Reputation Activity
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Mataram o Bruxo, uma classe que era referência por bons danos e controle em grupo vai perder completamente sua capacidade em troca de mais "roubo de vida". Muito ruim isso, acaba tirando toda difencial da classe, espero que repensem antes de lançarem oficialmente. Não dá para entender uma classe como o invocador não ter tomado nenhum nerf, absurdamente quebrado, invocador não precisa de muitos itens bons para causar muito dano, tá desequilibrado de mais.
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Daniel Paulo reacted to HiroBK15 in [2023.12.13] Atualização do Warspear Online 12.2. Prévia. Parte IEu não acredito que é feito um teste para nerfarem ou buffarem as classes, essa prévia de balanceamento tem várias coisas que não tem sentido algum, os caras só pegam o que querem e colocam aqui como se fosse verdade, muitos nego pedindo nerf para o cacique só por pedir, um argumento não tem.
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Daniel Paulo reacted to HiroBK15 in [2023.12.13] Atualização do Warspear Online 12.2. Prévia. Parte IEsse nerf é totalmente absurdo, visto que o cacique é uma classe corpo a corpo e depende dessa skill para chegar nos inimigos, sem couro e apoio, não consegue fazer absolutamente nada. Levam em consideração 2 caciques cheios de books e buffs para fazerem esse nerf.
As outras classes perdem pouco da habilidade e ganham muito de volta, o cacique só perde e não ganha nada útil em várias atualizações. O cacique mágico no PvP tá com o dmg tão baixo q é quase impossível matar uma classe healer
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Daniel Paulo got a reaction from Eduro in [2023.12.13] Atualização do Warspear Online 12.2. Prévia. Parte I"Couro Resistente
O tempo de recarga da habilidade demora de 30 segundos. para 24 segundos.
Ajuste na força dos bônus limitados o dano recebido pelo alvo: era 15 \ 20 \ 30 \ 40%, agora 8 \ 12 \ 16 \ 20%."
Agora cacique não tem mais couro, 20% não é nada, 40% ja morria na arena facil, nem vou upar essa habilidade. Foda que pra PVE, cacique agora é piorque bruxo, cacique no PVE se destacava de bruxo pela resistência, agora bruxo da mais dano explosivo, o mesmo dano em area e como cacique não pode mais ir tankando, não vai dar mais dano nunca... sem falar que nesse novo mapa cacique agora é muito papel, eu já morto muito com couro, agora sem couro, vai ser triste
"Uivo Prolongado
Ajustada a taxa de redução do bônus de Resistência da habilidade: era a cada 2 segundos, agora é 20%.atingindo um mínimo de a cada 1 segundo"
Já era esse talento, 20% por segundo deixa inutil, 10% já era muito
"Maldição da Peste
Mudança na mecânica da habilidade: agora a habilidade invoca um monstro por 8 \ 9 \ 10 \ 12 segundos. e enviamos para uma área especificada. O monstruoso causa dano físico a todos os alvos em um raio de 1 metro, totalizando 14 \ 16 \ 18 \ 20% do poder físico do personagem a cada 1 segundo. Além disso, ele lança o debuff Curse of the Plague nos alvos por 4 \ 6 \ 8 \ 10 segundos. O efeito reduz a Precisão em 10 \ 15 \ 20 \ 25%."
A habilidade que já era inutil e ninguen upava por dar pouco dano magico, agora é fisica, dá o mesmo dano, é mais inútil ainda.
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Daniel Paulo got a reaction from HiroBK15 in [2023.12.13] Atualização do Warspear Online 12.2. Prévia. Parte I"Couro Resistente
O tempo de recarga da habilidade demora de 30 segundos. para 24 segundos.
Ajuste na força dos bônus limitados o dano recebido pelo alvo: era 15 \ 20 \ 30 \ 40%, agora 8 \ 12 \ 16 \ 20%."
