nabnecro
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Posts posted by nabnecro
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2 hours ago, Matarato said:
the redirected damage example: 13% of 1000 after that 13% is multiplied by 300%, if you have only one dog it takes all that damage if you have more than one that damage is divided by the number of wolves summoned
As you can greatly reduce my dog's lifespan with redirected damage, I wouldn't say this reduction is free.
No, you are wrong. All the dogs take the same damage regardless of how many dogs are spawned. I have tested.
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great ideia, but won't be implemented because aigreed will lose money.
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This is one of the best talents in the entire game.
It's FREE 13% damage reduction calculated AFTER defenses and resilience.
Also, even if you have 9K hp, the dogs will still be alive after you die.
Calculation:
Suppose you have 9000 hp and you start taking damage with the key talent active.
Redirected damage = (13/100 * 9000) * 3 = 3510
Dog hp at level 5 is 3.6k ish on level 32.
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The problem with seeker is when used with stun buffs (like I said before: potion, food, scroll, horror talents. No need to sacrifice resilience).
With daggers you can easily permastun + big damage one target because high attack speed = more chance to proc.This is my only complaint. Maybe nerf stun stat and make it proc only once each x seconds so that the target can find a gap to defend himself.
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Guys, stop downplaying seeker damage just because you are on their faction.
Seeker with dagger and stun buffs (from pots, scrolls and horror passives) is OP, period. It has nothing to do with him having better gears or better amp. Unless you are a DK or a barb, you will die before you can do anything.
And BD is op because of the stun/debuff ignoring skill and insane damage. BD anti stun skill lasts for too long and let's him completely ignore one stat/aspect of the game which is resistance. Yes, mage and barb also has anti stun skill but for some reason they gave a much better version of it to BD.
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BD and seeker are overpowered right now (BD always was).
- Wongs and Drakoslayd
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up, still not fixed
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I have relic of magic reaction on my necromancer's nightmare and sometimes it doesn't activate when it should.
It started happening after one of the recent updates.
To fix this, I always have to go to skill menu, turn off magic reaction relic (select another relic instead), save, select magic reaction relic, and save again.
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Sapphire is down
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6 hours ago, Dr Strange said:
Friends!
For several days we have carefully studied your feedback and suggestions for changes in skills, as well as collected statistical data on a closed test server, improving the changes made.
We suggest you get acquainted with the additional list of changes:
- Now the skill damage will trigger even if the effect of the skill was removed from the target ahead of time.
- Added a check for the chance of inflicting a Critical hit of a skill.
- "Block" and "Dodge" checks have been added to apply skill poisoning.
- Added "Dodge" checks to skill damage.
- Added "Dodge" checks to skill damage.
- "Block" and "Dodge" checks have been added to apply skill poisoning.
- Increased the size of the passed parameters from the player to the skeleton up to 35%.
- Adjusted the basic parameters of the skeleton and the skeleton warrior.
- The summoned monster now inherits the critical damage bonus from the "Crushing Will" skill.
LMAO at nerfing necro even more. Now you can't even use poison shield to defend against rogue's first strike on stealth!
Also, poison activation can now be blocked and dodged (which doesn't even make sense)
No offense but you guys are a joke, this is one of the reasons this will be forever a amateur game run by amateur development team.
- coldravens, Just a player and Drakoslayd
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3 hours ago, Riaur said:
Ye but problem is, if Necro dont resist hamstring, probably will die one 1 combo, wish could take off 5 books from my Necro, atm its only pve class, priest is way better now pve/pvp, played 5y priest and necro, its perfect time for mcs players to swap side or leave game.
Also remember, everything have reasons, best classes are dmg classes for now, they are much better in every aspect, dmg classes generate more costs, items for them are more expensive, so players spending more will most likely buy more premium currency, which is why these classes are so buffed. If too many players start to change sides, powerful buffs will get dmg mc classes so that the wheel spins and sentinels players change sides what does it involve? of course buying more premium currency and please don't write that you can achieve anything in the game without buying premium, the game is unsuitable for f2p players, I've been spending a lot every month for the last few years, I regret spending it on necro, its useless in pvp and even in pve, healers are not as necessary as they used to be, on event dg the need to take a healer to pt is forced (healing this mob/totems) this shows how useless healers are when the need for a healer results from the imposed dg form, and not from the players' own needs and comfort.
Currently, necro is the worst pvp class in the game while blade dancer is #1.
Yet, developers decided to nerf necro AGAIN and buff blade dancer AGAIN.Shows how clueless they are about the game.
