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Mrtomato

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Reputation Activity

  1. Haha
  2. Like
    Mrtomato got a reaction from Lefurei in What Kind of Monsters Have You Created, Developers?   
    As designers, have you ever stopped to think about what kind of monster you’ve created? When Blade Dancers, Paladins, and Mages have all their expert skill books—especially Magic Extension and Magic Resistance—how exactly is MC supposed to beat them? They can wipe out five MCs with ease. And when they team up together, no MC group can stand a chance.
    Paladin: massive shields, heavy armor, and huge AoE control. They can wipe out MC backlines like slaughtering chickens—effortless and brutal.
    Blade Dancer: insane damage, AoE, shield, anti-control, mobility, and heavy armor. In solo fights, they’re practically invincible. And the funniest part? The only class that can go toe-to-toe with a BD is… another Paladin. How ridiculous is that? MC has no class capable of doing it.
    Mage: a cloth armor class, yet they casually throw out massive AoE damage and crowd control, stacked with tons of defensive and anti-control skills, making them nearly unkillable in team fights. And with MC having so many summons, they become nothing but free blood packs for Mages to lifesteal off.
    When they stack Magic Extension and Magic Resistance, their CC duration doubles, while the time they’re controlled is cut drastically. So tell me, how exactly is MC supposed to defeat them?
    What kind of game design is this? Answer me.
  3. Thanks
    Mrtomato got a reaction from Paineater in Why Does Charmer Even Exist?   
    Yes, the dogs hit for 1200–1800 each. Congratulations. But in real mass battles and arena fights, this damage is completely meaningless. Why? Because:
    AoE damage doesn’t kill anyone. Even if the numbers look high on the scoreboard, it doesn’t translate into actual kills. The enemy heals, tanks, and mobility completely neutralize it.
    Charmer itself is extremely fragile. No mobility, no shields, no self-sustain. The moment the Charmer is targeted, it dies—so your “high damage” is irrelevant.
    Summons often end up being free healing packs for the enemy. Even if each hit does some damage, the enemy’s health recovery outpaces it.
    The truth is, many Elf players are sitting comfortably on the strong side while simultaneously dismissing MC players’ requests and concerns, defending a system where Elf stays overpowered and MC stays weak. Your defense of these numbers isn’t about balance—it’s about preserving your faction’s advantage.
    So yes, Charmer can do “high damage” on paper. But in practice? It’s a fragile, ineffective class that can’t survive or control fights.
  4. Like
    Mrtomato got a reaction from Paineater in 8 Years as an MC Player – Stop Torturing Us   
    MC has many skills that require selecting a position or holding the button for a long time to cast. These skills take too much time and their effectiveness isn’t high. On the other hand, elves have many skills that only require a simple click. Which side is easier? Which side is harder? You’ve never played MC, do you understand it? I’ve played both, and I know which side is more comfortable to play. That’s also why the number of elf players is far higher than MC, because players prefer simple-to-operate classes.
  5. Thanks
    Mrtomato got a reaction from Paineater in 8 Years as an MC Player – Stop Torturing Us   
    Warspear Online is supposed to be a faction-based game, but the imbalance has become a joke. It’s painfully obvious that the developers favor Elf.
    Take skills, for example:
    Elf skills are simple, straightforward, and ridiculously effective.
    MC skills are overly complicated, full of conditions, harder to use, and still far weaker.
    The result? MC is basically stuck in hard mode—in both PvP and PvE.
    And the so-called “balance patches”? Every time MC gets the tiniest buff, it’s quickly nerfed again, while Elf stays overpowered for years without consequence.
    And don’t even get me started on classes:
    MC Rogue and Hunter have been weak forever. It doesn’t matter how many books you own or how good your gear is—you still get chopped down by a Blade Dancer in two hits. Zero survival.
    Crowd control? Elf has tons of it—big AoE stuns, roots, silences, all lasting forever. MC? We get almost nothing. Fewer CCs, tiny ranges, laughably short durations. It’s night and day.
    So I have to ask: devs, have you ever actually played MC? Do you have any idea how miserable it feels?
