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Potatochip

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  1. Like
    Potatochip got a reaction from King Sombra in Suggestions on Changes to Seekers   
    Hi all, just wanna leave some of my suggestion here as a seeker main.
     
    My suggestions on the key talents for seeker. I had included some clarifications so non-seekers players can understand too.
     
     Stupefying Pain: If a character has the "Inner Rage" skill, they receive 55% less damage from all attacks and also 50% less healing from skills and from the "Health Theft" parameter. Every 1.5 sec., the character's health level decreases to 30% of the maximum.
    Even though u receive 55% less damage BUT 50% less healing and only 30% max hp. Lets do some maths  Lets assume you have 10k hp and 0 def Seeker without stupefying pain: you can tank 10,000 dmg Seeker with stupefying pain: you can tank (10k*0.3)/0.55 = 5,454 dmg With stupefying pain, you become nearly twice as weak as you are (seeker are already naturally weak with light armour). Many people seems to be confused and think you're tanky when they see the damage dealt on you are halved. The "55% less damage received" buff does not apply to any MAX HP percentage based damage. Seekers get easily countered with any form of damage that is HP percentage based. Some examples: Terrible Relic of Life Weakness (lose 10% max hp when using skill): if relic effect is applied to you, you basically cant use any skills or you will be losing 1/3 of your health instantly. (for those who don't understand: lets say you have 10k max hp, with talent you will have 3k hp, when you use a skill with this effect on, you will be deducted 1k hp out of the 3k hp you initially had, that is 1/3 of your hp gone just cause of a relic!). Not only that, this relic is widely available to every class. Even some aoe spells like mage's time warp can apply this to you. In pvp, you can be having full reward gears and still be instantly deleted if you used skills without noticing this effect on you. In group fights, most of the time, you can barely even see this effect on yourself. And lets not bring up that there is another relic that have this exact same effect visual/animation (the one that deals periodic damage if you dont move, I dont remember name) Totems in dg or certain quests that deals HP% based damage when you step near them. Or like that poison effect in Hard temple dg where its literally impossible for you to complete the dg without deactivating this talent. My suggestion: Either MAX HP percentage based damages should also be reduced by 55% or make it so that MAX HP percentage based damage are calculated based on 30% hp as MAX HP instead of the actual 100% MAX HP Overall, you get 30% extra damage but being 50% LESS TANKY AND 50% LESS HEALING. This talent allows you to sacrifice survivability for more damage output. Its more of a trade-off instead of a direct buff to you. Remember, most other classes have key talent that only gives direct buff with no nerfs/trade-off stuff (eg. bd shield buff talent, mage shatter stone talent etc..)  
     Bloody Rampage: The "Bloodlust" skill additionally restores the character's health in the amount of 2% of the maximum for each bleeding effect dealt to the enemy, but not more than 10%.
    Its absolutely useless. Seekers only have 1 reliable bleed skills currently and that is splitting blow. Both your splitting blow or bloodlust skill can be parried/dodge/block by opponent. If either one of these skills get blocked, you won't be getting heal for like 15sec (this skill cd is pretty long too). 2% extra heal for each bleeding effects, but you don't even have a reliable source to put bleeding on enemy. Most likely you will get nuked down before you even have the chance to use this skill.   
     Reverse Gravity: The "Attraction" skill no longer attracts the opponent to the character. Now, when using the skill, the character moves to the target and gets a positive effect for 8 sec. The effect increases the character's "Resistance" parameter by 20%.
    20% resistance is barely any buff and it only last for 8sec which is quite short You cannot charge to enemy while being root but the skill still goes into cd – and u will have to wait another 20sec jst to use it again One of seeker’s strongest ability in PVP is the stun you apply on people after breaking invisible. If you use this ability while being invisible, it will break your invisibility and you miss out on the stun effect. Suggested to maybe include a small damage on the ability so you can combo it with the stun from invisibility skill? Repositioning enemy is always better than repositioning yourself, so why would anyone prefer charging to enemy over pulling them back and out of position? Especially when you are a squishy class yourself, why would I put myself in the middle of enemy lines?  
    My overall suggestions on seeker:
    Stupefying pain talent is balanced enough. Yes, with this talent, seeker is probably the best dps class right now but that is the one and only advantage seeker has over other classes and that advantage is only applicable in pve, making seeker a pure pve class kinda. Most guild doesn't even want to recruit seekers anymore as they are mostly useless for group fights, gvgs etc. In my opinion, instead of nerfing seeker dps in pve, rouges should get buffed in the pve aspect instead so it will be balanced between elf and mcs. Dps of rangers and hunters should always be lower in relative to seeker/rouge (if not, whats the point of being a melee dps when range classes can deal the same amount of dps as you). Right now, every seeker is choosing stupefying pain because the other 2 key talents are just absolutely useless. And so, every seeker will always have the same item/skill build. The other 2 key talents have to be buffed or completely reworked so players can consider other item/skill builds. If damage output of seekers is to be nerfed, then there has to be a massive buff to seekers survivability and their PVP ability or seeker class will become utterly useless. (easy to get nuked down, easy to kite, average damage output, lack of stuns/control skills...)
  2. Thanks
    Potatochip got a reaction from marcos d7 in Suggestions on Changes to Seekers   
    Hi all, just wanna leave some of my suggestion here as a seeker main.
     
