survivability. I won't mention how tanks/healers got defensive skills to survive in a battle. Even mages, besides their shields they earned a little healing combo-skill. 
    However, when we come into warlocks, there isn't either useful or passive defensive skills to work during combat. 
    A.) What we got is a stone skill... A skill that disables the character to atk an enemy, and after going out, literally vulnerable of anything coming next.

    B.) Haven't finished yet, another skill which is also nerfed and it brings more burden than it helps in a battle cause it only works when you "Deal" damage. 

    C.) A "defensive" skill that can be "Resisted" and works just a little bit within few conditions managed.

     
    4-) Conclusion
    Warlocks have lost their popularity and effectiveness since the huge nerfs on them in the past year and afterwards. 
    > When it comes to damage, it doesn't deal sufficient damage to scare his enemy and not persist on him to "think" to counter, while other DPS classes hits really high with their "ulti" skills.
    > When it comes to support/control, it has not much difference from many other classes anymore as an advantage. Most classes has aoe stun/silence skills.
    > When it comes to Survivability, there is not much passive skills that can help or defensive relics to be actived to increase a Warlock's capability of staying alive and pursue fighting.
     
    Maybe @Horimiyamigth want to add something about these, but I doubt if he is interested in mass figths and PvP, rather than PvE :')
    Thanks
  4. Thanks
    Delete all mc classes so u can win. 
    I suggest u to start thinking instead of asking for nerfs everytime u lose. 
  5. Like
    Delete all mc classes so u can win. 
    I suggest u to start thinking instead of asking for nerfs everytime u lose. 
  6. Thanks
    Delete all mc classes so u can win. 
    I suggest u to start thinking instead of asking for nerfs everytime u lose. 
  7. Like
    Челы справа внизу просто исчезли . Причём не все, какая-то выборка непонятная 
     

    YouCut_20240113_095511552.mp4  
  8. Like
    Вчера на Амбере битва длилась 50 минут. Я вообще не против долгих битв. Вот только стоять АФК 50 минут в дефе и вылетать постоянно... Кому это надо? 
    P.S. согласен со всеми высказываниями автора. 
  9. Like
    Могу показать как на горах планировалась одна из битв недавних, на которой мы играем не от нашей силы, а от слабости, и слабости не ушей, а серверов нашей любимой игру :):):):):). Мне кажется это не здраво, что все к этому привыкли, привыкают и не борятся с этим, а играют от этого. В такие моменты реально хочется чтобы кто то из вас постримил битву на амбере, мне интересно как вы отреагируете на это.. как и многим другим тоже наверное было бы интересно на это посмотреть 
  10. Like
    Что самое смешное и абсурдное, многие игроки уже привыкли к таким условиям игры, и даже выгораживают тех, кто занимается этой игрой, вчера после тега админов за вылеты, люди начали писать подобные сообщения - «И что? Мы тоже вылетали, все честно», «По кайфу битвы на рее брать, реснул под тп и сферы, нажал автоатаку на флаг, и все, ты по кд вылетаешь, а твой перс бьют штандарт».. Этот список можно продлевать и продлевать.. Мне и многим моим товарищам, иногда обидно от того, что мы заходим 2(4) раза в неделю в эту игру, на пол часа
    среда, четверг, суббота и воскресенье…..) А кто то уже даже в эти дни не заходит, единственное что хоть маломайски удерживает от полного отказа от игры, разрыва всех связей, это друзья и товарищи, которых ты ценишь и не хочешь бросать (они играют в такой же позиции), мне кажется не это должно удерживать в ИГРЕ, В КОТОРУЮ ИГРАЮТ, а что то другое:)
  11. Like
    Угу, ведь легче сказать, что кто-то выгорел, чем признать что весь ласт контент - фигня. Особенно альмахад.
  12. Like
    А у меня другое чувство, будто команда разработчиков никак не расширяется с момента выхода айва. Да обновы становятся больше и круче, но и ждём мы их значительно дольше. Хочется что бы скорость была той же, а результат всегда был больше. Последнее время чувство что игру списывают на пассивный доход и расширять команду никто не планирует. Увы, но Альмахад вообще пустой, надеемся что летом новые фишки завезут и как то сгладит всю ситуацию, но я сомневаюсь. Уже ничего не жду... Все сроки просраны... 
  13. Like
    Продолжить что? что ты буквально не можешь ответить на мое утверждение
  14. Like
    Ты, наверно, не различаешь, когда человек "выгорел" от игры или когда ушел с проекта, потому что ему разработчики просто "плюют" в лицо своим бездействием и пофигизмом.
  15. Like
    Наверно, человек 10-15 моих соги уходя с игры с гневными отзывами в сторону разработчиков тоже просто "выгорели"
  16. Like
    Минусы игры с каждым днем всё больше и больше перевешивают плюсы. Играть хочется всё меньше и меньше. И правда, складывается впечатление, что над игрой работают в "ленивом" режиме. Зачем вы штампуете одни и те же ивенты, если они идут во вред основным обновлениям? Часто вижу ответ разработчиков по типу: Мы знаем о проблеме, её решение отложено на ближайший ребаланс, сейчас заняты обновлением (Ежегодный ивент). Ивенты превратились в гринд, нет той ламповой атмосферы, что была несколько лет назад. Ты ждешь ивент, чтобы просто успеть вкачать таланты, чтобы не отставать от других, развивая персонажа, пусть эти таланты и не влияют особо на силу персонажа. Инсты, мир рб, собы, квесты - источники получения валют, а не развлечение и способ скрасить серый досуг игроков. Разработчики игнорируют мнения игроков, в свою игру они не играют, а стримят другие проекты у себя на твиче.

