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Jaan

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  1. Like
    Jaan reacted to Zurp in Waddles | Fext, Eu-Emerald   
    Fancy duck with a purple silk cape and a wizard hat.
  2. Thanks
    Jaan got a reaction from Godless in Inquisitor of Chaos - Godless, Eu-Emerald   
    amazing!
  3. Like
    Jaan reacted to Godless in Inquisitor of Chaos - Godless, Eu-Emerald   
    He was once an inquisitor in service of god but was corrupted by chaos since then he has forgotten his own name and purpose, now only thing reminding of his past is the white cloak he bares on his back
  4. Wow
    Jaan got a reaction from vavavi in Jaan - Eu Emerald   
  5. Like
    Jaan got a reaction from Akvaisk in [2023.12.20] Changelist after the II stage of testing   
    okay, when priests redemption gonna crit heal?
  6. Haha
    Jaan reacted to vtvn in [2023.12.13] Update Warspear Online 12.2. Announcement. Part I   
    Lol, ElfSpear this update will make the game more unbalanced and make the game dieing... IDK what the balanced team is doing but just buff elf overall ? IF SOME SERVERS HAVE A PROBLEM WITH SIDE BALANCE WHY NOT MAKE A TEMPORARY BUFF(ADD STAT OR BONUS SOMETHING TO COUNTER THE DOMINANT SIDE) FOR THE WEAKER SIDE(LOWER ACTIVE PLAYER SIDE 30/70) AND NO TEMPORARY BUFF WHEN IT HAS A BALANCED ACTIVE PLAYER SIDE ?????????????
  7. Cool Story
    Jaan got a reaction from SaltyCoffe in Is Mage giant?   
    pve  talent  do you even know what pyro does..?

     
  8. Cool Story
    Jaan got a reaction from твин на арене in Chieftain   
    This Class is absurd and should be reworked as fast as possible. This class is already the most played class in mc side.

    My suggestion for this Class.

     Eagle's Eye: Applies the Eagle's Eye buff to a character for T sec. The buff deals magic damage to all enemies in the amount of M% of the character's magic power within a one-yard radius every 2.5 sec. Additionally deals the Bleeding debuff to the enemy for 8 sec. with a chance equal to the value of Critical Blow parameter. The enemy takes physical damage in the amount of P% of the character's physical power every 2 sec., you can apply multiple effects to a single enemy. The maximum number of player targets - Y, and maximum number of monster targets is X.

    Remove that this skill is able to stack, just one chief is able to give multiple bleedings is absurd, as well remove the stagger. No elf skill is able to stagger.

     Wolf's Alacrity: Applies the Wolf's Alacrity buff to a character for T sec. This buff increases the character's movement speed by S%. During the next successful auto-attack, the effect deals physical damage to the enemy in the amount of P% of the character's physical power and reduces the enemy's movement speed by R% for F sec. The effect is also removed from the character.

    Decrease the characters movement speed to  25% instead of 50%. Decrease the damage of this skill to 130% instead of 170%, the damage this class is able to do is way too much.

     Swooping Army: Creates an attacking zone in the specified area for T sec. The zone deals magic damage to all enemies in it in the amount of M% of the character's magic power every 1 sec. and reduces the Dodge parameter for all enemies by D%. The maximum number of player targets - Y, the number of monster targets - X.

    The most broken skill I have ever seen in this Game. Lower its damge to 45%, as well each Person it hits, the person receives 5% lower damage. the 3rd person receives 10% less damage and the 4th 15% less damage and so on. Lower its range to 3v3 or 4v4, the range it has now is way too much, it can hit people who are at the end of the world.

     Support of the Pack: Removes F debuffs from the character or ally, including control effect, also applies Fortitude buff on the target for T sec. Buff increases the Resistance parameter of the target by 100%. Additionally increases the effect duration by 1 sec for each debuff removed.

    Increase cd of this skill by 2 seconds, as well remove the "Additionally increases the effect duration by 1 sec. for each debuff removed." being able to perma have this skill should not be allowed.

     Rugged Hide: Applies the Rugged Hide buff to a character or group member for T sec. The effect reduces any incoming damage to the target by D% and by additional R% for every 3.5% of the target's missing health.

    Change this skill to a 30% damage reduction skill instead of the way it works now. this skill can not stay this way, you are not able to kill an chieftain in a mass fight anymore if hes fully buffed with every damage reduction in this world.

    In GvGs a chieftain is able to  have over 100% cd, almost all of his skills are perma on. Shaman and Deathknight are able to give damage reduction to this class. Elf Does not have any stagger skill or any slowing skill who can stop the chieftain from moving. Something has to be done against this class, its way too broken.


    Thanks for reading, now let  the drama start? 
  9. Like
    Jaan got a reaction from Alex Yeskin in Chieftain   
    This Class is absurd and should be reworked as fast as possible. This class is already the most played class in mc side.

    My suggestion for this Class.

     Eagle's Eye: Applies the Eagle's Eye buff to a character for T sec. The buff deals magic damage to all enemies in the amount of M% of the character's magic power within a one-yard radius every 2.5 sec. Additionally deals the Bleeding debuff to the enemy for 8 sec. with a chance equal to the value of Critical Blow parameter. The enemy takes physical damage in the amount of P% of the character's physical power every 2 sec., you can apply multiple effects to a single enemy. The maximum number of player targets - Y, and maximum number of monster targets is X.

    Remove that this skill is able to stack, just one chief is able to give multiple bleedings is absurd, as well remove the stagger. No elf skill is able to stagger.

     Wolf's Alacrity: Applies the Wolf's Alacrity buff to a character for T sec. This buff increases the character's movement speed by S%. During the next successful auto-attack, the effect deals physical damage to the enemy in the amount of P% of the character's physical power and reduces the enemy's movement speed by R% for F sec. The effect is also removed from the character.

    Decrease the characters movement speed to  25% instead of 50%. Decrease the damage of this skill to 130% instead of 170%, the damage this class is able to do is way too much.

     Swooping Army: Creates an attacking zone in the specified area for T sec. The zone deals magic damage to all enemies in it in the amount of M% of the character's magic power every 1 sec. and reduces the Dodge parameter for all enemies by D%. The maximum number of player targets - Y, the number of monster targets - X.

    The most broken skill I have ever seen in this Game. Lower its damge to 45%, as well each Person it hits, the person receives 5% lower damage. the 3rd person receives 10% less damage and the 4th 15% less damage and so on. Lower its range to 3v3 or 4v4, the range it has now is way too much, it can hit people who are at the end of the world.