    If you have no intention of fixing this imbalance, then just delete MC already. Stop torturing the players who’ve been loyal for eight years.
    MC isn’t a faction—it’s a punishment.
  6. Like
    Mrtomato got a reaction from Paineater in What Kind of Monsters Have You Created, Developers?   
    As designers, have you ever stopped to think about what kind of monster you’ve created? When Blade Dancers, Paladins, and Mages have all their expert skill books—especially Magic Extension and Magic Resistance—how exactly is MC supposed to beat them? They can wipe out five MCs with ease. And when they team up together, no MC group can stand a chance.
    Paladin: massive shields, heavy armor, and huge AoE control. They can wipe out MC backlines like slaughtering chickens—effortless and brutal.
    Blade Dancer: insane damage, AoE, shield, anti-control, mobility, and heavy armor. In solo fights, they’re practically invincible. And the funniest part? The only class that can go toe-to-toe with a BD is… another Paladin. How ridiculous is that? MC has no class capable of doing it.
    Mage: a cloth armor class, yet they casually throw out massive AoE damage and crowd control, stacked with tons of defensive and anti-control skills, making them nearly unkillable in team fights. And with MC having so many summons, they become nothing but free blood packs for Mages to lifesteal off.
    When they stack Magic Extension and Magic Resistance, their CC duration doubles, while the time they’re controlled is cut drastically. So tell me, how exactly is MC supposed to defeat them?
    What kind of game design is this? Answer me.
  7. Thanks
    For many years, GMs have continuously ignored the demands of MC players, treating them as if they don’t matter. And every time we post about these issues, there are always Elf players rushing in to argue against us.
    Their arguments are always the same: “The game isn’t unbalanced, it’s just that MC has this or that problem,” or “MC players just lack skill, that’s why you lose to Elves.” They make it sound like they’re flawless masters, while MC is simply lazy, uncoordinated, or bad at the game.
    What they say doesn’t really matter. What truly matters is that you, the GMs, treat their words as if they were the truth. And that’s the real problem.
    The facts are already clear:
    MC players are quitting.
    Many switch sides to Elf.
    Others stay only for PvE and avoid PvP completely.
    On most servers, MC side has become nothing but a dead zone.
    Maybe this is exactly the outcome you wanted to see.
    Year after year, we MC players feel nothing but disappointment toward your development team. We no longer believe in you. There are countless games out there — it doesn’t have to be Warspear.
    Our departure itself is our statement.
    You can delete this post, you can mute me — it doesn’t matter anymore.
    Goodbye.
  8. Cool Story
    buff pls,mcs pro now
  9. Sad
    Mrtomato got a reaction from greyrat in 8 Years as an MC Player – Stop Torturing Us   
    Warspear Online is supposed to be a faction-based game, but the imbalance has become a joke. It’s painfully obvious that the developers favor Elf.
    Take skills, for example:
    Elf skills are simple, straightforward, and ridiculously effective.
    MC skills are overly complicated, full of conditions, harder to use, and still far weaker.
    The result? MC is basically stuck in hard mode—in both PvP and PvE.
    And the so-called “balance patches”? Every time MC gets the tiniest buff, it’s quickly nerfed again, while Elf stays overpowered for years without consequence.
    And don’t even get me started on classes:
    MC Rogue and Hunter have been weak forever. It doesn’t matter how many books you own or how good your gear is—you still get chopped down by a Blade Dancer in two hits. Zero survival.
    Crowd control? Elf has tons of it—big AoE stuns, roots, silences, all lasting forever. MC? We get almost nothing. Fewer CCs, tiny ranges, laughably short durations. It’s night and day.
    So I have to ask: devs, have you ever actually played MC? Do you have any idea how miserable it feels?
    If you have no intention of fixing this imbalance, then just delete MC already. Stop torturing the players who’ve been loyal for eight years.
    MC isn’t a faction—it’s a punishment.
  10. Like
    This is nothing more than a giant snowball that has been building up and will continue to build up until the game at some point can't hold on any longer.
     