    My suggestions on the key talents for seeker. I had included some clarifications so non-seekers players can understand too.
     
     Stupefying Pain: If a character has the "Inner Rage" skill, they receive 55% less damage from all attacks and also 50% less healing from skills and from the "Health Theft" parameter. Every 1.5 sec., the character's health level decreases to 30% of the maximum.
    Even though u receive 55% less damage BUT 50% less healing and only 30% max hp. Lets do some maths  Lets assume you have 10k hp and 0 def Seeker without stupefying pain: you can tank 10,000 dmg Seeker with stupefying pain: you can tank (10k*0.3)/0.55 = 5,454 dmg With stupefying pain, you become nearly twice as weak as you are (seeker are already naturally weak with light armour). Many people seems to be confused and think you're tanky when they see the damage dealt on you are halved. The "55% less damage received" buff does not apply to any MAX HP percentage based damage. Seekers get easily countered with any form of damage that is HP percentage based. Some examples: Terrible Relic of Life Weakness (lose 10% max hp when using skill): if relic effect is applied to you, you basically cant use any skills or you will be losing 1/3 of your health instantly. (for those who don't understand: lets say you have 10k max hp, with talent you will have 3k hp, when you use a skill with this effect on, you will be deducted 1k hp out of the 3k hp you initially had, that is 1/3 of your hp gone just cause of a relic!). Not only that, this relic is widely available to every class. Even some aoe spells like mage's time warp can apply this to you. In pvp, you can be having full reward gears and still be instantly deleted if you used skills without noticing this effect on you. In group fights, most of the time, you can barely even see this effect on yourself. And lets not bring up that there is another relic that have this exact same effect visual/animation (the one that deals periodic damage if you dont move, I dont remember name) Totems in dg or certain quests that deals HP% based damage when you step near them. Or like that poison effect in Hard temple dg where its literally impossible for you to complete the dg without deactivating this talent. My suggestion: Either MAX HP percentage based damages should also be reduced by 55% or make it so that MAX HP percentage based damage are calculated based on 30% hp as MAX HP instead of the actual 100% MAX HP Overall, you get 30% extra damage but being 50% LESS TANKY AND 50% LESS HEALING. This talent allows you to sacrifice survivability for more damage output. Its more of a trade-off instead of a direct buff to you. Remember, most other classes have key talent that only gives direct buff with no nerfs/trade-off stuff (eg. bd shield buff talent, mage shatter stone talent etc..)  
     Bloody Rampage: The "Bloodlust" skill additionally restores the character's health in the amount of 2% of the maximum for each bleeding effect dealt to the enemy, but not more than 10%.
    Its absolutely useless. Seekers only have 1 reliable bleed skills currently and that is splitting blow. Both your splitting blow or bloodlust skill can be parried/dodge/block by opponent. If either one of these skills get blocked, you won't be getting heal for like 15sec (this skill cd is pretty long too). 2% extra heal for each bleeding effects, but you don't even have a reliable source to put bleeding on enemy. Most likely you will get nuked down before you even have the chance to use this skill.   
     Reverse Gravity: The "Attraction" skill no longer attracts the opponent to the character. Now, when using the skill, the character moves to the target and gets a positive effect for 8 sec. The effect increases the character's "Resistance" parameter by 20%.
    20% resistance is barely any buff and it only last for 8sec which is quite short You cannot charge to enemy while being root but the skill still goes into cd – and u will have to wait another 20sec jst to use it again One of seeker’s strongest ability in PVP is the stun you apply on people after breaking invisible. If you use this ability while being invisible, it will break your invisibility and you miss out on the stun effect. Suggested to maybe include a small damage on the ability so you can combo it with the stun from invisibility skill? Repositioning enemy is always better than repositioning yourself, so why would anyone prefer charging to enemy over pulling them back and out of position? Especially when you are a squishy class yourself, why would I put myself in the middle of enemy lines?  
    My overall suggestions on seeker:
    Stupefying pain talent is balanced enough. Yes, with this talent, seeker is probably the best dps class right now but that is the one and only advantage seeker has over other classes and that advantage is only applicable in pve, making seeker a pure pve class kinda. Most guild doesn't even want to recruit seekers anymore as they are mostly useless for group fights, gvgs etc. In my opinion, instead of nerfing seeker dps in pve, rouges should get buffed in the pve aspect instead so it will be balanced between elf and mcs. Dps of rangers and hunters should always be lower in relative to seeker/rouge (if not, whats the point of being a melee dps when range classes can deal the same amount of dps as you). Right now, every seeker is choosing stupefying pain because the other 2 key talents are just absolutely useless. And so, every seeker will always have the same item/skill build. The other 2 key talents have to be buffed or completely reworked so players can consider other item/skill builds. If damage output of seekers is to be nerfed, then there has to be a massive buff to seekers survivability and their PVP ability or seeker class will become utterly useless. (easy to get nuked down, easy to kite, average damage output, lack of stuns/control skills...)
  3. Like
    Potatochip got a reaction from SaltyCoffe in Suggestions on Changes to Seekers   
    Hi all, just wanna leave some of my suggestion here as a seeker main.
     