    Ребалансы можно делать не раз в год, а раз в сезон (3-4 месяца), можно экстренно реагировать на критические ошибки, слушать игроков, которые ИГРАЮТ в вашу игру, которые годами сидят на одном персонаже и хорошо его знают. Можно менять навыки у персонажа не как попало, чтобы попытаться выровнять силы альянсов, а давать то, чего классу не хватает.

    Я считаю, что основная проблема разработчиков - шаблонность действий. Боязнь не выпустить ежегодный ивент, сделать что-то новое, чего раньше не было, а ведь игроки этого и ждут, чего-то нового. Я был бы рад, если вместо обычного ивента, например, блаженного острова, было бы обновление на Ирсе/Альме/Айве с новыми механиками и интересными событиями (не ctrl c + ctrl v с прошлых лет).

    У разработчиков нет времени на важные изменения, которые просят игроки (привет журналу замка, переработке реликвий в стойках базовых навыках и битве с эпохи мезозоя), они заняты ивентами. 
    Сервера не выдерживают того объема информации, что приходится обрабатывать на битвах, постоянные задержки в нажатиях скилов. Игроки ждут от разработчиков новостей, что такая-то проблема решена, мы услышали ваше мнение и приняли такое-то решение, но вместо этого получают пост в дискорде о начале очередной недели изобилия, на который один человек снимет 1-3 учебника, а остальные пару тысяч не увидят даже костюма. Одним - всё, другим - ничего, в среднем все довольны (точно же довольны?). 

    Рандом. В этой игре он жесток и несправедлив. По сути, "рандома" в этой игре нет, одним персонажам постоянно (постоянно!) падают редкие предметы, из ивента в ивент, а некоторым за несколько лет ничего. Так же есть люди, которые за недели изобилий делают несколько тысяч заходов и не видят учебника или костюма в сундуке. Повезет, если они займут призовое место и гарантированно получат учебник за недельный турнир. Так же не я один заметил, что бывает так, когда игрок делает перерыв в несколько месяцев-год, при возвращении он с большей вероятностью получает какой-то редкий предмет из сундука или подземелья, будто шансы для него увеличены для удержания игрока в игре, мол, смотри, тебе упал редкий предмет, давай сбегай еще раз, испытай удачу.

    Для меня игра сейчас выглядит так: Зайди, сбегай в инст, сделай дейлы, постой на собе ги 30 секунд. Если есть гвг, то посети его и... всё, делать больше нечего. Весь контент изучен и отполирован старыми игроками вдоль и поперёк. Я изучил полностью ветку талантов ассасинов на Альмахаде, желания прокачивать ветку Авантюристов у меня просто нет, зачем? В храм я не бегаю, делать там нечего, только если не будет изобилия, которое заставит бегать именно сюда.

    Вы собираетесь исправлять ошибку в благе рея или будем ждать год? Разве сложно найти ошибку, исправить и перезапустить сервер? Просто пример, таких случаев много. Два года вожди с орками ломали баланс, два года... Сколько игроков вы потеряли только из-за того, что просто игнорировали эту проблему. Были созданы темы на форуме с 10-20 страницами, своевременных мер предпринято не было.  Это одна из проблем - долгое ожидание действий разработчиков.

    Не в то направление игра начала двигаться, к сожалению. Надеюсь, что ситуация исправится и игра обретет новые краски и будет радовать контентом даже самых старых игроков.

     (скриншот для примера, вырван из контекста) 
  17. Like
    Уважаемые девелоперы!

