Jump to content

vavavi

Helping Hand
  • Posts

    755
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by vavavi

  1. Being expensive isnt a justification for something that has 0 counter play. Thats the definition of overpowered. Orcinus book is its counter part, also expensive, but is nowhere near as impactful. Having a single item that makes any form of counter play impossible is just poor design. And about your 4th point, you literally say yourself it has NO COUNTER. Having some way to counter it is just logical. Only reason it is that absurdly expensive, is that its so obviously game breaking.
  2. This thing. With the upcoming skill balances, theres been alot of discussion about skills, but not so much about passive skill books. And there is one thats in desperate need of some reworking. This monster of a book dropped from raid boss giant octopus in t5, is easily the most broken, overpowered and busted item the game currently has. And heres why. Lets start by comparing it to its counter part "magic extension", dropped by the other raid boss in t5, orcinus. One of them extends positive effects, while one of them cuts down the duration of negative effects. In paper, it makes sense, but in reality these 2 things are nowhere near equal. While the book from orcinus is insanely strong, and makes a huge difference (as it should), it can be countered with the right play. Octo one really cant be. How this book works right now, is that it cuts down ANY negative effects duration applied to your character with the amount equal to your magic defence %. So this is usually about 50%. It already sounds strong, while assuming it would be just stuns, but thats not what the reality is. When I said any negative effect, it means all of them. Relics, saps, roars, silences, slows, stuns, roots, bleeds. Anything you can think of, it effectively cuts in half. It works on so many things, that theres 0 counter play to it (Except having the book also). I understand that it's rare, and should be strong, much like its counter part is, but strong shouldn't mean straight up making you almost immune to any negative effect. I have a few suggestions how this could be balanced, while still keeping it equal to magic extension one. 1. The % could be cut in half. So for example, if you have 50% magic defence, it would lower the duration of negative effects by 25%. This would still be strong, and make a huge difference, but would atleast allow for bit more counterplay. 2. Make it chance based. So 50% magic defence, would mean you have a 50% chance for it to activate, and cut the duration in half. 3. Its effectiveness could be limited somehow. For example, let it work only on stuns and root type of skills, while relics saps etc stay unaffected. Something along these lines. 4. Give it a cooldown. For example, every 3rd negative effect would be effected, or that it couldnt be triggered more than once every 5 secs. This one is a bit risky in my opinion, because if the timer is too long, it would be way too hard of a nerf. Haven't seen this book being discussed in english forums atleast, so figured might aswell bring it up.
  3. Look what you're saying tho. "This full book fully awarded char hits high on my not as well geared char". Im sure a bd, with equal gears as you, wouldn't be hitting that high. Dumb to compare with someone who heavily outgears and outamps you with more books to boot it.
  4. Would love to see some pve buff for druids. They're currently hands down the most useless class in anything pve related.
  5. vavavi

