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vavavi

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Posts posted by vavavi

  1. Most of these changes seemed to be focused on turning skills/talent specifically balanced around 2 separate builds existing, into universally beneficial ones. It's like you're suggesting for the class to be simplified to a point where it makes no difference how you build the char. Which ironically would reduce the diversity of builds that you say you're trying to increase

  2. 6 hours ago, weasel said:

    Increase the character  skill  power by 3%/5%/7%/9%/12%  and each autoattack decreases the accuracy by 15%/20%/25%/30%/35%.

     

     

     

    Although i agree something should be done about kick (aswell as bds sap), rogue definitely doesn't need any more damage. 

  3. 5 hours ago, Equinox said:

    I think there are bigger problems than botting, which in my opinion is still questionable.

     

    I agree that you often find bots moving together, even in dungeons, carried by a main character. The same thing happened to me in Lab, with bots parked in a corner and the main character acting as the boss.

     

    I think the problem is more related to those who play the game on PC. A mini-anti-cheat program should be developed that could solve this problem, but I find it difficult. :violent:

     

    As for the reward for reporting, they can only thank you for helping the community, as I would. 

     

    I don't know if the rules allow multi-accounting on Warspear. In many auto games, you can open multiple game launches to farm better. The point is, if it's banable... if they ban the main player, that person will probably leave the game, and I don't think they want to lose players. :bruce:

     

    There are many factors to consider. It's also true that if the rules prohibit it, it's your business if you don't follow them.

     

    It's pretty bad

  4. 2 hours ago, Laevateinn said:

    That would be ideal, but in terms of balance with the elf side, the number and strength of movement speed skills should be roughly the same. Even though chieftains have to run while getting hit by every monster, and seekers don’t get hit by any monsters at all…

    That’s why I was talking about a small movement speed buff. Of course, the bigger it is, the better it would be to stand up to seekers.

    You have to keep in mind that seekers don't get a damage buff from stealth. If movement speed was added to rogues stealth, the damage buff would have to go with it. Something like a talent that let's you choose between the movement speed and damage buff would be cool though

  5. 14 hours ago, Gasta said:

     

    The current 5/5 shot grants -45% accuracy +5% talent, so I don't think it would make sense for this new ability to have the same number. 

     

    And everyone agrees that the current shooting mechanic is awful, even at 5/5, and not worth spending points on.

    Yea but this -50% is single target. Your suggestion is an AoE effect. The idea is nice, but the numbers you suggested are just too strong.

  6. The idea is nice but those numbers need to be a lot lower. -60% accu is crazy and would result in a near 100% dodge rate against the vast majority of classes. Even against someone who went heavily into accu and specifically maxed it out, that would still result in a 70% dodge chance, almost completely neutralizing a niche build made specifically to counter dodges, which just wouldn't be balanced.

  7. On 11/7/2025 at 9:39 AM, Drown said:

    Dmg very nice yes, but when it comes to heal build. Charmer very much lacking on that part nowadays. And gm tries to fix it by making magic build more offensive which dont really fix the actual problem..

    Well to be fair haven't seen many staff charmers recently. They used to be a lot more common. At least the way I remember them their heals we're great, but I could be wrong and that's not the case anymore

  8. 24 minutes ago, thrunya said:

    As I get, you play on elves, but mc are now far more powerful in PvE single-target damage due to necromancers and charmers with their insane summons (and debuffs of necro). And raids are just perfect to show it off, especially water raids where strong agro parties matter the most

    Maybe so, but I did check the mc times also of every other server. The closest any other mc got was that 9:49 completion. If it really was only a case of mcs being so much stronger dps, surely some other server would have gotten at least kind of close. But even other mcs in the same server (RU-Amber) we're nowhere even close. And by not even being close, I mean not being even able to complete lvl 15. And that's versus a 4 minute run

  9. 19 minutes ago, Voidknight said:

    Also keep in mind, that adding more people does not scale the damage linearly due to target debuffs. 10->15 transition may result in x2 dps, especially if they go all ot once.