    My suggestions on the key talents for seeker. I had included some clarifications so non-seekers players can understand too.
     
     Stupefying Pain: If a character has the "Inner Rage" skill, they receive 55% less damage from all attacks and also 50% less healing from skills and from the "Health Theft" parameter. Every 1.5 sec., the character's health level decreases to 30% of the maximum.
    Even though u receive 55% less damage BUT 50% less healing and only 30% max hp. Lets do some maths  Lets assume you have 10k hp and 0 def Seeker without stupefying pain: you can tank 10,000 dmg Seeker with stupefying pain: you can tank (10k*0.3)/0.55 = 5,454 dmg With stupefying pain, you become nearly twice as weak as you are (seeker are already naturally weak with light armour). Many people seems to be confused and think you're tanky when they see the damage dealt on you are halved. The "55% less damage received" buff does not apply to any MAX HP percentage based damage. Seekers get easily countered with any form of damage that is HP percentage based. Some examples: Terrible Relic of Life Weakness (lose 10% max hp when using skill): if relic effect is applied to you, you basically cant use any skills or you will be losing 1/3 of your health instantly. (for those who don't understand: lets say you have 10k max hp, with talent you will have 3k hp, when you use a skill with this effect on, you will be deducted 1k hp out of the 3k hp you initially had, that is 1/3 of your hp gone just cause of a relic!). Not only that, this relic is widely available to every class. Even some aoe spells like mage's time warp can apply this to you. In pvp, you can be having full reward gears and still be instantly deleted if you used skills without noticing this effect on you. In group fights, most of the time, you can barely even see this effect on yourself. And lets not bring up that there is another relic that have this exact same effect visual/animation (the one that deals periodic damage if you dont move, I dont remember name) Totems in dg or certain quests that deals HP% based damage when you step near them. Or like that poison effect in Hard temple dg where its literally impossible for you to complete the dg without deactivating this talent. My suggestion: Either MAX HP percentage based damages should also be reduced by 55% or make it so that MAX HP percentage based damage are calculated based on 30% hp as MAX HP instead of the actual 100% MAX HP Overall, you get 30% extra damage but being 50% LESS TANKY AND 50% LESS HEALING. This talent allows you to sacrifice survivability for more damage output. Its more of a trade-off instead of a direct buff to you. Remember, most other classes have key talent that only gives direct buff with no nerfs/trade-off stuff (eg. bd shield buff talent, mage shatter stone talent etc..)  
     Bloody Rampage: The "Bloodlust" skill additionally restores the character's health in the amount of 2% of the maximum for each bleeding effect dealt to the enemy, but not more than 10%.
    Its absolutely useless. Seekers only have 1 reliable bleed skills currently and that is splitting blow. Both your splitting blow or bloodlust skill can be parried/dodge/block by opponent. If either one of these skills get blocked, you won't be getting heal for like 15sec (this skill cd is pretty long too). 2% extra heal for each bleeding effects, but you don't even have a reliable source to put bleeding on enemy. Most likely you will get nuked down before you even have the chance to use this skill.   
     Reverse Gravity: The "Attraction" skill no longer attracts the opponent to the character. Now, when using the skill, the character moves to the target and gets a positive effect for 8 sec. The effect increases the character's "Resistance" parameter by 20%.
    20% resistance is barely any buff and it only last for 8sec which is quite short You cannot charge to enemy while being root but the skill still goes into cd – and u will have to wait another 20sec jst to use it again One of seeker’s strongest ability in PVP is the stun you apply on people after breaking invisible. If you use this ability while being invisible, it will break your invisibility and you miss out on the stun effect. Suggested to maybe include a small damage on the ability so you can combo it with the stun from invisibility skill? Repositioning enemy is always better than repositioning yourself, so why would anyone prefer charging to enemy over pulling them back and out of position? Especially when you are a squishy class yourself, why would I put myself in the middle of enemy lines?  
    My overall suggestions on seeker:
    Stupefying pain talent is balanced enough. Yes, with this talent, seeker is probably the best dps class right now but that is the one and only advantage seeker has over other classes and that advantage is only applicable in pve, making seeker a pure pve class kinda. Most guild doesn't even want to recruit seekers anymore as they are mostly useless for group fights, gvgs etc. In my opinion, instead of nerfing seeker dps in pve, rouges should get buffed in the pve aspect instead so it will be balanced between elf and mcs. Dps of rangers and hunters should always be lower in relative to seeker/rouge (if not, whats the point of being a melee dps when range classes can deal the same amount of dps as you). Right now, every seeker is choosing stupefying pain because the other 2 key talents are just absolutely useless. And so, every seeker will always have the same item/skill build. The other 2 key talents have to be buffed or completely reworked so players can consider other item/skill builds. If damage output of seekers is to be nerfed, then there has to be a massive buff to seekers survivability and their PVP ability or seeker class will become utterly useless. (easy to get nuked down, easy to kite, average damage output, lack of stuns/control skills...)
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