Agora cacique não tem mais couro, 20% não é nada, 40% ja morria na arena facil, nem vou upar essa habilidade. Foda que pra PVE, cacique agora é piorque bruxo, cacique no PVE se destacava de bruxo pela resistência, agora bruxo da mais dano explosivo, o mesmo dano em area e como cacique não pode mais ir tankando, não vai dar mais dano nunca... sem falar que nesse novo mapa cacique agora é muito papel, eu já morto muito com couro, agora sem couro, vai ser triste
"Uivo Prolongado
Ajustada a taxa de redução do bônus de Resistência da habilidade: era a cada 2 segundos, agora é 20%.atingindo um mínimo de a cada 1 segundo"
Já era esse talento, 20% por segundo deixa inutil, 10% já era muito
"Maldição da Peste
Mudança na mecânica da habilidade: agora a habilidade invoca um monstro por 8 \ 9 \ 10 \ 12 segundos. e enviamos para uma área especificada. O monstruoso causa dano físico a todos os alvos em um raio de 1 metro, totalizando 14 \ 16 \ 18 \ 20% do poder físico do personagem a cada 1 segundo. Além disso, ele lança o debuff Curse of the Plague nos alvos por 4 \ 6 \ 8 \ 10 segundos. O efeito reduz a Precisão em 10 \ 15 \ 20 \ 25%."
A habilidade que já era inutil e ninguen upava por dar pouco dano magico, agora é fisica, dá o mesmo dano, é mais inútil ainda.
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The time of the spell that increases the chief's resistance has the same time as the magician's, that is, there is nothing "abnormal" about it.
Hello players!
I'm sorry for the translation errors.
As I see here and in all the topics when talking about chiefs, one thing in common caught my attention, all the chiefs' videos are the chiefs' grandeur +10 crits, and with a collection of huge books, including the 2 from the sea (orcinus + octopus) these 2 books mentioned combine very well with the "pack support" magic and this makes the chief quite strong, in fact!
However, the reality of 95% of chief players is different. We don't have a book collection.
We die as fast as mages in pvp.
We don't have high damage per second compared to other classes.
So a few chiefs full of books cannot serve as a parameter. To make a fair balance and not "kill" the class and the legion!
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Critical hit working... So..
I can conclude that... Everyone there is using pve set.. Therefore, taking more damage than normal... (It's even less than I imagined)
On wars my chief with 1.5k mdmg full buffed ofc, i always see an average damage from 0 to 200 on those ppl.
And sometimes greater damage on some random pve players .
I mean, At least make an effort with the arguments xD
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Daniel Paulo got a reaction from False in Buff Magical Chieftain and Rework Physical Chieftain!I admit that the physical chief needs balancing, despite being no more than seeker, beastmaster... The chief's physical damage skills + the high base damage he has, as in other classes, make the physical chief hitkill players with 50%+ resilience.
Added to the other skills of the other types of chief, this leaves the class very strong, but it is not the other skills that do this, just the high damage, as well as seeker... As for the magic chief
Magic chief, which is the majority of players who play chief, doesn't have focused damage, and unlike physical chief that use frenzy 4/4, magical chief also doesn't have stun... magical chief in the arena, if it's not full gz and wants to win, it's kind of a support, many people put the skill leather and the resistance skill on a warlock or hunter like a support, the healing in this case is literally like a support healing itself when the enemies turn on it, this is ridiculous, a minority are the physical chiefs and ask for nerfs to the chiefs in general , most of which are magical and deserve a buff.
I suggest you make changes like these:
• Nerf of 25% in the physical damage of the skills Wolf's Enthusiasm and Frenzy.
• Buff 35% to the damage of Breath of the Spirits skills and reduce the cooldown of her skills by 2 seconds, as this skill in comparison to the chief's base damage gives little damage in pvp.
• 50% buff to the damage of the Curse of the Plague skill (its damage is very weak), and make its jumping effect work without the talent, it is only good with the knowledge talent and normally use the resist talent from the arena .
• Now the Eagle Eye skill gives stun for 1.5 seconds, as well as the wizard's Stone Shards skill.
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Daniel Paulo got a reaction from Filipe Ramon in Nerf BeastmasterThe 4 dogs die easily, and so does the charmer... and the dogs won't stun, the charm doesn't turn to stone and the charm doesn't heal the dogs... not to mention the beast's extremely high damage
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Daniel Paulo got a reaction from Legix in Nerf BeastmasterI never asked for a nerf to any class, as I always thought it would be best to buff other classes rather than nerf some, but the summoner class is too unbalanced, to an absurd level. For the legionaries they brought a bd, even though we already had a physical chief, for the sentries they brought a perfect class in everything, which makes hundreds migrate from the legionaries to the sentries... The beast and the summoner are linked as if they were 2 players and not a summon and a player, the player turns into a tree and becomes invulnerable while healing, meanwhile the beast that has 8k HP continues hitting you and stunning you with the stun attribute, it's literally as if there were 2 players in 1, one pve summoner can be great in the arena...