I have both charmer and necromancer (both properly geared) and the difference is like day and night.
Necromancer is absolute garbage for pvp and will be even worse after update.
Removing the acid rain + poison shield combo is the dumbest thing they could think of.
It's like the philosophy behind their decisions is "make necro easier to use but at same time make it worse". -
How can game developers be so clueless about blade dancers being broken?
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21 minutes ago, Baphometh said:
This is why I gave up on the Necro and don't waste any more energy suggesting things or complaining. You said the word 'Situational', that's the problem of many of this class skills, like the only class in the game where u can spend 6 points ( making connection and totem 4/4) and go face a boss in a dungeon where there is no mobs and have two actually useless expert skills, it's insane. I guess they love the fact that the class can buff the entire party and that's all, 'cause you can remove every other skill, thanks to vampirism. Well, my advice is to give up, it's not lack of feedback. I don't think so. But good luck if you have the energy
Developers hate necromancer. They just make the classe easier to play but weaker.
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You developers really hate necromancer WTF! You gave it a little damage boost on Deathly eye and Nerfed practically everything else from the weakest pvp class in the game! Holy shit! Will definitely quit the game now.
Poison Spittle (No practical changes)
- Now the damage from the skill does not depend on the level of the character: it was 2 pts. per level.
- The amount of damage from the skill has been adjusted: it was 35 \ 55 \ 78 \ 95 \ 115 pts. and 101 \ 102 \ 104 \ 106 \ 108% of the character's magical strength, now it is 30 \ 55 \ 80 \ 105 \ 130 pts. and 110 \ 115 \ 120 \ 125 \ 130% of the character's magical strength.
- Now the DOT-damage from the skill does not depend on the level of the character: it was 2 pts. per level.
- Now the DOT-damage from the skill does not depend on the base damage: it was 20 \ 35 \ 50 \ 65 \ 80 pts.
- Adjusted the amount of magical DOT-damage from the skill: from 102 \ 104 \ 106 \ 108 \ 110% of the character's magical strength for 6 sec., to 25 \ 30 \ 35 \ 40% of the character's magical strength every 2 sec. for 6 sec.
- The number of effects from the “Deathly Eye” skill required to deal magical DOT-damage to the enemy has been adjusted: from 2 to 1.
- The final magical DOT-damage of the skill has slightly increased.
- The final magical damage of the skill has slightly increased.
Deathly Eye (Damage buff, which is not what necromancer need)
- Skill cooldown increased from 7 sec. to 10 sec.
- Adjusted the size of the decrease in the maximum amount of enemy health: it was 3 \ 4 \ 5 \ 6 \ 7%, it is now 4 \ 5 \ 6 \ 8 \ 10%.
- Now the skill additionally reduces the physical defense of the enemy. Adjusted the size of the reduction in enemy defense: from 6 \ 8 \ 10 \ 12 \ 14% of magical protection, it became 12 \ 13 \ 15 \ 17 \ 20% of physical and magical protection.
- The maximum number of effects from the skill on the enemy has been changed: from 2 to 1.
- Adjusted the reduction of enemy’s health from the lesser class talent “Deathly Eye+”: from 0.3 \ 0.6 \ 1% to 0.65 \ 1.3 \ 2%.
- Adjusted the duration of the effect: from 4 \ 4,9 \ 5,8 \ 6,7 \ 7,6 sec. to 4 \ 4,5 \ 5,5 \ 6,5 \ 7,5 sec.
Ancient Seal (Slight buff but doesn't matter since overall game damage increase)
- Now the healing from the skill does not depend on the level of the character: it was 2 \ 2,5 \ 3 \ 3,5 \ 4 pts. per level.
- The amount of healing from the magical power of character has been adjusted: it was 70 \ 100 \ 120 \ 140 \ 170 pts. and 100 \ 112 \ 116 \ 124 \ 135%, now it is 30 \ 55 \ 80 \ 105 \ 130 pts. and 115 \ 120 \ 130 \ 140 \ 155%.
- The final healing of the skill has practically unchanged.
- Added limit for the maximum number of PvE-targets for skill damage: 8 \ 10 \ 12 \ 14.
- Adjusted the maximum number of PvP-targets: from 4 \ 5 \ 6 \ 7, to 3 \ 4 \ 5 \ 6.
Poisonous Shield (Big nerf. Acid rain + poison shield heal combo removed. Simpler to use but weaker alternative introduced instead)
- The skill can now only be used on yourself or party members.
- Now the DOT-damage from the skill does not depend on the level of the character: it was 2 pts. per level.