     Support of the Pack: Removes F debuffs from the character or ally, including control effect, also applies Fortitude buff on the target for T sec. Buff increases the Resistance parameter of the target by 100%. Additionally increases the effect duration by 1 sec for each debuff removed.

    Increase cd of this skill by 2 seconds, as well remove the "Additionally increases the effect duration by 1 sec. for each debuff removed." being able to perma have this skill should not be allowed.

     Rugged Hide: Applies the Rugged Hide buff to a character or group member for T sec. The effect reduces any incoming damage to the target by D% and by additional R% for every 3.5% of the target's missing health.

    Change this skill to a 30% damage reduction skill instead of the way it works now. this skill can not stay this way, you are not able to kill an chieftain in a mass fight anymore if hes fully buffed with every damage reduction in this world.

    In GvGs a chieftain is able to  have over 100% cd, almost all of his skills are perma on. Shaman and Deathknight are able to give damage reduction to this class. Elf Does not have any stagger skill or any slowing skill who can stop the chieftain from moving. Something has to be done against this class, its way too broken.


    Thanks for reading, now let  the drama start? 
  10. Like
    Jaan got a reaction from Alex Yeskin in Buff Magical Chieftain and Rework Physical Chieftain!   
    magic chief is made for mass fights, not for arena. if you want to be good in arena, go for physical set. The Damage a magic chief does in gvg/mass fights is way too high and you want more of it, you clearly are a chief user right?





    you want more damage than this? this is just from one chieftain. Now imagine theres more than 30 of them with their stacked aoe and you are asking for more?

     
  11. Like
    Jaan got a reaction from Galaxykiller in Rework for Rangers.   
    Ranger used to be the most played class on the elf side, but during this phase its completely useless. It has no damage in mass fights, no survivability, not even an aoe stun. Rangers dont even get invited in top guilds anymore.

    Pve
    This class can not even outdamage a Bladedancer, cause the dagger speed is ridiculous. I dont even wanna say something about seeker, the damage this class does in pve is unbalanced. 
    I suggest that xbow attack speed goes to 3.0 secs each hit and bow to 2.2 secs each hit. this way, ranger will have more damage in Pve and can battle against elf dps classes. ( or the easy way, increase speed in dagger to 2.5 secs and blade to 2.8 secs.)

    PvP
    My Suggesion for this Class: 

     Dodge: Increases the character’s Dodge parameter for D% for 10 sec.

    Just having dodge is lame, Ranger has 0 defence, I suggest to add 25% damage reduction at 4/4 and increase the skill duration to 15 secs.

     Beast Trap: Places the invisible trap in the specified location for T sec. When triggered, the trap chains the enemy to the spot for R sec. Maximum number of traps is S.

    This skill is completely useless nowadays, since screenbugs can ruin it. I suggest to make the radius 3x3, this way ranger can at least trigger reaction relic and wont get killed in less than 3 secs or for the best case, the trap will trigger.

     Scatter Shot: Deals the "Disorientation" debuff to the enemy for T sec. Under the influence of the effect, the enemy cannot attack or apply skills, and moves chaotically around the battlefield.

    For Rangers to have an aoe stun, I only see this skill as an option, even hunter got two of aoe stuns. The Duration of this skill is only 4 seconds, it can stay that way and ranger could be able to stun at least 5 people.

     Explosive Trap: Places the invisible trap in the specified area for T sec. When the enemy is in the specified area, the trap explodes, causing physical damage in the amount of P% of the physical strength of the character to all opponents in the specified area. Maximum number of player targets is Y, the limit on the number of monster targets is X.

    The damage of this skill is way too low. I suggest to make it at least to 165% of rangers damage and as well add slowing effect to this skill or an burning effect. That way ranger will actually be able to do more damage in mass fights and the opponent can not run freely. 


     Bow Strike: An attack that deals physical damage to the enemy in the amount of P% of the character's physical strength and deals the "Stun" debuff to them for T sec.

    Completely useless skill, I suggest this to be reworked to a fear/enemy slowing skill. Ranged Players are supposed to fight far away from the enemy and not stay right next to him. 

     Vengeful Shot: An attack that deals physical damage to the enemy in the amount of P% of the character's physical strength and deals the "Bleeding" debuff to them for 12 sec. Also deals the "Bleeding" effect to all opponents one after the other within 2 yards of the target for 12 sec. Opponents receive physical damage in the amount of D% of the character's physical power every 2 sec. Each subsequent target takes 10% less damage from the skill. Additionally applies the Stun debuff to the target for T sec if it is under the effect of the Hunter's Cage skill. The effect does not allow to move, attack or use skills. Maximum number of player targets - Y, monster targets - X.

    The Damage of this skill was nerfed at last rebalance, after that, this skill got way too low damage. Elfs are fighting damage reduction mc players, in a mass battle, skill does 0 damage anymore. My damage could be 2000, the last person to get the bleeding debuff is only getting hit by 40% of it, which is 800 damage. adding resi, def and everything, this skill will only hit around 300. My suggestion for this skill is to increase the damage to 150%, then at last the last person would get 90% of rangers damage and the bleeding damage should hit once every second, not once every 2.

     Hail of Arrows: An attack that deals physical damage to an opponent in the amount of P% of the character's physical strength and 50% of this damage to all opponents within a radius of 1 yards. It is impossible to evade the attack. Maximum number of player targets is Y, the limit on the number of monster targets is X.

    This skill is fine, but please remove the long animation if the blessing damage is involved in this skill. as hunter have aoe slowing down effect, it would be great to have this added here. Elf got 0 stagger skills and Since Slowing trap was removed, the slowing effect could be added here.

     Bitterness: If the damage is successfully dealt by an auto attack or a skill that deals instant damage, the character receives Bitterness buff for 30 sec. The effect increases the Attack Speed parameter by P%, Dodge parameter by D% and Critical Hit parameter by A%. Maximum number of effects is 5. Character loses one effect when taking damage from an auto attack or an enemy skill that deals instant damage.

    Remove that if you get hit by someone that the bitterness stacks vanish. This makes the skill useless in pvp.
     
     Fire Volley: When dealing damage with the "Hail of Arrows" skill with a chance of 35%, the "Burning" debuff is applied to the enemy for 9 sec. The effect deals periodic magical damage of 33% of the character's physical strength every 3 sec. Increases skill damage radius by 1 yard.

    I suggest that EVERYONE who get hit by this skill get the chance to be hit by the burning effect, as of now, only the person you hit with it, gets the burning effect.