I suggest you nerf the beast's damage which is very high, nerf the beast's Hp which has an easy 8k, many players don't even have that, remove the beast's stun attribute which is absurd, it doesn't even have a charmer, and reduce the tree immunity time or increase the recharge time.
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Daniel Paulo got a reaction from Reywolf in Nerf BeastmasterThe 4 dogs die easily, and so does the charmer... and the dogs won't stun, the charm doesn't turn to stone and the charm doesn't heal the dogs... not to mention the beast's extremely high damage
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Daniel Paulo reacted to Jee Booy in Rogue class need buffSeeker OverBuff and it had all you got
With a good talent ( i mean u dont need to nerf this seeker class its fine, just buff our rogue class too)
Our rogue class is so dead...
The poison buff skill and Passive skill of rogue are useless please revamp those skill
At Least change trigger effect of reflex passive skill to After each successful auto attack or Skill , attack speed and dodge increases (and remove the triggering effect no more than once every 9 seconds)
it's impossible to dodge player auto atk and skill, players now a days they have high accuracy becuz of castle buff accuracy(5 stack) and lvl 12 guild accuracy skill , and event buff not included.. they are some event buff gives you accuracy.. its quite rare some point you can dodge their attack, but super low becuz of those accuracy buff , and the cap of dodge 60% only, while accuracy cap 50% only 10% chance rate to dodge it. And players now a days have high skill cd reduction cuz new talent + books and equipment, they can spam skill rapidly and our dodge is too low.. thats why change the trigger effect of rogue passive skill cuz its kinda rare to dodge it.
even the talent branch of rogue is not good also not much as good to seeker talent branch please hear your players. And be fair to everyone
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Daniel Paulo reacted to Rosalina De Oliveira Araujo in ROGUE PRECISA DE BUFFEssa última att o rogue ficou muito fraco, está morrendo fácil para mago e outras classes não consegue tankar, não tem mais esquiva, por favor melhorem...
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Daniel Paulo got a reaction from Reywolf in Rework Cacique físico e Buff Cacique mágico!Eu admito que cacique fisico precisa de um balanceamento, apesar de não mais que seeker, invocador... As skill de dano físico do cacique somadas ao alto dano base que tem, assim como em outras classes, fazem o cacique físico dar hitkill em players com 50%+ de resiliência.
Somado as outras skills dos outros tipos de cacique, isso deixa a classe roubada, mas não são as outras skills que fazem isso, apenas o dano alto, assim como seeker...
Já cacique mágico, que são a maioria dos players que jogam de cacique, não tem dano focado, e ao contrário de cacique fisico que upa frenesi, cacique mágico também não tem stun... cacique mágico na arena, se não for full gz e quiser ganhar, é tipo um suporte msm, muitos põe a skill couro e a skill de resistência em um bruxo ou hunter e ficam de suporte, a cura nesse caso é literalmente como um suporte se curando quando os inimigos viram nele, isso é ridículo, uma minoria são os caciques físicos e pedem nerf aos caciques em geral, sendo que a maioria são mágico e merecem buff.
Sugiro que façam mudanças como essas:
• Nerf de 25% no dano físico das skills Frenesi e Entusiasmo do Lobo.
• Buff 35% no dano das skills Sopro dos Espiritos e diminuir em 2 segundos a recarga de habilidades dela, pois essa skill em comparação ao dano base dos cacique da pouco dano no pvp.
• Buff de 50% no dano da skill Maldição da Praga (o dano dela é muito fraco), e fazer o efeito de saltar dela funcionar sem o talento, ela só presta com o talento de conhecimento e normalmente usam o talento de resistir da arena.
• Agora a skill Olho de Aguia da stun de 1,5 segundos, assim como a skill Estilhaços de Pedra do mago.