    Intentionally or not, developers have been feeding the "the stronger you are, the more benefits you receive" model. This has caused that at the slightest opportunity for one side to gain some advantage over the other, it simply began to grow uncontrollably.
     
    To be honest, I was going to prepare a whole message explaining why this happens, but I feel it's better to just open a whole topic about this and explain it in more detail.
     
    In short, elves becoming more attractive to players = more players contributing to the elven economy = stronger elves and now the cycle repeats.
     
  11. Like
    Mrtomato got a reaction from Aang in Why Does Charmer Even Exist?   
    Yes, the dogs hit for 1200–1800 each. Congratulations. But in real mass battles and arena fights, this damage is completely meaningless. Why? Because:
    AoE damage doesn’t kill anyone. Even if the numbers look high on the scoreboard, it doesn’t translate into actual kills. The enemy heals, tanks, and mobility completely neutralize it.
    Charmer itself is extremely fragile. No mobility, no shields, no self-sustain. The moment the Charmer is targeted, it dies—so your “high damage” is irrelevant.
    Summons often end up being free healing packs for the enemy. Even if each hit does some damage, the enemy’s health recovery outpaces it.
    The truth is, many Elf players are sitting comfortably on the strong side while simultaneously dismissing MC players’ requests and concerns, defending a system where Elf stays overpowered and MC stays weak. Your defense of these numbers isn’t about balance—it’s about preserving your faction’s advantage.
    So yes, Charmer can do “high damage” on paper. But in practice? It’s a fragile, ineffective class that can’t survive or control fights.
  12. Haha
    First of all, we don’t need this many pointless buff skills. It’s ridiculous. Right now we have:
    Combat Healing
    Otherworldly Blessing
    Eye of Darkness
    Chaotic Assistance
    Just setting up these buffs takes forever—it’s nothing but a waste of time. Turn them into auras or passives. Stop making players click endlessly just to function.
    Second, Otherworldly Fire needs a rework. Make it a click-to-cast ability. We don’t need position-targeting—it only wastes time and makes the skill clunky in real fights.
    Next, Goading is completely useless. We are not tanks. We can’t take damage. Why would you give us a taunt skill? Is this some kind of joke at MC players’ expense?
    The real issue is survivability:
    We need defensive skills.
    We need a shield.
    We have no lifesteal.
    Our healing is way too low.
    Tell me, how is a Charmer supposed to survive in the arena?
    If you don’t rework this class, it will remain a worthless waste of space forever.
  13. Haha
    You say “Charmer is not supposed to be a main tank, only an off tank.” Fine—but then what exactly is the role of this so-called off tank?
    And then you add, “if you use your minions properly, you don’t need real defense.” That statement is a joke.
    Do you even realize how many mobility skills the Elves have? Paladins, Bladedancers, Mages—they can dive the backline with ease, ignoring the summons and deleting a Charmer instantly. Can the minions protect us? No! They don’t even slow or disrupt effectively. Instead, they just become free bloodbags for the enemy. With no defensive skills and no shield, a Charmer goes down in seconds.
    You admit that Charmer’s healing might need a buff—great. But then you immediately say “it shouldn’t overshadow Necro.” Which basically means Charmer is doomed to forever be a half-baked mess: can’t tank, can’t heal enough, can’t kill, and has to rely on worthless summons just to scrape by.
    And finally, you say: “this could also be because Sentinels are overly powerful.” Exactly—that’s what MC players have been shouting for years! Elves are overpowered, MC is underpowered! But you phrase it as if it’s just a casual “possible reason,” like you’ve discovered something new. How ironic.
    If this is really your vision for the Charmer, then you might as well just delete the class altogether—instead of continuing to torture the players stuck with it.
  14. Like
    Mrtomato got a reaction from Aang in Why Does Charmer Even Exist?   
    You say Charmers are “summoners” and their pets “slow and stall enemies.” That’s a joke. In actual mass battles, Charmer summons do nothing but die instantly and turn into free healing packs for the enemy. They don’t slow, they don’t disrupt — they help the other side.
    If this is supposed to be the “core identity” of the class, then you’ve designed a failure. No damage, no survivability, and summons that literally benefit opponents. That’s not a hybrid class — that’s a liability.
     