       2024 год на дворе, а у нас игра не тянет 800 человек на локации.
    Приложение Warspear плохо оптимизировано, игра постоянно фризит и вылетает. Игровые сервера, очевидно, устаревшие - они перегружаются от призванных прислужников!! Навыки гильдий тоже перегружают сервера, пропадают анимации построек и даже персонажей, и десятками крашутся окна у игроков.
    Никнеймы игроков перемешиваются с названиями прислужников и возле своего имени ты можешь увидеть надпись "Обезьяна". 
       И это только самые основные проблемы, с которыми мы играем уже много лет, и большинство уже к ним привыкли, смирились)
    Я не представляю что тут нужно предлагать даже(поиграйте в свою же игру пол годика!), по этому и пишу в разделе поддержки. 
     
       В мировом чате мошенники спамят сутками с помощью сторонних ПО. Люди перепродают аккаунты по 3 раза, а в перманентном бане сидят игроки за обзывательства родителей в чате.
    У одного человека на аккаунте 10 гильдий 12-го уровня не понятно как полученных и тех.поддержка просит предоставить "доказательства", а моего согильдейца банят за использование автокликера на телефоне.
    Одни игроки накручивают золото через личный склад. Другие накручивают Чудо-Монеты. А третьи пользуются VPN-ом и покупают Чудо-Монеты по низким ценам, обрушая экономику серверов, в то время как честные игроки даже не получают гарантированных наград за недельные бессонницы в подземельях. Как такой абсурд может происходить в 2024-м году??
     
       На прокачку одной ветки талантов у игроков уходит МИНИМУМ месяц. А их на каждом персонаже !семь! штук, и они дополняются уже третий год подряд.
    ОРУЖИЕ требует 1500 золота за одно использование сферы усиления, а с самого жирного моба в игре падает 300 золота. И ресает он 5 минут. 
    Внеклассовые учебники на х2 изобилии дропают со скоростью 20+- штук в неделю. Прекрасно, 20 персонажей наденет по учебнику, при том что нуждаются в них сотни. 

       Мировые боссы пробуждаются в 4 часа ночи. Замки гильдий изнутри защищать сложнее, чем снаружи. На гвг некоторые классы абсолютно не нужны, из-за чего люди бросают своих персонажей. Навыки меняют раз в год, и это тоже сподвигает людей бросать аккаунты. Турниры гильдий берутся твинами. Недели на Жетоны берутся скриптами. Турниры Арены НЕ берутся, если ты самый сильный в категории, так как система винрейта не позволит тебе делать больше 10 боёв в час, зато они без проблем берутся твинами, опять же) 
    Крафт качается 2 года, некоторые достижения выполняются годами, величие набивается по пол года, таланты... И этот список можно продолжать до бесконечности, или пока квота форума не переполнится 
     
       Помнится мне, в предыдущих годах я выкладывал подобную тему и... Ничего не изменилось. 
    Игру слишком сильно запустили. Как в неё продолжать играть, если её никто не хочет развивать?
    Можно заметить прогресс в создании Артов из обновления к обновлению. Я вижу, как в игру добавляются красивые смайлики и даже костюмы. Локации новые, это просто не описать словами как красиво. Новый дискорд сервер и разницу в коммуникации с разрабами, по сравнению с двухгодовалой давностью, тоже отчётливо видно. Но этого всё равно не достаточно. Такое чувство, будто там у вас в офисе все только рисуют. Будто вы плаваете в слоумо режиме каком-то, а не ходите ногами. 
     
    Сегодня я решил записать для вас видео с битвы. Посмотрите на это и скажите, как в трезвом виде играть в такую игру на постоянке? У меня вылетело 2 раза и фризы преследовали меня на протяжении всех 40 минут. Такое чувство будто не пиксельную игру открываю, а 3D редактор. Скоро для запуска варспира понадобится макбук(Сейчас он пока что нужен только для комфортной игры в 30 фпс), он решит проблему на 50% и уберёт фризы, но у меня ещё останутся залипания навыков. И как бороться с этой проблемой.. я уже не знаю. 
     
     
  18. Like
    Mateusz got a reaction from Sepic in Make barb usefull again   
    In my opinion barb is in rly bad state in terms of group fights. Have 0 really usefull skills in gvgs/raids etc. 
    Here are my suggestions to change that issue: 
     
     Warcry: Deals the "Aggression" debuff to all enemies around the character within a certain radius for T sec. and the "Mountain defense" debuff to the character for T sec. The "Aggression" effect causes monsters to attack the character, and only knocks down the target of the attack for players. The "Mountain defense" effect increases the physical and magical protection of the character by D%. The maximum number of player targets is Y, there is no limit on the number of monster targets.
     