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Daniel Paulo got a reaction from Reywolf in NERF na "Invencibilidade" do Cacique.Inutial igual a que classes? Inutil igual a mago que tem barreira e skill de aumentar defesa? Inútil igual a seeker que tambem diminui dano? Igual a bd que usa set pesado? Igual a invocador? Igual a templario?
Você só pode tá falando de ranger
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Daniel Paulo got a reaction from Reywolf in Nerf BeastmasterI never asked for a nerf to any class, as I always thought it would be best to buff other classes rather than nerf some, but the summoner class is too unbalanced, to an absurd level. For the legionaries they brought a bd, even though we already had a physical chief, for the sentries they brought a perfect class in everything, which makes hundreds migrate from the legionaries to the sentries... The beast and the summoner are linked as if they were 2 players and not a summon and a player, the player turns into a tree and becomes invulnerable while healing, meanwhile the beast that has 8k HP continues hitting you and stunning you with the stun attribute, it's literally as if there were 2 players in 1, one pve summoner can be great in the arena...
I suggest you nerf the beast's damage which is very high, nerf the beast's Hp which has an easy 8k, many players don't even have that, remove the beast's stun attribute which is absurd, it doesn't even have a charmer, and reduce the tree immunity time or increase the recharge time.
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Daniel Paulo reacted to Abi in Nerf Beastmasterit sounds so easy when you say it that way yet its not the case, charmers dogs are way more fragile compared to beastmaster cat they are easily bursted its also near impossible to have 4k hp on dogs, and it require a branch talent to be able to place 4 dogs at sametime, on other hand charmer dont have the luxury of both healing himself and his summons like Beastmaster or having damage reduction from his summons
the beastmaster also have the luxury of dealing a lot of damage while also being a healer and a support class while charmer can either pick between dealing damage or being a healer ( based on going mace or staff build ) and cant be both this leaves the charmer with nothing but the advantage of stunning but even then that got nerfed by introducing bracelets with resist enchantment making stun skills not consistent
its easy to complain about a class that you have no idea how it works or played
forgot to mention that beastmaster cat inherit the stun parameter from the class so its not like they lack in stuns too
yes! but i would say reduce the healing amount and speed from tree rather than the immunity time and i think cat damage is fine but that aura damage is a bit overwhelming
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Daniel Paulo got a reaction from Paineater in Nerf BeastmasterThe 4 dogs die easily, and so does the charmer... and the dogs won't stun, the charm doesn't turn to stone and the charm doesn't heal the dogs... not to mention the beast's extremely high damage
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Daniel Paulo got a reaction from Dseta in NERF na "Invencibilidade" do Cacique.O anti stun do mago não é igual ao do cacique? Pelo que eu me lembro é sim!
E o problema do cacique, é o cacique físico com seu dano altíssimo... caciques mágicos na arena jogam como suporte.
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Daniel Paulo got a reaction from Abi in Nerf BeastmasterI never asked for a nerf to any class, as I always thought it would be best to buff other classes rather than nerf some, but the summoner class is too unbalanced, to an absurd level. For the legionaries they brought a bd, even though we already had a physical chief, for the sentries they brought a perfect class in everything, which makes hundreds migrate from the legionaries to the sentries... The beast and the summoner are linked as if they were 2 players and not a summon and a player, the player turns into a tree and becomes invulnerable while healing, meanwhile the beast that has 8k HP continues hitting you and stunning you with the stun attribute, it's literally as if there were 2 players in 1, one pve summoner can be great in the arena...
I suggest you nerf the beast's damage which is very high, nerf the beast's Hp which has an easy 8k, many players don't even have that, remove the beast's stun attribute which is absurd, it doesn't even have a charmer, and reduce the tree immunity time or increase the recharge time.
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Daniel Paulo got a reaction from Chaos demon in Nerf BeastmasterI never asked for a nerf to any class, as I always thought it would be best to buff other classes rather than nerf some, but the summoner class is too unbalanced, to an absurd level. For the legionaries they brought a bd, even though we already had a physical chief, for the sentries they brought a perfect class in everything, which makes hundreds migrate from the legionaries to the sentries... The beast and the summoner are linked as if they were 2 players and not a summon and a player, the player turns into a tree and becomes invulnerable while healing, meanwhile the beast that has 8k HP continues hitting you and stunning you with the stun attribute, it's literally as if there were 2 players in 1, one pve summoner can be great in the arena...