    All these years you’ve been trying to “fix” Charmers by adding more damage or stats to their summons — and it’s completely useless. The core problem isn’t the pet. It’s the Charmer itself. The class is fragile as hell, has zero self-sustain, and folds in seconds.
    Go actually play a Charmer in real fights before giving us your paper theories. On paper, maybe it “looks balanced.” In practice, it’s a free kill.
  15. Thanks
    -First faction to choose from.
    -Starting islands look more appealing.
    -Elf side advertised more.
    -Starting islands way easier. Try all 4 and you'll see the same.
    -Elf have better control/ heal AOE mass battle skills. Which makes it hard when they have a pala wd bm in each party. 
    -Bd has been overpowered since 2013 and players know it won't be nerfed much.
    -Seeker more fun and appealing than rogue. 
    - They add Kronus to "raid boss statistics " in the new year infographic, which is misleading. Most servers sentinels are winning raid bosses 100%.
    -The side who continues to thrive population will continually get more OP raid books, level more guilds (globe and others) and it's impossible after some time. 
    -Kotuko on the Russian server is an OP mc guild with the best of the best and many book/ full talent , this server is different but all others are dominated by elves.  Can make an argument for BR server has a strong mc guild 
    -Have been telling devs this for years and they continue to do nothing.  Which is why mass players have left game (MC discouraged and elf bored)
    -If something doesn't change there will be too many high level guilds with skills and raid books for anyone to overcome. Nobody can win a faction with 15-20 globes.... And that many globes will be possible with level 11 guilds soon if not yet. 
    -Most servers dead zone on mc.
    - Year end statistics count alts from the elf side as well as kronus kills- it's misleading they don't want to display true numbers. 
    -No new player is going to make an mc with no support, no active players, and on some servers the elves sit in islenort and gank any level 12+  Mc who dares to level up.
     
    Sorry kind of ranting, but these are things on my mind. They have been there for a long time. I’ve spent too much money time and effort to keep waiting for something done. I keep saying it will happen with an update or rebalance, but when you let players become strong for years and years you can’t overcome it. Nerf how many players can be in war and raids so the same amount appear. IDK do something. 500 vs 40-50 with 14 globe can’t be won. 
     
     
     
     
     