- Now the DOT-damage from the skill does not depend on the base damage: it was 20 \ 35 \ 50 \ 65 pts.
- Adjusted the amount of magical DOT-damage from the skill: from 90 \ 125 \ 160 \ 200% of the character's magical strength every 1 sec. for 6 \ 8 \ 10 \ 12 sec., to 20 \ 25 \ 30 \ 35% of the character's magical strength every 2 sec. for 12 sec.
- Now the target of the skill will additionally recover 90 \ 100 \ 110 \ 125% of health from the damage dealt if it is under the effect of the "Dark Power" skill (previously - under the effect of the "Acid Rain" skill).
- Added limit for the maximum number of PvE-targets for skill damage: 8 \ 10 \ 12 \ 14.
- The final magical DOT-damage of the skill has changed: instant damage significantly increased, damage per minute practically unchanged.
Infection (No practical changes)
- Now the damage from the skill does not depend on the level of the character: it was 2 \ 4 \ 6 \ 8 pts. per level.
- Now the damage from the skill does not depend on the base damage: it was 52 \ 78 \ 104 \ 130 pts.
- Adjusted the amount of damage from the skill: from 75 \ 100 \ 125 \ 150% of the character's magical strength, to 135 \ 145 \ 160 \ 180% of the character's magical strength.
- Adjusted the increase in incoming damage: from 10 \ 12 \ 15 \ 18%, to 12 \ 14 \ 16 \ 20%.
- Added limit for the maximum number of PvE-targets for skill damage: 8 \ 10 \ 12 \ 14.
- The chance of using the skill on targets affected by the “Fateful Connection” skill has been adjusted: it was 40 \ 50 \ 60 \ 75%, now it is 25 \ 35 \ 45 \ 60%.
- The final magical damage of the skill has practically unchanged.
- Corrected the range of the skill from 1 \ 2 \ 2 \ 2 yards to 2 yards.
- DOT-damage can no longer interrupt the effect.
- Now the skill does not cause damage to destructible objects (standards, throne, gates, pylons, etc.)
- Now the DOT-damage from the skill does not depend on the level of the character: it was 3 \ 4 \ 5 \ 6 pts. per level.
- Now the DOT-damage from the skill does not depend on the base damage: it was 60 \ 80 \ 100 \ 120 pts.
- The amount of magical DOT-damage from the skill has been adjusted: from 110 \ 120 \ 130 \ 150% of the character's magical strength for 5 sec., now it is 20 \ 25 \ 30 \ 35% of the character's magical strength every 0.8 sec. for 4.8 sec.
- Adjusted the amount of magical DOT-damage dealt to enemies at the end of the rain: from 110 \ 120 \ 130 \ 150% of the character's magical strength for 3.2 sec., now it is 20 \ 25 \ 30 \ 35% of the character' magical strength every 0.8 sec. for 3.2 sec.
- Added limit for the maximum number of PvE-targets for skill damage: 8 \ 10 \ 12 \ 14.
- The final magical DOT-damage of the skill has slightly decreased.
- The final magical damage of the skill has slightly increased.
Dead Soldier (Not sure, but looks like no practical changes)
- Now summoned monsters inherit 100% of the “Accuracy” parameter from the character. The normal skeleton summoned by the skill inherits from the character 25% of the parameters “Critical Strike”, “Dodge”, “Penetration”, “Ferocity”, “Attack Strength”, “Wrath of the Deep”, “Piercing Attack”, “Resilience”, “Resistance” , “Solidity”. The skeleton warrior summoned by the skill inherits from the character 50% of the parameters “Critical Strike”, “Dodge”, “Penetration”, “Ferocity”, “Attack Strength”, “Wrath of the Deep”, “Piercing Attack”, “Resilience”, “Resistance” , “Solidity”.
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Introduction
As of now, the necromancer class can be described as a supporter/debuffer with many situational skills and indirect damage.
I suppose this is what developers and game designers had in mind when designing this class.
This a good concept that doesn't need to change. However there are a few problems with HOW this concept is implemented, specially considering the current meta:
1) Skills are too situational
It's ok for some skills to be situational, but some of them are completely useless depending on the scenario (I'm talking about "Fateful connection" and "Dead Soldier").
2) Lack of Survivability
In the current meta, many classes can quickly dish out a lot of direct damage. Necromancer can be easily killed even if you play at the backline trying to support your team. This is further aggravated by the next item in the list: lack of range.
