nabnecro
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nabnecro got a reaction from Baphomet in Necromancer rebalance suggestions
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).
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nabnecro got a reaction from Shax in Rogue urgently needs a rework
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.
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nabnecro reacted to ChikxoGSok in Rogue urgently needs a rework
If things get too difficult, relax for a few days. When you come back, look at everything again, find a way to adapt to the new situation.
If you feel that the neft rogue is too strong that you want to give up, or get bored of playing rogue.
That's a silly reason.
When people love something, the difficulty doesn't matter.
Rogue is a powerful class if you understand it.
If it's a hammer, which you use to drive a nail, you feel very good. One day it's sharpened into a little ax, you take it out and nail it, and it feels awful.
There are 2 options for you.
1. Find another hammer.
2. Use for other purposes.
Rogues or even Reapers are like little axes. Use the right way, at the right time, in the right way...everything is fine. Everything has its strengths.
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nabnecro got a reaction from SeaDemon in [2023.03.11] Update Warspear Online 11.3. Lost Arcaniсum. Announcement
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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nabnecro got a reaction from Matarato in Remove the multiplier!
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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nabnecro got a reaction from Matarato in Remove the multiplier!
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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nabnecro reacted to Overhoul in Reduce RNG when amplifying
Amplifying equipment is one of the main aspect in warspear online. To progress, you must amplify your equipment. But there's a problem with the current amplifying system which is RNG. You will never know when or if you will successfully amplify your equipment. For example, +10 weapon. Many players have sacrificed a lot of their time and money to amp but some still have yet to max their weapon. Many players have told that it need at least 100 set - 500 set sign to amplify a single 1-handed weapon. It can even get to 1000 set for 2-handed weapon. This is simply to high of a price just for single weapon. Furthermore, you also need to amplify 3 different weapon for normal,sea and arena and probably new weapon for the next map which will come out this year. There need to have a limit on how much sign you need to amplify because you can spend thousands or millions of sign and yet still fails to amplify your weapon because the luck factor.
My suggestion to reduce RNG:
After every amount of times amplifying fails, increase the amplifying chance amount by 2 times.
For example;
+2 to +3 for every 5 failed amplify increase amplifying chance by 2×.
+3 to +4 for every 10 failed amplify increase amplifying chance by 2×.
+4 to +5 for every 25 failed amplify increase amplifying chance by 2×.
+5 to +6 for every 50 failed amplify tries increase amplifying chance by 2×.
+6 to +7 for every 100 failed amplify tries increase amplifying chance by 2×.
+7 to +8 for every 200 failed amplify tries increase amplifying chance by 2×.
+8 to +9 for every 300 failed amplify tries increase amplifying chance by 2×.
+9 to +10 for every 400 failed amplify tries increase amplifying chance by 2×.
After successfully amplifying a weapon, amplifying chance will reset to original.
With this new system, more players will now attracted to amplify their equipment because they know they will amplify their equipment and not depend on luck. Demand for sign will increase and more new or casual players will buy sign from shop not just from old and rich players.
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nabnecro reacted to Santa Claus in [2023.03.11] Update Warspear Online 11.3. Lost Arcaniсum. Announcement
Rogues does this amount of damage onwar buffed ppl with his auto using daggers or even axes ?
Seeker gain huge value out of buffs and 1v1 is not relevant as u already said. If u buff seeker with pala shield /mage resist and some other skills hes not dying . Also for example when seeker gain pala shield he also have reduced dmg on with shield if u use talent that got perma dmg reduction
Ur the one who said that 1v1 isnt relevant.
And druid is one of the best 1v1 classes in the game.
Seems like only u are smart one and only u on all servers use buffs in arena . Never tried this be4 thanks for ur advice
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nabnecro reacted to vavavi in [2023.03.11] Update Warspear Online 11.3. Lost Arcaniсum. Announcement
The pvps at the end showcase a few working strategies to beat a seeker. Even shows a non booked druid managing to do so. Maybe should check there.