  16. Speechless
    Mrtomato got a reaction from Salazam in What Kind of Monsters Have You Created, Developers?   
    As designers, have you ever stopped to think about what kind of monster you’ve created? When Blade Dancers, Paladins, and Mages have all their expert skill books—especially Magic Extension and Magic Resistance—how exactly is MC supposed to beat them? They can wipe out five MCs with ease. And when they team up together, no MC group can stand a chance.
    Paladin: massive shields, heavy armor, and huge AoE control. They can wipe out MC backlines like slaughtering chickens—effortless and brutal.
    Blade Dancer: insane damage, AoE, shield, anti-control, mobility, and heavy armor. In solo fights, they’re practically invincible. And the funniest part? The only class that can go toe-to-toe with a BD is… another Paladin. How ridiculous is that? MC has no class capable of doing it.
    Mage: a cloth armor class, yet they casually throw out massive AoE damage and crowd control, stacked with tons of defensive and anti-control skills, making them nearly unkillable in team fights. And with MC having so many summons, they become nothing but free blood packs for Mages to lifesteal off.
    When they stack Magic Extension and Magic Resistance, their CC duration doubles, while the time they’re controlled is cut drastically. So tell me, how exactly is MC supposed to defeat them?
    What kind of game design is this? Answer me.
  17. Like
    Mrtomato got a reaction from Baphomet in 8 Years as an MC Player – Stop Torturing Us   
    Warspear Online is supposed to be a faction-based game, but the imbalance has become a joke. It’s painfully obvious that the developers favor Elf.
    Take skills, for example:
    Elf skills are simple, straightforward, and ridiculously effective.
    MC skills are overly complicated, full of conditions, harder to use, and still far weaker.
    The result? MC is basically stuck in hard mode—in both PvP and PvE.
    And the so-called “balance patches”? Every time MC gets the tiniest buff, it’s quickly nerfed again, while Elf stays overpowered for years without consequence.
    And don’t even get me started on classes:
    MC Rogue and Hunter have been weak forever. It doesn’t matter how many books you own or how good your gear is—you still get chopped down by a Blade Dancer in two hits. Zero survival.
    Crowd control? Elf has tons of it—big AoE stuns, roots, silences, all lasting forever. MC? We get almost nothing. Fewer CCs, tiny ranges, laughably short durations. It’s night and day.
    So I have to ask: devs, have you ever actually played MC? Do you have any idea how miserable it feels?
    If you have no intention of fixing this imbalance, then just delete MC already. Stop torturing the players who’ve been loyal for eight years.
    MC isn’t a faction—it’s a punishment.
  18. Like
    Mrtomato got a reaction from Drakoslayd in 8 Years as an MC Player – Stop Torturing Us   
    Warspear Online is supposed to be a faction-based game, but the imbalance has become a joke. It’s painfully obvious that the developers favor Elf.
    Take skills, for example:
    Elf skills are simple, straightforward, and ridiculously effective.
    MC skills are overly complicated, full of conditions, harder to use, and still far weaker.
    The result? MC is basically stuck in hard mode—in both PvP and PvE.
    And the so-called “balance patches”? Every time MC gets the tiniest buff, it’s quickly nerfed again, while Elf stays overpowered for years without consequence.
    And don’t even get me started on classes:
    MC Rogue and Hunter have been weak forever. It doesn’t matter how many books you own or how good your gear is—you still get chopped down by a Blade Dancer in two hits. Zero survival.
    Crowd control? Elf has tons of it—big AoE stuns, roots, silences, all lasting forever. MC? We get almost nothing. Fewer CCs, tiny ranges, laughably short durations. It’s night and day.
    So I have to ask: devs, have you ever actually played MC? Do you have any idea how miserable it feels?
    If you have no intention of fixing this imbalance, then just delete MC already. Stop torturing the players who’ve been loyal for eight years.
    MC isn’t a faction—it’s a punishment.
  19. Haha
    buff pls,mcs pro now
  20. Like
    Mrtomato reacted to warlock1998 in FUNNY TEST IN ELF CLASS:BD   
    LOL THE MOST FUNNY CLASS BD
    NO HEALSTEAL BUT HEAL YOUR SELF
    NO HIT A MOBS BUT KILL MOBS
    ONLY BY PASSIVE AND BUFF!
    KILLING MOBS WITHOUT HIT THEM !
    BUILD:
    left branch 
    Blade Dance
    key skill:
    Blade Power with Sweeping Blow 4/4
    Counterattack 4/4
    Mark of the Blade 4/4
    Parry 5/5
     
    how it work:
    When u have parry stats in your char u will have chance to active Counterattack,and Counterattack deal some hit in video
    you can see obviously is white number,so it is auto damage hit.auto damage hit will active Sweeping Blow.
    and those hit can all active Mark of the Blade,so it will heal u.
    aoe and heal without hit,so perfect class.
    sadly mc side lol
     