    Branches

     Branch “Massive Bombardment”
    Reduce the -50% attack speed, make it to 25% and allow ranger to have more skill damage. 
     Heavy Artillery
    Reduces “Attack Speed” parameter by 50%, but in return increases “Skill Cooldown” parameter by 1.5% for each percentage of “Attack Speed” parameter lost. For every 5% “Attack speed” parameter lost, skill damage is increased by 3%.
  12. Confused
    Jaan reacted to Horimiya in Апаем рэнжэра   
    Это я понял, я не пойму зачем ты режешь дальность своего контроля основываясь на ханте? Кто сказал, что рей = хант? Да вы взвоете с контроля на 4 ярда.
    Нет, у меня с замком и талами около 27%. С книгой будет около 31%. Сам понимаешь, что с такой точностью буду мазать часто, что в принципе балансно, поэтому я против апов уклона.
    Но в тоже время я понимаю, что у многих классов есть бусты точности, да и банально у тряпок всегда точности было меньше.
  13. Like
    Jaan reacted to Galaxykiller in Апаем рэнжэра   
    Не знаю,как сильно зарешают 8% урона,но не думаю,что ты будешь спорить с тем,что 12% и 80 урона для 4х очков как-то маловато
    В данный момент рей инициирует файт первым почти всегда за счёт преимущества в ярде у клетки,если убрать просто так ярд с клетки,то в том же положении окажется рей,в котором сейчас хант,так как у рея нету контроля с 4х ярдов,сало в клетку уровняет шансы(по идее)кто меньше крип,тот первый и законтролит.
    Хорошая сильная ветка,доделать немного второй тал «детоксикация» и никаких проблем не будет.Разве сейчас не собирается 35%+ точности достаточно легко?,рей не может стабильно держать кап в 63%(окно в 5-6 сек,сбивающаяся озлоба),то есть остаётся +- шанс в 30-35% и то не стабильный и не постоянный на уклон,не вижу,если честно,прям что-то сильное в этом,учитывая,что и палам и дк(на группу) точность завезли в прошлой обове,так что уклон поддушен в данный момент
    Там тал и так на выживаемость по-сути)Я просто видоизменил его для не сбивающейся озлобы,при этом абсолютно не наглея,ибо срез 20% урона раз в 4 секунды,после уклона,который не факт,что ещё вылетит не выглядит как-то сильно,просто приятное дополнение к талу.
  14. Like
    Jaan reacted to Galaxykiller in Апаем рэнжэра   
    Мощный выстрел: Атака, наносящая физический урон противнику в размере P ед. и D% от физической силы персонажа.
    При форсировании скилл получает 80 и 12% урона,что считаю достаточно мало для драгоценных 4х очков навыков. 
    Предложение: увеличить прирост урона до 20% при полном форсировании навыка и сделать перезарядку 9 секунд,вместо 8 для реев и хантов.
    Баланс между приростами у дд и рдд не будет нарушен,а выкачивание скилла будет целесообразным.
     
     Дезориентирующий выстрел: Накладывается на противника отрицательный эффект "Дезориентация" на T сек. Под действием эффекта противник не может атаковать, применять навыки и хаотично перемещается по полю боя.
    Насколько мне известно то,что навык не работает во все обездвиживания,руты(оковы пала,корни дру,капкан рея…) разработчики признали багом и обещали исправить в ближайшее время,думаю,не будет лишним напомнить об этом.

     Уклонение: Увеличивает параметр "Уклонение" у персонажа на D% на 10 сек.
    После последнего ребаланса выживаемость у персов с уклоном значительно просела из-за значительного снижения времени действия(окно,когда рей/хант/рог абсолютно беззащитны около 5-6 секунд) и того,что весь контроль стал проходить сквозь уклон(хотя это весьма странно,уклониться от урона,но не от стана…)предлогаю возвращение старой механики уклона,игнорирующей некоторые вида стана при уменьшении времени действия на 2 секунды.
    Либо же просто добавить хотя бы 2 секунды времени действия всем навыкам уклона.
     

     Звериный капкан: Устанавливает невидимую ловушку в указанную область на T сек. При срабатывании ловушка приковывает противнику к месту на R сек. Максимальное количество ловушек - S.
    Навык остался где-то в 2013 году,кастуется в упор,имеет радиус в 1 ярд,очень сильно подвержен рассинхрону,иногда противник просто пробегает по нему(а по-факту не добегает или будет находиться выше или ниже)
    Хотелось бы увидеть увеличение дальности каста скилла до 3х ярдов или увеличения радиуса действия до 3х3 или и то и то вместе.

     Взрывная ловушка: Устанавливает невидимую ловушку в указанной области на T сек. При нахождении в указанной области противника, ловушка взрывается, нанося физический урон в размере P% от физической силы персонажа всем противникам в указанной области. Максимальное количество целей-игроков - Y, ограничение на количество целей-монстров - X.
    Ловушка на данный момент является абсолютно глупым юзлессным скиллом с непонятно зачем низким кд в 5 секунд,кастуется почти в упор и с возможностью ставить аж до 7-8 ловушек,зачем?Полезен только в одном случае,если вражеская ги переходит локу к вам.
    Моё предложение в том,чтобы увеличить дальность применения до 4х ярдов,увеличить кд на 10 секунд,ограничить количество ловушек до 2х и добавить один дебаф в виде среза точности,скорости передвижения,урона.
    Либо полностью поменять механику,сделать скилл в виде зоны 3х3 на n секунд,наносящий постоянный урон и так же что-то на выбор:замедление,срез точности,уклона и тд,с остаточным эффектом после выхода из зоны на 2-3 секунды.

     Охотничья клетка: Накладывает на противника отрицательный эффект "Охотничья клетка" на T сек. Эффект приковывает противника к месту.
    Уменьшить дальность применения до 4х ярдов и добавить запрет на каст скиллов на 2 секунды.Так как хант уступает в дальности контроля рею,стоит убрать 1 ярд из клетки,но если не добавить,какой-нибудь дизэйбл,то у ханта будет преимущество ,такое же,как и у рея сейчас.
     
     Озлобленность: При успешном нанесении урона автоатакой или навыком, наносящим мгновенный урон, персонаж получает положительный эффект "Озлобленность" на 30 сек. Эффект увеличивает параметры "Скорость атаки" на P%, "Уклонение" на D% и "Критический удар" на A%.
    Максимальное количество эффектов - 5. Персонаж теряет один эффект при получении урона от автоатаки или навыка противника, наносящего мгновенный урон.
    Это последняя механика,если не ошибаюсь,в игре,где ты теряешь настаканную пассивку от урона.Разве отличие от активного навыка не в том,что его надо нажать и потратить немного времени и ману,а у пассивного тебе нужно потратить время на разгон и постоянно вносить урон,чтобы они не слетели.Предложение убрать крит из озлобы,добавить её в скилл «неотвратимый гнев» и убрать сбивающиеся стаки.