3) Lack of range
Most defensive skills (heal, shield, nightmare, panic) have poor range. This makes it exceptionally dangerous to support your team given that necro is very frail and still has to stay very close to the heat of the battle to do some support.
4) Lack of skill synergy
Necromancer skills simply just don't work well together. Specially considering all of it's stuns (nightmare and panic) are interrupted by any kind of damage while also considering necro has a lot of "area of effect" skills with periodic damage. Mix in with Warspear's infamous "position desync bug", and you have a very frustrating class to play.
5) Resists
This is perhaps the worst problem with the class. There are too many ways to resist debuffs in the current meta (relics, resistance status, expert skills). This makes it so that half of necro skills will simply not work sometimes. So in the end of the day you have a very frail class with skills that won't always work.
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Skill balance suggestions
Here are my skill adjustment suggestions considering the aforementioned problems with the class:
Deathly eye
We understand deathly eye cooldown had to be increased because of the introduction of relics. But that made an useless skill even more useless and impractical.
Suggestions:
1) Deathly eye has a chance to remove one of target's positive effects. The chance of removing positive effect increases with the skill level (being 100% at level 5).
2) Now the "deathly eye" debuff increases the duration and power of other debuffs (could be only infection and mental pit) inflicted on target. Duration of other debuffs increases with skill level and number of "deathly eye" stacks inflicted on the target.
3) Now it can be "comboed" with "Fateful connection" the same way as "Infection".
Nightmares
Now only direct damage attacks can remove the sleep effect (damage over time like poison, poison shield and "Fateful Connection" damage won't remove sleep debuff).
Fateful connection
Now the skill also reduces all the targets resistance stat to 0.
Dead soldier
Skill will always spawn at least 1 soldier, even if no corpses on the area.
Mental pit
Now it can be "comboed" with "Fateful connection" the same way as "Infection".
New expert skill (Ancient Will)
Increases the range of all basic skills (not expert skills). Can also be used on allies. Duration and extended range increases with skill level (could be only 1 or 2 yards extended range).
- Baphomet and Drakoslayd
- 2
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I see a small step to the right direction with those balance changes, specially some skills now being affected by player base level. Even tho necro and priest are still garbage on arena and nothing more than party supporters on dungeons.
Still not enough to bring me back to the game.
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Where's the new mechanics? This is more of the same with different sprites. Sadly, this won't be enough to bring back players like me.
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10 hours ago, Reivenorik said:
- in all the Dungeons on heroic and mythical levels of difficulty you can find rare non-class "Enhanced Resistance" and "Enhanced Solidity" skill books
Does level 28 get book from berengar tower heroic? or only from mythic?
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4 minutes ago, Thomas Anderson said:
I have to expose this, the warlock wins in this new update, an exaggerated cure like this, it will be much harder to fight it in the arenas, the warden that is a class that is practically but focused on PVE, gains a PVP skill, loses the constant blocking power of it, which was the only thing that differentiated it from the other tank ... remembering that the warden had no dmg to fight the other classes ... only had as its function: "Resist damage and not cause. "But the Warlock gains an exaggerated healing power like this ... it's the second Warden nerf since it was released, but the wizard who is at the top of the strongest PVP classes ... wins a 4k + healing ... where is this "balanced"? ... we complained about the warden ... because the only thing that stood out from the other tank ... was: '' the cure of the constant blockage '', but now but for TEC HARD tank ... or the black elm, as before ... but the Death Knight .. who is a very strong class for both PVP and PVE, gains a skill to reduce the Dmg received ... the Warden loses the healing power that stood out from the other TANK and the Tank of the Legionarios gains more resistance with this new New Skill ... have you seen the opinion of your players? I am watching many players, giving up the Warden ... and this warlock appeal, will stay anyway ???😩😕
watch this video ... warlock healing 4,000 with the combo of the new new skill ... this is very much balenceado in
Was this on the first test day? I heard they nerfed it on the second open test.
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Just now, subhojeet said:
If u count 30sec's 100% it gives 30sec reduce.
for more example
When u use a gp pot 100%. what it do? Twice our gp, means if normal gp 200 it gives 400.
When use exp pot same thing happens.
When someone have 1000 dmg and use 10% dmg buff pot it gives 100 extra dmg.
Then what is the logic of 30 sec's 100% is 15sec ?
Read my post again, maybe use a better translator from English to whatever your native language is.
Rogue urgently needs a rework
in Discussions and Suggestions
Posted
Indeed rogue is one of the weakest classes right now. I suggest you make a BD on elf side or change to Barbarian on mc side.