     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.
    In last rebalance year ago our talent warcry got added the maximum amount of targets depending on skill lvl. Before there was no limit of pvp targets which wasnt that bad since skill deal about 200 dmg per tick to pvp player. With last rebalance we need to waste 3 skill points (1lvl is 3 targets) just to get 3 more targets at 4lvl. Since dmg is very low, very slow and the amount of targets isnt great too it makes skill and talent completely useless in terms of group fights. 
    My suggestion is to add more dmg from bleed if we lvl up skill and 1 instant tick when we use skill.
    Just as an example(numbers of % can be different than my example):
    1lvl-33% 2lvl-40% 3lvl-50% 4lvl-60%. This is basically the only aoe dmg skill that barb has and its useless in current state. 
     
     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.
    Since barb has 0 support skills and mc side lack in aoe healing overall here we can change skill mechanics so when barb use combat fury he get same effects as now but his party will get that buff which heals them % health from max hp every 3 secs for 12 sec. Thats something which wont make any big change but would make barb a little more usefull in pt. 
     
    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.
    This is the skill that noone use, even with new talent its still very useless bcs talent % is too low and takes too much time to use the skill. As much as i tested it does basically nothing also doesnt work for aoe stuns like zone or circle + talent is located in very bad branch that noone choose.
    I suggest it should be completely reworked for something that deal aoe dmg(if aoe bleed wont get buffed) or buff our allies. 
     
     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 to this skill % chance to land aoe stun or aoe dmg in radius of 1 yard around target. It wouldnt be broken since there wont be 100% chance to land aoe stun/dmg + enemy still can resist that stun. 
     
    There are just some ideas, u may not agree with some of them but the 1 thing is sure, barb need improvements in terms of aoe/group fighting like gvgs/raids/castles etc. The current "debuffs" that barb has are completely not up to date with nowadays reality of group fighting. 
     
    All the changes i suggested are in good faith to change barbs solo playstyle oriented role to more group/guild friendly and usefull class. 
     
  19. Like
    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 :)
  20. Like
    Mateusz reacted to Cowabunga in Key class talents in branch “Berserk”   
    A good idea I thought of and discussed with other Barbarians who thought it would be great also:
     
     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
     
    Since Barbarian is very vulnerable and have almost 0 defense when he is using 2 hand weapon/build, which will most likely be using Berserk Branch, it would be great if 1 of these talents get extra effect or reworked to: if Barbarian attacks a target inflicted with bleed debuff, Barbarian and his party will get heal certain % of the damage done every auto attack/instant damage skill done to target. 
     
    This way Barbarian will provide support to his party and himself in battle. 
     

  21. Like
    Mateusz got a reaction from Anim in General skill changes suggestions   
    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! 
  22. Like
    Mateusz got a reaction from Laevateinn in Last wish should reset   
    Actually no need to reset after death cus it would be broken, but it should reset after arena, there is no badside of resetting it with arena, u cant even abuse it. If it doesnt reset, most of the times u can use last wish only once every 2 arenas, so u cant use 4/4 skill in 50% of arenas which is big waste of skill points in that case. 
  23. Like
    Mateusz reacted to Cowabunga in Key class talents in branch “Berserk”   
    Hello!
     
    I would like to make a suggestion for Barbarian’s branch “Berserk”
     
     Branch “Berserk”
    When looking at Barbarians of the “Berserk” branch, you can only see bloodthirsty eyes and the gleam of a huge ax.You will not envy those who will meet with this fury in battle.
     
    The fact that Barbarian got a branch to be able to use his ability of wielding 2 hand weapons to its full potential is really great and fun, HOWEVER, when I read the description of “Berserk” branch and use this full branch in battle, it seems very very underwhelming, enemies should be frightened to death and scattered when they see a Barbarian with this branch rushing to them.
     
     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.
     
     
    I think key class talent “Execution” is amazing, but I do not like the fact that you need another KEY CLASS TALENT, to get the full potential from “Execution” talent.
     
    So what would I change in “Execution”?
    I suggest that the talent it self gives bleed as well, because even with “bloodletting” talent, it is really hard to get 4x stacks of bleed on 1 enemy.
     
     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
     
    This is supposed to be a key class talent that cost 75k knowledge, and I honestly think it is really disappointing since it only gives bleed debuff ( low chance, low damage ).
     
    However, my suggestion for this talent is to change it to aoe damage per auto attack/instant damage skills, every attack to an enemy, it gives any other enemy around Barbarian 25% of the damage dealt.
     
    This way we can solve the lack of aoe damage for Barbarian class in both pve/pvp, and live up to the description given in branch “Berserk”.
     
    Thank you ☺️ 
  24. Like
    Mateusz got a reaction from Legix in General skill changes suggestions   
    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! 
  25. Like
    Mateusz got a reaction from Abi in General skill changes suggestions   
    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! 

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.