    RPReplay_Final1699746463.mov   Видно,как дпс скачет только от одного моба,ситуаций,где тебя бьёт большое количество мобов слишком много в игре,чтобы навык оставался в таком же виде.
     
     
     Неуловимость: Положительный эффект от навыка "Озлобленность" дополнительно увеличивает параметр "Уклонение" у персонажа на 1%.
    Персонаж получает дополнительный эффект от навыка при уклонении от атак противника. Эффект срабатывает не чаще, чем раз в 2 сек.
     
    Если менять механику озлобы,стоит переработать и талант.Поменять дополнительный стак озлобы от уклона на снижение урона от следующей атаки на 20% после уклонения,срабатывает не чаще,чем раз в 4 секунды.
     
     Огненный залп: При нанесении урона навыком "Град стрел" с шансом 35% на противника накладывается отрицательный эффект "Горение" на 9 сек. Эффект наносит периодический магический урон в размере 33% от физической силы персонажа каждые 3 сек. Увеличивает радиус нанесения урона навыком на 1 ярд.
    Талант рассчитан на увеличение масс потенциала,но почему-то прибавляет только 1 ярд к радиусу действия.Дать возможность накладывать эффект «горение» с шансом на дополнительные цели.
     
     
     Ветка “Массивный обстрел”
     
     Ветка “Аномальная неуловимость”
    Добавить анимацию и иконку в статус баре финальному таланту «детоксикация» и убрать снимание негативных эффектов на 50% хп и ниже.
     
     Ветка “Виртуозная канонада”
    Можно удалить это из игры?…
     
    Так же не понятно,почему до сих пор у дальнего класса так много скиллов,кастующихся в упор,(Капкан,ловушка,удар луком)что постоянно вынуждает дальний класс сближаться с противником,зачем?Если и ровнять дальность контроля ханта и рея,будет справедливым повысить дальность применения данных скиллов.
     
  15. Haha
    Jaan reacted to Pokerface in Examples of how abusable chieftain is   
    Nah mcs complaining too, except chieftains themselfs, ofc 
  16. Like
    Jaan reacted to vavavi in Couple suggestions for priest   
    Priests kit in general is fairly good, but there are couple skills that are somewhat obsolete.

    Resurrection skill as it currently stands is useful to have, but an absolute waste to put any points on. The increased range rarely comes into play, and the increased mana cost is really punishing. My suggestion is:
     
    A. Get rid of the mana cost increase
     
    B. Add a invulnerability buff to the resurrected target when the skill has been used. This invulnerability buff wouldn't allow the target to be attacked, or for them to attack other players.
     
    C. Add a movement speed buff to the resurrected target.
     
    For example: 
    2/3/4/5 seconds of invulnerability and
    20/25/30/35% movement speed increase, depending on the skills level.
     
    This would give this skill some form of utility in mass pvp situations, such as gvg, where instead of reviving an ally to instantly get killed by AoE damage, it would give them some time to get away and rejoin the fight after regrouping. 
    This same could be done for necros matching skill.
     

    The second obsolete skill is Word of power. At it's best, this skill works as a delayed damage skill, at worst it does nothing. Putting points into this skill actually makes it less effective. The longer duration of the effect means the damage is even more delayed, actually lowering it's overall damage.
     
    My suggestion for this is:
     
    A. Get rid of the mana drain aspect of this skill completely and replace it with an effect that slows the target down, while adding the taken away movement speed to the priest.
     
    For example: 10/15/20/25/30% slow on target, and 10/15/20/25/30% movement speed added to the user, for 3/4/5/6/7 seconds respectively.
     
    B. In order to balance this effect, the skills cooldown should be increased so it doesn't become a permanent thing. 
     
    This would allow the skill to have some utility, especially in places like arena where it would compliment priests already "stay back and support" heavy playstyle. In PvE it would allow for some movement utility which would just be nice.
     

    Finally, redemption. This skill as it stands, is a very strong skill, the heal from it is nice, but it's debuff removal aspect is a bit worthless. Currently it can't remove any bleeds, ground stuns or DoT effects.
     
    My suggestion is:
     
    Make this skill able to remove DoT effects, bleeds and ground stuns from people (Such as circle, locks silence zone).
     
    But in order to balance this, reduce its current healing amount (150% of magic at 4/4 for example), cut the maximum allies down to 6, reduce the amount of debuffs removed to 3 and increase it's cooldown.
     
    This would make it less effective as a healing tool, but it would give it some nice utility in exchange for being able to use it less frequently and to less people. Essentially reducing the amount of debuffs it removes, but giving it back it's ability to remove a higher variety of them.
  17. Like
    Jaan got a reaction from Alex Yeskin in Rework for Rangers.   
    Ranger used to be the most played class on the elf side, but during this phase its completely useless. It has no damage in mass fights, no survivability, not even an aoe stun. Rangers dont even get invited in top guilds anymore.

    Pve
    This class can not even outdamage a Bladedancer, cause the dagger speed is ridiculous. I dont even wanna say something about seeker, the damage this class does in pve is unbalanced. 
    I suggest that xbow attack speed goes to 3.0 secs each hit and bow to 2.2 secs each hit. this way, ranger will have more damage in Pve and can battle against elf dps classes. ( or the easy way, increase speed in dagger to 2.5 secs and blade to 2.8 secs.)

    PvP
    My Suggesion for this Class: 

     Dodge: Increases the character’s Dodge parameter for D% for 10 sec.

    Just having dodge is lame, Ranger has 0 defence, I suggest to add 25% damage reduction at 4/4 and increase the skill duration to 15 secs.

     Beast Trap: Places the invisible trap in the specified location for T sec. When triggered, the trap chains the enemy to the spot for R sec. Maximum number of traps is S.

    This skill is completely useless nowadays, since screenbugs can ruin it. I suggest to make the radius 3x3, this way ranger can at least trigger reaction relic and wont get killed in less than 3 secs or for the best case, the trap will trigger.

     Scatter Shot: Deals the "Disorientation" debuff to the enemy for T sec. Under the influence of the effect, the enemy cannot attack or apply skills, and moves chaotically around the battlefield.

    For Rangers to have an aoe stun, I only see this skill as an option, even hunter got two of aoe stuns. The Duration of this skill is only 4 seconds, it can stay that way and ranger could be able to stun at least 5 people.

     Explosive Trap: Places the invisible trap in the specified area for T sec. When the enemy is in the specified area, the trap explodes, causing physical damage in the amount of P% of the physical strength of the character to all opponents in the specified area. Maximum number of player targets is Y, the limit on the number of monster targets is X.