I suggest you nerf the beast's damage which is very high, nerf the beast's Hp which has an easy 8k, many players don't even have that, remove the beast's stun attribute which is absurd, it doesn't even have a charmer, and reduce the tree immunity time or increase the recharge time.
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Daniel Paulo got a reaction from Alex Yeskin in Nerf BeastmasterI never asked for a nerf to any class, as I always thought it would be best to buff other classes rather than nerf some, but the summoner class is too unbalanced, to an absurd level. For the legionaries they brought a bd, even though we already had a physical chief, for the sentries they brought a perfect class in everything, which makes hundreds migrate from the legionaries to the sentries... The beast and the summoner are linked as if they were 2 players and not a summon and a player, the player turns into a tree and becomes invulnerable while healing, meanwhile the beast that has 8k HP continues hitting you and stunning you with the stun attribute, it's literally as if there were 2 players in 1, one pve summoner can be great in the arena...
I suggest you nerf the beast's damage which is very high, nerf the beast's Hp which has an easy 8k, many players don't even have that, remove the beast's stun attribute which is absurd, it doesn't even have a charmer, and reduce the tree immunity time or increase the recharge time.
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Daniel Paulo got a reaction from Alex Yeskin in NERF INVOCADOREu nunca pedi nerf a nenhuma classe, pois sempre achei que o melhor seria buffar as outras classes que nerfar algumas, mas a classe invocador está desbalanceada demais, em um nivel absurdo. Para os legionarios trouxeram um bd, sendo que ja tinhamos cacique fisico, para os sentinelas trouxeram uma classe perfeita em tudo, que faz com que centenas migrem dos legionários para oz sentinelas... A fera e o invocador estão ligados como se fossem 2 players e não uma invocação e um player, o player vira árvore e fica invuneral enquanto se cura, enquanto isso a fera que tem 8k Hp continua te batendo e dando stun com o atributo de atodoar, é literalmente como se fossem 2 players em 1, um invocador pve consegue ser otimo na arena...
Sugiro que nerfem o dano da fera que é muito alto, nerfem o Hp da fera que tem 8k facil, muitos players nem tem isso, tirem o atributo de stun da fera que é um absurdo, nem encantador(charmer) tem, e diminuam o tempo de imunidade da arvore ou aumentem o tempo de recarga.
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Daniel Paulo got a reaction from Filipe Ramon in Nerf BeastmasterI never asked for a nerf to any class, as I always thought it would be best to buff other classes rather than nerf some, but the summoner class is too unbalanced, to an absurd level. For the legionaries they brought a bd, even though we already had a physical chief, for the sentries they brought a perfect class in everything, which makes hundreds migrate from the legionaries to the sentries... The beast and the summoner are linked as if they were 2 players and not a summon and a player, the player turns into a tree and becomes invulnerable while healing, meanwhile the beast that has 8k HP continues hitting you and stunning you with the stun attribute, it's literally as if there were 2 players in 1, one pve summoner can be great in the arena...
I suggest you nerf the beast's damage which is very high, nerf the beast's Hp which has an easy 8k, many players don't even have that, remove the beast's stun attribute which is absurd, it doesn't even have a charmer, and reduce the tree immunity time or increase the recharge time.
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Daniel Paulo got a reaction from Dseta in Nerf BeastmasterI never asked for a nerf to any class, as I always thought it would be best to buff other classes rather than nerf some, but the summoner class is too unbalanced, to an absurd level. For the legionaries they brought a bd, even though we already had a physical chief, for the sentries they brought a perfect class in everything, which makes hundreds migrate from the legionaries to the sentries... The beast and the summoner are linked as if they were 2 players and not a summon and a player, the player turns into a tree and becomes invulnerable while healing, meanwhile the beast that has 8k HP continues hitting you and stunning you with the stun attribute, it's literally as if there were 2 players in 1, one pve summoner can be great in the arena...
I suggest you nerf the beast's damage which is very high, nerf the beast's Hp which has an easy 8k, many players don't even have that, remove the beast's stun attribute which is absurd, it doesn't even have a charmer, and reduce the tree immunity time or increase the recharge time.