     
    8月23日 (1)(1).mp4
  21. Like
    Mrtomato reacted to Warbringer in Is Barbarian reinforcement branch bugged?   
    Hi... I just want to know... I've been using Reinforcement branch for PvP and I noticed some "bug"
    When I use [Scream of Fury] and Coertion is applied, after the effect ends if the opponent get stunned (Shield Strike), the player still using auto attack on me even if he is stunned and coertion already over.
    It should work like that? I don't think so or let me know cuz it wasn't a problem until I meet player with stun % and they can break my "control cycle" if auto attack activates their stun % and I lost many matches because of that... Also against vs seeker or high attack speed user (melee) is hard to use Coertion, Shield Strike and Charge because when I try to walk away (calculation Shield Strike stun duration) to use charge and make a stun cycle, their attacks under my stun makes me waste time and they can react cuz I can walk back and charge.
    If it's this how's supposed to be then Coertion is the WORSE talent in the history of warspear cuz gives 4 sec silence but enemies cab auto attack if u stun them 0.1 secs before the effect ends, shouldn't a stun stop their auto attack or just stop when coertion is gone?
  22. Like
    Mrtomato reacted to Warbringer in Some changes for Barbarian   
    Well... I had a dream where warspear was a game with a PvP system based in each player personal "skill" (gameplay) and not about RNG of who has more buffs (70% resist, etc) so I thought some changes for barb.
    For a long time DEVS told us that barbarian is *A TANK* who can do significant dmg but in PvP everyone skips or dont care about defensive stats (parry, block) compared to Warden that is the main TROLL in game capable or melt you (using 1h sword) while +5 mc are trying to kill him and fail (ignoring the FACT that his 30% resist skill + buffs makes them a FREE character who can controll and harm without getting cced)
    So this changes where though in order to incentive barbarians to main or focus in defensive stats:
    Shield strike: Now can be used with 2h weapon but stun is significantly reduced (4/4 3sec stuns and this stun reduction only applies for 2h, shield barbs still gets 5.5 secs stun)
    PLUS: Shield Strike makes more damage (extra from it's actual base dmg) based in a % of your block change (in this way, shield strike will keep his function of being a "tank" skill without being a useless skill in 2h)
    Even if stun is "too much" for 2h users then change the effect when 2h is equipped and instead of stun, it applies % of movement speed reduction to the enemy for some seconds and stun effect for shield users.
    Now, I know this is fantasy and there is no way of devs even considering it but this is another change I dreamed about:
    Barbarian's Nature: Change the skill from active to passive. Instead of giving immunity to ANY control effect skill for few seconds now gives a resistance % "4%, 6%, 8%, 10%" (yeah way less than Warden) and every 3 seconds the barbarian REFLECT ANY control effect applied to him with a 60% less duration and 80% less dmg of the skill actual lvl used on him 🤣 (the reflected skill can be resisted by the opponent personal resist %)
    I also dreamed about Defeat skill being 100% applied (without chance of parry, dodge, block), the actual cd time is still the same but now can't be used freely, you can only use defeat every (actual time cd) and after you block or parry an attack... But I know already this is a bad idea cuz that's killing Defeat for 2h users against any range player 😫
    I also thought about making last wish an active skill (cuz Barbarian's Nature now passive) and instead of reducing DMG taken, it increases maximum hp (max 35%) for 8 secs. The heal bonus is still the same but now it will give a new use and synergy with Fury skill cuz increasing your maximum hp will increase the % of instant heal and tic of the fury skill keeping the meaning of the Last wish skill the same (a skill that delays your death and can give you a second chance in battle)
    Ok... This is the END of a dream that can become truth but I doubt so... So now I'll leave this dream here and return to the nightmare where fighting a warden will turn my weapon to 100% to 0% durability before Warden's hp drop to 50% 😒
  23. Speechless
    buff pls,mcs pro now
  24. Like
    why seeker pro pve and pve? 

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