    The damage of this skill is way too low. I suggest to make it at least to 165% of rangers damage and as well add slowing effect to this skill or an burning effect. That way ranger will actually be able to do more damage in mass fights and the opponent can not run freely. 


     Bow Strike: An attack that deals physical damage to the enemy in the amount of P% of the character's physical strength and deals the "Stun" debuff to them for T sec.

    Completely useless skill, I suggest this to be reworked to a fear/enemy slowing skill. Ranged Players are supposed to fight far away from the enemy and not stay right next to him. 

     Vengeful Shot: An attack that deals physical damage to the enemy in the amount of P% of the character's physical strength and deals the "Bleeding" debuff to them for 12 sec. Also deals the "Bleeding" effect to all opponents one after the other within 2 yards of the target for 12 sec. Opponents receive physical damage in the amount of D% of the character's physical power every 2 sec. Each subsequent target takes 10% less damage from the skill. Additionally applies the Stun debuff to the target for T sec if it is under the effect of the Hunter's Cage skill. The effect does not allow to move, attack or use skills. Maximum number of player targets - Y, monster targets - X.

    The Damage of this skill was nerfed at last rebalance, after that, this skill got way too low damage. Elfs are fighting damage reduction mc players, in a mass battle, skill does 0 damage anymore. My damage could be 2000, the last person to get the bleeding debuff is only getting hit by 40% of it, which is 800 damage. adding resi, def and everything, this skill will only hit around 300. My suggestion for this skill is to increase the damage to 150%, then at last the last person would get 90% of rangers damage and the bleeding damage should hit once every second, not once every 2.

     Hail of Arrows: An attack that deals physical damage to an opponent in the amount of P% of the character's physical strength and 50% of this damage to all opponents within a radius of 1 yards. It is impossible to evade the attack. Maximum number of player targets is Y, the limit on the number of monster targets is X.

    This skill is fine, but please remove the long animation if the blessing damage is involved in this skill. as hunter have aoe slowing down effect, it would be great to have this added here. Elf got 0 stagger skills and Since Slowing trap was removed, the slowing effect could be added here.

     Bitterness: If the damage is successfully dealt by an auto attack or a skill that deals instant damage, the character receives Bitterness buff for 30 sec. The effect increases the Attack Speed parameter by P%, Dodge parameter by D% and Critical Hit parameter by A%. Maximum number of effects is 5. Character loses one effect when taking damage from an auto attack or an enemy skill that deals instant damage.

    Remove that if you get hit by someone that the bitterness stacks vanish. This makes the skill useless in pvp.
     
     Fire Volley: When dealing damage with the "Hail of Arrows" skill with a chance of 35%, the "Burning" debuff is applied to the enemy for 9 sec. The effect deals periodic magical damage of 33% of the character's physical strength every 3 sec. Increases skill damage radius by 1 yard.

    I suggest that EVERYONE who get hit by this skill get the chance to be hit by the burning effect, as of now, only the person you hit with it, gets the burning effect.

    Branches

     Branch “Massive Bombardment”
    Reduce the -50% attack speed, make it to 25% and allow ranger to have more skill damage. 
     Heavy Artillery
    Reduces “Attack Speed” parameter by 50%, but in return increases “Skill Cooldown” parameter by 1.5% for each percentage of “Attack Speed” parameter lost. For every 5% “Attack speed” parameter lost, skill damage is increased by 3%.
  18. Like
    Jaan reacted to vavavi in Chieftain   
    Wowzers, it's almost like facing things that are so broken that the game becomes just unplayable and not fun motivates people to voice their concerns.
     
    You could say the exact same thing to you, you don't play a chief, how dare you comment here. Also you really never play against one, which also would give some perspective. Soooo.. technically you commenting comes from a place of less knowledge and perspective than the people from elf that face this class on a daily basis.
  19. Like
    Jaan got a reaction from Steellhost in Rework for Rangers.   
    Ranger used to be the most played class on the elf side, but during this phase its completely useless. It has no damage in mass fights, no survivability, not even an aoe stun. Rangers dont even get invited in top guilds anymore.

    Pve
    This class can not even outdamage a Bladedancer, cause the dagger speed is ridiculous. I dont even wanna say something about seeker, the damage this class does in pve is unbalanced. 
    I suggest that xbow attack speed goes to 3.0 secs each hit and bow to 2.2 secs each hit. this way, ranger will have more damage in Pve and can battle against elf dps classes. ( or the easy way, increase speed in dagger to 2.5 secs and blade to 2.8 secs.)

    PvP
    My Suggesion for this Class: 

     Dodge: Increases the character’s Dodge parameter for D% for 10 sec.

    Just having dodge is lame, Ranger has 0 defence, I suggest to add 25% damage reduction at 4/4 and increase the skill duration to 15 secs.

     Beast Trap: Places the invisible trap in the specified location for T sec. When triggered, the trap chains the enemy to the spot for R sec. Maximum number of traps is S.

    This skill is completely useless nowadays, since screenbugs can ruin it. I suggest to make the radius 3x3, this way ranger can at least trigger reaction relic and wont get killed in less than 3 secs or for the best case, the trap will trigger.

     Scatter Shot: Deals the "Disorientation" debuff to the enemy for T sec. Under the influence of the effect, the enemy cannot attack or apply skills, and moves chaotically around the battlefield.

    For Rangers to have an aoe stun, I only see this skill as an option, even hunter got two of aoe stuns. The Duration of this skill is only 4 seconds, it can stay that way and ranger could be able to stun at least 5 people.

     Explosive Trap: Places the invisible trap in the specified area for T sec. When the enemy is in the specified area, the trap explodes, causing physical damage in the amount of P% of the physical strength of the character to all opponents in the specified area. Maximum number of player targets is Y, the limit on the number of monster targets is X.

    The damage of this skill is way too low. I suggest to make it at least to 165% of rangers damage and as well add slowing effect to this skill or an burning effect. That way ranger will actually be able to do more damage in mass fights and the opponent can not run freely. 


     Bow Strike: An attack that deals physical damage to the enemy in the amount of P% of the character's physical strength and deals the "Stun" debuff to them for T sec.

    Completely useless skill, I suggest this to be reworked to a fear/enemy slowing skill. Ranged Players are supposed to fight far away from the enemy and not stay right next to him. 

     Vengeful Shot: An attack that deals physical damage to the enemy in the amount of P% of the character's physical strength and deals the "Bleeding" debuff to them for 12 sec. Also deals the "Bleeding" effect to all opponents one after the other within 2 yards of the target for 12 sec. Opponents receive physical damage in the amount of D% of the character's physical power every 2 sec. Each subsequent target takes 10% less damage from the skill. Additionally applies the Stun debuff to the target for T sec if it is under the effect of the Hunter's Cage skill. The effect does not allow to move, attack or use skills. Maximum number of player targets - Y, monster targets - X.