    Yes I'm fully aware of this. We even ran a test run where we opened all 3 doors at once at the cost of time, to send in 3 parties at the same time to test out the damage we could do. It was nowhere near enough, even at level 13 we could only do around 60-70% dmg this way. At level 15 this would be the equivalent of around 40%. The sheer amount of difference, especially when compared to literally every other server, is absurd.

  10. 14 minutes ago, Voidknight said:

    The difference between 4:30 and 9:30 is a second "attempt" at killing the boss with 10/15 people. The guild with a 9:30 result may have done 80+% of boss hp in a first attempt, or 2 attempts with 10 people.

     

    From my perspective, opening all 3 eyes at once was not easy, and the 9:40 result in 14 lvl raid was done with 3x10 people.

     

    Probably the 9:50 result in 15 lvl was done similarly, and the 4:30 was done with 1x15 attempt.

    The way the doors worked in said raid, was that you could start opening them again while people we're inside the heart room. There was only a short timer where you couldn't. Even a guild at 50% the efficiency of KoTuKu would have opened the 2nd wave way before 9 minutes left. If their inside people did manage to do 80% on the first wave during the 1 minute or so you got inside as you claim, the remaining 20% would not have taken long enough to go until 9:49.

     

    We tried all of these things in EU. Every possible artifact combo, every minion combo, every class combo. We had optimized parties for all 100 people, every party with optimized minions and the best possible class combos with the most geared/talented/knowledgeable people for the room inside. We even ran tests on alt guilds to test for possible weapon bugs (If heat/fero worked) and even tried to abuse the rapid DoT damage inside the heart room that for some reason triggered bladedancers counter/shaman's shield.

     

    Now i understand EU isn't as active as amber is, but in every other raid that are straight 100 people dps contests, we get similiar times to KoTuKu. But for some reason this one raid, where it really is only the 10-15 people that matter, they are unbelievably fast. You can claim book difference, but keep in mind we had fully booked dps people, and by fully booked i mean literally every possible damage increasing book, with even multiple orcinus books to boot, and could get nowhere close, while in all those other raids the times are similar. And it's not only us in EU. No other server got to even touching distance of these times.

  11. 47 minutes ago, MrHambert said:

    icon_class_01.png.9d7c1b2971664902240b6b55e69e23fb.pngicon_class_14.png.30bd8b3af4160526656c070d2b27f2a8.png+image.png.e9bffb505b96e47ca43f2215ff891a74.png

    I would dare to say there's something else going on than simply class optimization. The difference is way too large to be explained by just that. Keep in mind this is miles and miles faster than any other server, including mcs from all those servers. As well as other mc guilds from amber itself. If it was simply a case of charmers, there wouldn't be that big of a discrepancy.

     

    A straight 100vs100 fight being done faster by the largest server wouldn't be strange, they will inevitably have more high tier players on average. But given the nature of the raid, in my opinion it's foolish to assume every other server lacks 10-15 people with enough game knowledge to at least get even close to this damage.

  12. 6 hours ago, Laevateinn said:

    What’s the point of this video? Amber is the most popular server, and that faction’s leading guild is the biggest one there. They will always fill the guild with pro meta classes that are perfect for the content. :pirate:

    The way this particular raid worked, was that maximum of 15 people could go in at a time to kill the actual boss and to do the damage. I know amber is popular, but 10-15 people somehow doing this much more damage than any other servers top 10-15 ppl is strange.

  13. 27 minutes ago, Drown said:

    Reduce base dmg for the call and the first hit. Wont hit much👀 physical charmer gets so easily countered by aoe dmg so i think this would balance it a bit without making it too broken.

    Phys charmer being easily countered is balanced by the fact that if it's not countered, everything dies. Letting charmers spawn dogs mindlessly without having to worry about them being countered would downgrade the gameplay imo. And would be insanely abusable. I can already see a charmer spawning dogs behind himself and agroing them to some backline class, just to have them helpessly watch as a rapid, damage immune pack of dogs strolls through the entire team to hunt them down.

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