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nabnecro got a reaction from Fynn in [2023.03.11] Update Warspear Online 11.3. Lost Arcaniсum. Announcement
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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nabnecro got a reaction from Shadowmon in [2023.03.11] Update Warspear Online 11.3. Lost Arcaniсum. Announcement
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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nabnecro reacted to vavavi in [2023.03.11] Update Warspear Online 11.3. Lost Arcaniсum. Announcement
Yea 45% resi is plenty to survive a similiarly amped seeker, maybe you're just not using the best strategies to counter them.
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nabnecro got a reaction from Drakoslayd in [2023.03.11] Update Warspear Online 11.3. Lost Arcaniсum. Announcement
BD and seeker are overpowered right now (BD always was).
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nabnecro got a reaction from SaltyCoffe in [2023.03.11] Update Warspear Online 11.3. Lost Arcaniсum. Announcement
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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nabnecro reacted to Zurp in [2023.03.11] Update Warspear Online 11.3. Lost Arcaniсum. Announcement
They can tank every single other class so obviously there's something wrong with seeker.
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nabnecro got a reaction from Wongs in [2023.03.11] Update Warspear Online 11.3. Lost Arcaniсum. Announcement
BD and seeker are overpowered right now (BD always was).
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nabnecro reacted to Santa Claus in [2023.03.11] Update Warspear Online 11.3. Lost Arcaniсum. Announcement
Bd also have heal insane aoe dmg insane single target dmg with heal and shield . On top of that it also got stuns
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nabnecro reacted to Fynn in [2023.03.11] Update Warspear Online 11.3. Lost Arcaniсum. Announcement
This means that, seekers/bladedancers, gain a considerable advantage with spring talents?
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nabnecro reacted to Jaan in [2023.03.11] Update Warspear Online 11.3. Lost Arcaniсum. Announcement
What about Bladedancers Sonic Boom Bleed? Shouldnt they have the same?
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nabnecro reacted to Abi in [2023.03.11] Update Warspear Online 11.3. Lost Arcaniсum. Announcement
these talents benefit elves in an unfair way with seekers and bd having skills that increase their atk strength combined with atk strength gears like daggers these are basically a permanent active talents for elves unlike MC who has to rely on weapons only,
also in terms of pvp seekers can benefit a lot from the new Killer prolongation talent as daggers is their main weapon of choice in pvp meanwhile MC don't really have a class that has Atk strength in pvp
thus I suggest giving mc some atk strength skills preferably hunters or rogue
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nabnecro got a reaction from SeaDemon in Some relics don't work until you switch off and on and save
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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nabnecro reacted to Drakoslayd in balancing
Seekers can be killed by a DK if your skilled enough to place stuns and mute.
Blade Dancers needs a well deserved nerf as it's broken.
Necromancer and Priest needs some buffs to their shields
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nabnecro reacted to SaltyCoffe in balancing
In fact the function of seekers in pvp is either :
- Have tanky books, with all health boost gear, and play the 1 on 1 ( which is REALLY situational ) trying to survive
- Build dmg ( which i think is the simple one ) where u just play the decoy or wait in invis until someone makes a mistake and you can stun and kill a caster ( still hard tho because people can switch and go on you or many casters have good health or stuns which they can survive with 2k hp and destroy you )
- Play full stun where u are just a minion that stuns and dies ç_ç
In the end what i'm trying to say is : seeker is not so op as you guys think in pvp, because in "high level" pvp where people know how to counter classes , as a seek you will just be a decoy that dies in 2 seconds
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nabnecro reacted to Drakenista1 in [2022.12.13] Update Warspear Online 11.2. Preview. Part I
I disagree about the worst pvp class, i thinked necro was bad on pvp, but after putting panic 4/4 ive crushed a lot of meele classes, most cant touch me too much, most people dont use this skill, and isnt recommended in most builds, even in pve its good, you can stun bosses in a 80% chance, ive got pretty tank. Its balanced for me, im full CD and can do a perma stun on enemies. Still didnt understand why necro got nerf on dmg, its pretty useless, unless doing all tec and spam area skills on the endless enemies spawns.
Gotta say rogue got a nerf in a skills that dont give too much evasion, and gotta say that now many skills are affected by evasion, making the possibilities of evasion much more big, you fail when say that its not playable anymore, try to read other classes changes. An example is acid rain and poison shield, now its affected by evasion status, before this update, u could have 100% evasion and still got hit whit no chance to evade.