    The Damage of this skill was nerfed at last rebalance, after that, this skill got way too low damage. Elfs are fighting damage reduction mc players, in a mass battle, skill does 0 damage anymore. My damage could be 2000, the last person to get the bleeding debuff is only getting hit by 40% of it, which is 800 damage. adding resi, def and everything, this skill will only hit around 300. My suggestion for this skill is to increase the damage to 150%, then at last the last person would get 90% of rangers damage and the bleeding damage should hit once every second, not once every 2.

     Hail of Arrows: An attack that deals physical damage to an opponent in the amount of P% of the character's physical strength and 50% of this damage to all opponents within a radius of 1 yards. It is impossible to evade the attack. Maximum number of player targets is Y, the limit on the number of monster targets is X.

    This skill is fine, but please remove the long animation if the blessing damage is involved in this skill. as hunter have aoe slowing down effect, it would be great to have this added here. Elf got 0 stagger skills and Since Slowing trap was removed, the slowing effect could be added here.

     Bitterness: If the damage is successfully dealt by an auto attack or a skill that deals instant damage, the character receives Bitterness buff for 30 sec. The effect increases the Attack Speed parameter by P%, Dodge parameter by D% and Critical Hit parameter by A%. Maximum number of effects is 5. Character loses one effect when taking damage from an auto attack or an enemy skill that deals instant damage.

    Remove that if you get hit by someone that the bitterness stacks vanish. This makes the skill useless in pvp.
     
     Fire Volley: When dealing damage with the "Hail of Arrows" skill with a chance of 35%, the "Burning" debuff is applied to the enemy for 9 sec. The effect deals periodic magical damage of 33% of the character's physical strength every 3 sec. Increases skill damage radius by 1 yard.

    I suggest that EVERYONE who get hit by this skill get the chance to be hit by the burning effect, as of now, only the person you hit with it, gets the burning effect.

    Branches

     Branch “Massive Bombardment”
    Reduce the -50% attack speed, make it to 25% and allow ranger to have more skill damage. 
     Heavy Artillery
    Reduces “Attack Speed” parameter by 50%, but in return increases “Skill Cooldown” parameter by 1.5% for each percentage of “Attack Speed” parameter lost. For every 5% “Attack speed” parameter lost, skill damage is increased by 3%.
  20. Like
    Jaan got a reaction from Shmeks in Rework for Rangers.   
    Ranger used to be the most played class on the elf side, but during this phase its completely useless. It has no damage in mass fights, no survivability, not even an aoe stun. Rangers dont even get invited in top guilds anymore.

    Pve
    This class can not even outdamage a Bladedancer, cause the dagger speed is ridiculous. I dont even wanna say something about seeker, the damage this class does in pve is unbalanced. 
    I suggest that xbow attack speed goes to 3.0 secs each hit and bow to 2.2 secs each hit. this way, ranger will have more damage in Pve and can battle against elf dps classes. ( or the easy way, increase speed in dagger to 2.5 secs and blade to 2.8 secs.)

    PvP
    My Suggesion for this Class: 

     Dodge: Increases the character’s Dodge parameter for D% for 10 sec.

    Just having dodge is lame, Ranger has 0 defence, I suggest to add 25% damage reduction at 4/4 and increase the skill duration to 15 secs.

     Beast Trap: Places the invisible trap in the specified location for T sec. When triggered, the trap chains the enemy to the spot for R sec. Maximum number of traps is S.

    This skill is completely useless nowadays, since screenbugs can ruin it. I suggest to make the radius 3x3, this way ranger can at least trigger reaction relic and wont get killed in less than 3 secs or for the best case, the trap will trigger.

     Scatter Shot: Deals the "Disorientation" debuff to the enemy for T sec. Under the influence of the effect, the enemy cannot attack or apply skills, and moves chaotically around the battlefield.

    For Rangers to have an aoe stun, I only see this skill as an option, even hunter got two of aoe stuns. The Duration of this skill is only 4 seconds, it can stay that way and ranger could be able to stun at least 5 people.

     Explosive Trap: Places the invisible trap in the specified area for T sec. When the enemy is in the specified area, the trap explodes, causing physical damage in the amount of P% of the physical strength of the character to all opponents in the specified area. Maximum number of player targets is Y, the limit on the number of monster targets is X.

    The damage of this skill is way too low. I suggest to make it at least to 165% of rangers damage and as well add slowing effect to this skill or an burning effect. That way ranger will actually be able to do more damage in mass fights and the opponent can not run freely. 


     Bow Strike: An attack that deals physical damage to the enemy in the amount of P% of the character's physical strength and deals the "Stun" debuff to them for T sec.

    Completely useless skill, I suggest this to be reworked to a fear/enemy slowing skill. Ranged Players are supposed to fight far away from the enemy and not stay right next to him. 

     Vengeful Shot: An attack that deals physical damage to the enemy in the amount of P% of the character's physical strength and deals the "Bleeding" debuff to them for 12 sec. Also deals the "Bleeding" effect to all opponents one after the other within 2 yards of the target for 12 sec. Opponents receive physical damage in the amount of D% of the character's physical power every 2 sec. Each subsequent target takes 10% less damage from the skill. Additionally applies the Stun debuff to the target for T sec if it is under the effect of the Hunter's Cage skill. The effect does not allow to move, attack or use skills. Maximum number of player targets - Y, monster targets - X.

    The Damage of this skill was nerfed at last rebalance, after that, this skill got way too low damage. Elfs are fighting damage reduction mc players, in a mass battle, skill does 0 damage anymore. My damage could be 2000, the last person to get the bleeding debuff is only getting hit by 40% of it, which is 800 damage. adding resi, def and everything, this skill will only hit around 300. My suggestion for this skill is to increase the damage to 150%, then at last the last person would get 90% of rangers damage and the bleeding damage should hit once every second, not once every 2.

     Hail of Arrows: An attack that deals physical damage to an opponent in the amount of P% of the character's physical strength and 50% of this damage to all opponents within a radius of 1 yards. It is impossible to evade the attack. Maximum number of player targets is Y, the limit on the number of monster targets is X.

    This skill is fine, but please remove the long animation if the blessing damage is involved in this skill. as hunter have aoe slowing down effect, it would be great to have this added here. Elf got 0 stagger skills and Since Slowing trap was removed, the slowing effect could be added here.

