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Posts posted by wyrm

  1. Another ranger hate post... Here I go again...


    1 & 3, trap and scatter shot = Pretty straightforward, they are good skills that got outdated. Both of them are used to set up strategies to hit-run fight style, but now most chars can brute force through it. Just look a barb resisting everything and jumping at you.


    2, blessing = This skill is fine, 1 once 10? 5/5 I would say it is at least 1/3 of time, I played with ranger my whole playtime, like 3 years or so, with some luck you can pull out a completely "doubled" combo. The main problem with the skill is that its luck based, but overall it's a pretty good skill.


    4, dodge = Rogue's one is kinda better, but I dont think we should touch this skill, unless we touch all of ranger skills, changing this one would not do much of a difference or would make ranger op. Overall, dont need to be touched.


    Ranger actually needs a ultimate skill overall, the class is completely out of place, lacking meaning and with "outdated new" skills, they are new but get outclass by other skills pretty easily. 

  2. 22 hours ago, Danwar said:

    1. Character customization.

    Kinda hard to do more customization with such small pixelated character, but would be cool anyway.


    22 hours ago, Danwar said:

    2. Titles

    You mean like runescape's system? Yeah I agree, it would be awesome.

    22 hours ago, Danwar said:

    3. Add gender change option.

    Maybe for high lvl chars

    22 hours ago, Danwar said:

    4. Sub-hotkey tab for consumables.

    Must have, 100% agreed

  3. On 13/08/2017 at 3:08 PM, Gladiator said:

    Yeah but those very rare gear like craft aren't just rare, they are impossible for a normal/casual player to get, and they get big bonus, and don't exclude that the next dungeons would be so hard that craft gears are necessary. 

    I'm not saying that ethereal essences should drop like common essence, but its drop rate should be increased in general and doubled at least in the special events along with normal drops.

    And yeah we need more gear sets, gears that could be a good replacement for craft, like higher level heroic set.

    I think it is healthy for the game to have such things, most of games today have it, and the announcement in chat when someone gets one make it even better, the game needs to have those "impossible objectives".


    The problem is that we don't have much in between, and even its hard to get. And after arena set getting f*cked for pve, casual players are in a even worst situation.

    But I cant see a good way to solve it, I remember playing guild war's, I got a very good set and cool weapons at lvl80, it was pretty easy to get after some days of farming, but the game has so much more to do, what warspear have? If we take away all the grind and the search for itens, warspear dont have much to offer, a monotonous hardcore arena, kinda cool dungeons but stamina limits casual players a lot, events are cool but rare and have the same problems, quest lines are not that attractive, wars seems to be so damn polarized that half of the players don't even fight, look at emerald situation.


    Maybe if we add more daily quests like satraps. Or more raid bosses in the entire world, but they need to actually matter, to really motivate players.
    I remember playing a chinese mobile mmo (I forgot the name) where you had those daily quests that would really give good rewards and players would log to do it every single day cause it was worth.

    Well, anyway, my point is, the item thing is not only a economic problem, it also helps to give objectives to the game, the lack of cool things to do was compensated with tjhe increased difficulty of getting things.

  4. Straight forward increasing the drop rate would or don't fix much or just break the game economy. 


    We need to keep those very rare gear rare as they are now, and increase the number of unique itens. The amount of sets today in game is very small. 


    Buy I don't really think we will get anything from aigrind

  5. Dont really like the equipment fusion thing, but the runes and crystals are a great idea. 

    Fusing incomplete runes to get better ones, just great.

    But incomplete runes are kinda easy to obtain, so maybe 10 incomplete runes = 1 complete rune. Or even using a catalyst or something. Great idea anyway

  6. I've not played that many mmos, but I have never seen free quest teleport, actually i've only see the inverse, those games want you to walk alot.


    But easier teleports, like runescape's or guild wars' ones would be a great addtion, like carriages that you pay gold and will take you to the main cities.

    But we need to be careful and not mess up with lots of game mechanics, we spent half of our time walking, free quest tps would make players progress too fast, the game's world is not that big if we cut off walking, if we mess up with it aigrind will lose money and "be ANGERY".


    My suggestion is to connect only the main cities with revive statues, you can tp from one to another you have visited for a small gold fee(200-1000) depending on the distance (like guild war's one, but only city to city).

    Allow players to mark a location with mcoin(yes) and teleport some previously visited and marked(mark should also cost mcoin) location freely with mcoin. (Just like aoho's system, but the price should change based on distance, inside places (like lab) should cost even more)

    And implement a auto walk system, to guide's players to the quest location, and about getting agro from the mobs, yes this should happen, you don't really should be able to make your char walk and go to dinner without paying attention to it.


    All of this (should) give us the tools we want and still dont make the game feel small and make players do not progress that fast, as you will still need to visit the cities first,

    (But I really doubt aigrind will even think about touching the tp system)

  7. 36 minutes ago, Higgings said:


    Define, please, who can do well timed combos and who is rated as "Unfair stuns-chainer". Isn't any stun chain combo of skills casted in a good time? I will never get why you guys want to penalize players who use statistics in their build. It ain't that easy to chain stun: Locks need to be aware of the position bug 24/7 everytime they pvp. One mistake will bring him, at 80%, to his death. Deathknight must pray that Sharp Shadow does not fail, and so does Druid with his Song. Charmer now needs to calculate the timing spent during which he must spam skills in order to activate his Knowledge. Leave a free gap in this, and you will most prolly die. Not to count that their Oppression must necessairly not be Parried or Dodged, in order to chain-stun. Same story for Hunters, or actually worse, since their stuns can be Dodged. 