     Bitterness: If the damage is successfully dealt by an auto attack or a skill that deals instant damage, the character receives Bitterness buff for 30 sec. The effect increases the Attack Speed parameter by P%, Dodge parameter by D% and Critical Hit parameter by A%. Maximum number of effects is 5. Character loses one effect when taking damage from an auto attack or an enemy skill that deals instant damage.

    Remove that if you get hit by someone that the bitterness stacks vanish. This makes the skill useless in pvp.
     
     Fire Volley: When dealing damage with the "Hail of Arrows" skill with a chance of 35%, the "Burning" debuff is applied to the enemy for 9 sec. The effect deals periodic magical damage of 33% of the character's physical strength every 3 sec. Increases skill damage radius by 1 yard.

    I suggest that EVERYONE who get hit by this skill get the chance to be hit by the burning effect, as of now, only the person you hit with it, gets the burning effect.

    Branches

     Branch “Massive Bombardment”
    Reduce the -50% attack speed, make it to 25% and allow ranger to have more skill damage. 
     Heavy Artillery
    Reduces “Attack Speed” parameter by 50%, but in return increases “Skill Cooldown” parameter by 1.5% for each percentage of “Attack Speed” parameter lost. For every 5% “Attack speed” parameter lost, skill damage is increased by 3%.
  21. Like
    Jaan got a reaction from Amaleo in Chieftain   
    This Class is absurd and should be reworked as fast as possible. This class is already the most played class in mc side.

    My suggestion for this Class.

     Eagle's Eye: Applies the Eagle's Eye buff to a character for T sec. The buff deals magic damage to all enemies in the amount of M% of the character's magic power within a one-yard radius every 2.5 sec. Additionally deals the Bleeding debuff to the enemy for 8 sec. with a chance equal to the value of Critical Blow parameter. The enemy takes physical damage in the amount of P% of the character's physical power every 2 sec., you can apply multiple effects to a single enemy. The maximum number of player targets - Y, and maximum number of monster targets is X.

    Remove that this skill is able to stack, just one chief is able to give multiple bleedings is absurd, as well remove the stagger. No elf skill is able to stagger.

     Wolf's Alacrity: Applies the Wolf's Alacrity buff to a character for T sec. This buff increases the character's movement speed by S%. During the next successful auto-attack, the effect deals physical damage to the enemy in the amount of P% of the character's physical power and reduces the enemy's movement speed by R% for F sec. The effect is also removed from the character.

    Decrease the characters movement speed to  25% instead of 50%. Decrease the damage of this skill to 130% instead of 170%, the damage this class is able to do is way too much.

     Swooping Army: Creates an attacking zone in the specified area for T sec. The zone deals magic damage to all enemies in it in the amount of M% of the character's magic power every 1 sec. and reduces the Dodge parameter for all enemies by D%. The maximum number of player targets - Y, the number of monster targets - X.

    The most broken skill I have ever seen in this Game. Lower its damge to 45%, as well each Person it hits, the person receives 5% lower damage. the 3rd person receives 10% less damage and the 4th 15% less damage and so on. Lower its range to 3v3 or 4v4, the range it has now is way too much, it can hit people who are at the end of the world.

     Support of the Pack: Removes F debuffs from the character or ally, including control effect, also applies Fortitude buff on the target for T sec. Buff increases the Resistance parameter of the target by 100%. Additionally increases the effect duration by 1 sec for each debuff removed.

    Increase cd of this skill by 2 seconds, as well remove the "Additionally increases the effect duration by 1 sec. for each debuff removed." being able to perma have this skill should not be allowed.

     Rugged Hide: Applies the Rugged Hide buff to a character or group member for T sec. The effect reduces any incoming damage to the target by D% and by additional R% for every 3.5% of the target's missing health.

    Change this skill to a 30% damage reduction skill instead of the way it works now. this skill can not stay this way, you are not able to kill an chieftain in a mass fight anymore if hes fully buffed with every damage reduction in this world.

    In GvGs a chieftain is able to  have over 100% cd, almost all of his skills are perma on. Shaman and Deathknight are able to give damage reduction to this class. Elf Does not have any stagger skill or any slowing skill who can stop the chieftain from moving. Something has to be done against this class, its way too broken.


    Thanks for reading, now let  the drama start? 
  22. Confused
    Jaan got a reaction from MrHambert in Chieftain   
    This Class is absurd and should be reworked as fast as possible. This class is already the most played class in mc side.

    My suggestion for this Class.

     Eagle's Eye: Applies the Eagle's Eye buff to a character for T sec. The buff deals magic damage to all enemies in the amount of M% of the character's magic power within a one-yard radius every 2.5 sec. Additionally deals the Bleeding debuff to the enemy for 8 sec. with a chance equal to the value of Critical Blow parameter. The enemy takes physical damage in the amount of P% of the character's physical power every 2 sec., you can apply multiple effects to a single enemy. The maximum number of player targets - Y, and maximum number of monster targets is X.

    Remove that this skill is able to stack, just one chief is able to give multiple bleedings is absurd, as well remove the stagger. No elf skill is able to stagger.

     Wolf's Alacrity: Applies the Wolf's Alacrity buff to a character for T sec. This buff increases the character's movement speed by S%. During the next successful auto-attack, the effect deals physical damage to the enemy in the amount of P% of the character's physical power and reduces the enemy's movement speed by R% for F sec. The effect is also removed from the character.

    Decrease the characters movement speed to  25% instead of 50%. Decrease the damage of this skill to 130% instead of 170%, the damage this class is able to do is way too much.

     Swooping Army: Creates an attacking zone in the specified area for T sec. The zone deals magic damage to all enemies in it in the amount of M% of the character's magic power every 1 sec. and reduces the Dodge parameter for all enemies by D%. The maximum number of player targets - Y, the number of monster targets - X.

    The most broken skill I have ever seen in this Game. Lower its damge to 45%, as well each Person it hits, the person receives 5% lower damage. the 3rd person receives 10% less damage and the 4th 15% less damage and so on. Lower its range to 3v3 or 4v4, the range it has now is way too much, it can hit people who are at the end of the world.

     Support of the Pack: Removes F debuffs from the character or ally, including control effect, also applies Fortitude buff on the target for T sec. Buff increases the Resistance parameter of the target by 100%. Additionally increases the effect duration by 1 sec for each debuff removed.

    Increase cd of this skill by 2 seconds, as well remove the "Additionally increases the effect duration by 1 sec. for each debuff removed." being able to perma have this skill should not be allowed.

     Rugged Hide: Applies the Rugged Hide buff to a character or group member for T sec. The effect reduces any incoming damage to the target by D% and by additional R% for every 3.5% of the target's missing health.

    Change this skill to a 30% damage reduction skill instead of the way it works now. this skill can not stay this way, you are not able to kill an chieftain in a mass fight anymore if hes fully buffed with every damage reduction in this world.

    In GvGs a chieftain is able to  have over 100% cd, almost all of his skills are perma on. Shaman and Deathknight are able to give damage reduction to this class. Elf Does not have any stagger skill or any slowing skill who can stop the chieftain from moving. Something has to be done against this class, its way too broken.


    Thanks for reading, now let  the drama start? 
  23. Confused
    Jaan reacted to Horimiya in Chieftain   
    Fix ranger. Very much dmg and autor ignore this because it is his game class... GG
  24. Confused
    Jaan got a reaction from Theweasel in Chieftain   
    This Class is absurd and should be reworked as fast as possible. This class is already the most played class in mc side.

    My suggestion for this Class.

     Eagle's Eye: Applies the Eagle's Eye buff to a character for T sec. The buff deals magic damage to all enemies in the amount of M% of the character's magic power within a one-yard radius every 2.5 sec. Additionally deals the Bleeding debuff to the enemy for 8 sec. with a chance equal to the value of Critical Blow parameter. The enemy takes physical damage in the amount of P% of the character's physical power every 2 sec., you can apply multiple effects to a single enemy. The maximum number of player targets - Y, and maximum number of monster targets is X.

    Remove that this skill is able to stack, just one chief is able to give multiple bleedings is absurd, as well remove the stagger. No elf skill is able to stagger.

     Wolf's Alacrity: Applies the Wolf's Alacrity buff to a character for T sec. This buff increases the character's movement speed by S%. During the next successful auto-attack, the effect deals physical damage to the enemy in the amount of P% of the character's physical power and reduces the enemy's movement speed by R% for F sec. The effect is also removed from the character.

    Decrease the characters movement speed to  25% instead of 50%. Decrease the damage of this skill to 130% instead of 170%, the damage this class is able to do is way too much.

     Swooping Army: Creates an attacking zone in the specified area for T sec. The zone deals magic damage to all enemies in it in the amount of M% of the character's magic power every 1 sec. and reduces the Dodge parameter for all enemies by D%. The maximum number of player targets - Y, the number of monster targets - X.

    The most broken skill I have ever seen in this Game. Lower its damge to 45%, as well each Person it hits, the person receives 5% lower damage. the 3rd person receives 10% less damage and the 4th 15% less damage and so on. Lower its range to 3v3 or 4v4, the range it has now is way too much, it can hit people who are at the end of the world.

     Support of the Pack: Removes F debuffs from the character or ally, including control effect, also applies Fortitude buff on the target for T sec. Buff increases the Resistance parameter of the target by 100%. Additionally increases the effect duration by 1 sec for each debuff removed.

    Increase cd of this skill by 2 seconds, as well remove the "Additionally increases the effect duration by 1 sec. for each debuff removed." being able to perma have this skill should not be allowed.

     Rugged Hide: Applies the Rugged Hide buff to a character or group member for T sec. The effect reduces any incoming damage to the target by D% and by additional R% for every 3.5% of the target's missing health.

    Change this skill to a 30% damage reduction skill instead of the way it works now. this skill can not stay this way, you are not able to kill an chieftain in a mass fight anymore if hes fully buffed with every damage reduction in this world.

    In GvGs a chieftain is able to  have over 100% cd, almost all of his skills are perma on. Shaman and Deathknight are able to give damage reduction to this class. Elf Does not have any stagger skill or any slowing skill who can stop the chieftain from moving. Something has to be done against this class, its way too broken.


    Thanks for reading, now let  the drama start? 
  25. Cool Story
    Jaan got a reaction from White17 in Chieftain   
    This Class is absurd and should be reworked as fast as possible. This class is already the most played class in mc side.

    My suggestion for this Class.

     Eagle's Eye: Applies the Eagle's Eye buff to a character for T sec. The buff deals magic damage to all enemies in the amount of M% of the character's magic power within a one-yard radius every 2.5 sec. Additionally deals the Bleeding debuff to the enemy for 8 sec. with a chance equal to the value of Critical Blow parameter. The enemy takes physical damage in the amount of P% of the character's physical power every 2 sec., you can apply multiple effects to a single enemy. The maximum number of player targets - Y, and maximum number of monster targets is X.

    Remove that this skill is able to stack, just one chief is able to give multiple bleedings is absurd, as well remove the stagger. No elf skill is able to stagger.

     Wolf's Alacrity: Applies the Wolf's Alacrity buff to a character for T sec. This buff increases the character's movement speed by S%. During the next successful auto-attack, the effect deals physical damage to the enemy in the amount of P% of the character's physical power and reduces the enemy's movement speed by R% for F sec. The effect is also removed from the character.

    Decrease the characters movement speed to  25% instead of 50%. Decrease the damage of this skill to 130% instead of 170%, the damage this class is able to do is way too much.

     Swooping Army: Creates an attacking zone in the specified area for T sec. The zone deals magic damage to all enemies in it in the amount of M% of the character's magic power every 1 sec. and reduces the Dodge parameter for all enemies by D%. The maximum number of player targets - Y, the number of monster targets - X.

    The most broken skill I have ever seen in this Game. Lower its damge to 45%, as well each Person it hits, the person receives 5% lower damage. the 3rd person receives 10% less damage and the 4th 15% less damage and so on. Lower its range to 3v3 or 4v4, the range it has now is way too much, it can hit people who are at the end of the world.

     Support of the Pack: Removes F debuffs from the character or ally, including control effect, also applies Fortitude buff on the target for T sec. Buff increases the Resistance parameter of the target by 100%. Additionally increases the effect duration by 1 sec for each debuff removed.

    Increase cd of this skill by 2 seconds, as well remove the "Additionally increases the effect duration by 1 sec. for each debuff removed." being able to perma have this skill should not be allowed.

     Rugged Hide: Applies the Rugged Hide buff to a character or group member for T sec. The effect reduces any incoming damage to the target by D% and by additional R% for every 3.5% of the target's missing health.

    Change this skill to a 30% damage reduction skill instead of the way it works now. this skill can not stay this way, you are not able to kill an chieftain in a mass fight anymore if hes fully buffed with every damage reduction in this world.

    In GvGs a chieftain is able to  have over 100% cd, almost all of his skills are perma on. Shaman and Deathknight are able to give damage reduction to this class. Elf Does not have any stagger skill or any slowing skill who can stop the chieftain from moving. Something has to be done against this class, its way too broken.


    Thanks for reading, now let  the drama start? 
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