    Ain't easy. And a good idea can be yes a passive statistic which allows to avoid stuns, but this passive statistic shall not increase in Percentage matters. I advised something like this, if you scroll up, for every class. Perhaps I may make a separate topic about that and see what will be players' opinion. 


    We will see...


    Take a look on my topic, this stat will give players a fast decaying "stun reduction" stat that will make following stuns less effective, caped at a 64% reduction, it will not break stun combos, but will not allow players to be perma stuned for an entire fight. Just check the topic, everything is explained there.


    And such skills curves like this in the game are not health, "oh he can almost perma stun someone a entire fight, but he learned it and its hard so its fair", dont work that way.

  8. On 18/07/2017 at 10:28 AM, Urscrewed said:

    Whoever says rangers are op in pvp obvipusly havent played ranger, and kiting isnt a thing anymore, wasnt ever a thing after all the gap closers and stun chains that the other classes got.:fuck_that:

    I remember when I went against a barb, I though "gonna set up traps and atk from distance", then he resisted the trap and jump on me on almost my normal atk range, then stun chain, wyrm is dead. I'm not a good pvp players but damn, he simply brute force against all my strategy.


    But well, your suggestions are a bit op.

    Pointing shot, idk, i kinda like this skill, but seems kinda clunky and needs polishing. But idk how. Seems ugly af.

    For bitterness, the concept is awesome, but well, its too weak, useless if you're alone. I would say to increase speed AND give it more damage in the same enemy, if you hitting a boss, the damage will stack up more against him, not only speed, but if you change target the secondary damage effect would vanish.

    For ranger's trap, don't really think it needs to change, it already stops dashes and blinks right? It's the only fix it really needed. But IF we follow the unlimited trap suggestion of yours, we would have to make traps dont root chain enemys, one trapp roots, the followings would only give a "tick" in the same enemies, but it would be strange anyway.

    For explosive trap, a slow would be enough, like 50% for 2 seconds or so, maybe a small damage buff.

    For scatter, that shit is damn useless right now, unless it 5/5, just a life quality change would be enough, it does nothing right now. It should be like lock's fear but less powerful, just a bit, not that less as it is right now.

    For hunter's cage, I like this skill. Maybe it should block enemies path being not passable when you set it down. But overall I like it.

    For bow stun, damn useless, wtf is this?? There's actually nothing in ws that needs to get close to you to deal damage and dont have a dash. Rogue, barb and dk, they WILL get you first always cause their stuns/dash are long distance and they can blast you up before you can stun and run. And even if you can stun, your "runaway" skills are shit anyways and you will barely have to set up traps. Other classes dont need to get close to you to deal damage, rendering the skill useless.




  9. btw, I would like to write even here in the forums, if we gather some players to write and try to figure out lore here in the forums, we can maybe even get a forum section in a distant future, and maybe even push devs to implement this ingame, what do you guys think?

  10. I would love to see it, and would love to even help to written such stories. Back in time, in aoho, I would hunt for useless items just for sake of collecting items with good stories, I miss my collection...

    This is a very simple addition that can give ws lots of depth.


    (dont really see it coming anyway) 

  11. I wish i knew why are stuns so messed up in this game, maybe they all are coded in a different way within the game and by dev's mistake some are different than others, maybe it just wrong names and descriptions due translation errors or "missnaming", or even devs just dont want us to know this information properly, who knows, they do it alot.


    And btw, you guys should check out my suggestion about broken stun cycles. A "temporary stun reduction" stat that would balance broken stun chains without cutting the legs of players who can do well timed combos.


  12. I dont really think those effects would be useful, they are too powerful but yet have such a small chance to happen, this is not really healthy for the game, basic skills are actually fine I guess. Some are pretty useless (Ranger's evasion, with bd's parry is the martyr of "uselessness") and maybe need some adjust, but adding a small chance of a great effect to happen, or such minor effects like 20 defense and 0.5 slow will not solve anything.

    But I would go for changes in the experts one (I hate explosive trap hate hate hate hate)

  13. On 30/06/2017 at 8:30 PM, Speedom said:

    Sounds like a charmer expert skill 


    Dude, I just got a cool idea, imagine if charmer could revive a death ally corpse for like 20 secs or so? As a zombie, or something like that, but the ally would still be able to control the his zombie char


  14. It would be cool, I can definitively  see this as an item that you need to get more to use, specially in events, like a snow boundaries taunt that only drops in snow bound, as it easy to use they it should be easy to get, like the fireworks we used to have.

  15. Even that I like idea, it would make the dealer itself lose its meaning. Dealer= Less profit, but more public to sell, as you can let it sit there the whole day with all people looking at it. Announcing it at market chat = More profit(no tax), but you need to do so over and over until someone see you msg.
    With the name of the person in the dealer itself, you could simple pm him and say "ok, make a reduced price so we both dont lose too much for the 10% tax" and broke the whole dealer thing of sacrificing profit for easier and more public.
    I really like the ideia but I dont think they would implement it cause of that.

    In addition, I would like to give a related suggestion, pay more tax (like 30 or even 40%) to make you item reach the enemy faction, it would expand way more the item market (thought, after the hunter update its not that necessary)

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