    Redemption

    Giving rogues increased resist stat during stealth might be a nice buff. Or a chance to not be instantly revealed by the first hit to counter detect pots. Something like, 5-10-15-20-25% resist per point used in stealth. Or 30-40-50-60-70% chance to not be unstealthed after first hit taken while in stealth. Some way to counter detection pots, that doesn't make them completely useless anyway.
  6. Resist skill should be reworked a bit. Maybe make the cd of it longer. Currently 20 sec cd for 3 resists is a bit overkill, and it pretty much makes bds weakness, which is the inability to close gaps effectively, barely relevant. Also some counter rework would be fun to see. Possibly instead of dmg reflected being based on the bds damage, it could increase the characters damage reflect stat for a while. For example 20-40-60-80% from 1/4 to 4/4. Would give it some unique uses, and allow for different builds from the somewhat boring meta. Saying bds hit 1400-1600 is a gross over exaggeration though. Yes you hit that on weak geared people, but any rogue and ranger vs those same gears does basically the same damage also. Properly geared people barely get hit 1k . Atleast max i can hit on people with actually good gear is around 900-1,1k, even less if theyre using heavy mermen gears. If you use a non awarded non amped char, ofc you'll get destroyed by any damager with ferocity weps.
  7. One solution could be rewarding people with arena points equal to the amount of PvP-rating they get for killing people during wars. The whole pvp-rating system is a bit pointless at the moment, this could be one use. It has a daily limit for killing a single char, and level differences are also considered. It wouldn't be so easily abusable, and offers some incentive to take part in the battles. It could also work as a new way to go for your arena gears, instead of mind numbing afk spams. And if not gears, then a way to have some fun and make a bit of gold couple times a week.
  8. How would it be better for the player base if new players came in, played for a while and quit once theres nothing left to do? Besides, the reputation/knowledge caps are there to support playing for shorter periods each day, which kind of fits your idea of a mobile game.
  9. Well yea its situational obviously. But for example in chaos gvg its a really good class for picking off late arrivals or people respawning.
  10. Properly geared rogues can be good in gvgs too. There had been a few who are amazing at picking off people in the outskirts of the fights. You can't just run in like a tank and expect to live. And im still convinced the creator of this topic has never even touched a properly built, actually maxed out rogue, cause those are borderline unkillable, especially on the outskirts of gvgs while pot spamming.
  11. I mean, 4/4 tt, 4/4 absolute reflex, 4/4 throwing knife, 5/5 kick, 3/5 dodging, 5/5 gouge is literally max stuns and max dodge
  12. The set is really good for any class that has the ability to heal, in one way or another. It is superior to greatness on every heavy armor user (with the exception of bds in some situations), but it also is higher level, and from newer content. If i had to guess, the next awards that come out have something new to them also, to balance it out. Lvl 30 greatness sets are old after all.
  13. Screen_Recording_20210824-055504_Warspear Online_1.mp4 There appears to be a bug with charmers "call" skill, which for some reason causes it to ignore resilience and lower pvp crit damage completely. In the clip above, you can see this in action. A dog spawned by this skill, hitting me 1k, suddenly starting to crit 2k+, despite having 50% resilience and pvp crit multiplier being lowered by default. I understand resilience is supposed to work on damage from other players, not npcs, but since charmers spawns damage is based on the users damage, surely this should apply to them also? As it is right now this skill completely ignores resilience, and the lower pvp crit multiplier existing. This causes multiple issues, since ignoring the main pvp stat the whole games arena system is based around, is kind of a big deal. For example, combined with this relic, you can spawn multiples of these resilience ignoring spawns. Is this an oversight? Since their damage is based on the players personal damage, surely pvp crit restrictions should apply. And surely they shouldn't completely ignore resilience, the main defensive pvp stat of the game. The issues abusing this, what im assuming is a bug causes, are insane. One charmer can spawn 5-6 of these mobs, that do aoe dmg(which also ignores resilience and pvp crit multiplier), being able to practically one shot any player, and anyone near them, even with maxed out award sets, by simply clicking one button. Just to emphasize, this literally allows one charmer, to spawn the equivalent of a +10 pvp rogue that can crit, every 4 seconds or so. They can output more dmg just by spawning these with rage on, than a full party of +10 damage classes could ever dream of doing, in pvp. It is quite literally a game breaking bug. And thats from 1 person abusing it. You can probably imagine the effect this would have, if you had multiple people abusing it in the same place. 1237234991_Screen_Recording_20210824-101525_WarspearOnline.mp4 It's not even an exaggeration, here is a comparison to a +10 bds damage. (This is also with lower resi since gears stay lower level) +10 bd with full guild buffs and books does 1500, while a single dog that can be spammed infinitely every 4 seconds does 2k.
  14. Personal rewards, especially if just regular skins and costumes seem a bit underwhelming. If the rewards were something like recolour kits for example, might be a bit more interesting. For example, a recolour kit for demonologists costume, to change to main colour scheme from black and white to blue and white. Or say a red recolor for ice daggers, or something along those lines. Other than the rewards, absolutely love the idea. The game really lacks challenge atm, especially for end game players. Would love to see this become a thing in the future.
  15. Can't remember every level, but lvl 22 is 375k xp
  16. Wew, gz to all other winners also
  17. There is a difference between one hitting people with so bad gears they're basically naked, and fighting actually geared people. Screen_Recording_20210818-034851_Warspear Online.mp4 Fine, you can reach 68%, without books or a single enchant. Personally i feel like it's usually the shamans and locks supporting the rogues that do the outplaying. But I suppose i could be wrong. BDs work perfectly as a damage sponge/distraction class, so the less tanky backline classes can pick off isolated targets while you keep people busy. But thats a bit off topic. And about dodge rogues eating bds alive, it can happen. If you can't avoid kick atleast, but lucky for me, there is a cure. Representing, The Kick Vaccine. If you're getting hit 1,5k by rangers, maybe you're just fighting way higher amped and better geared people. Which would also explain the issues you have in other arenas. I hit properly geared shamans, max 1200, on a fully buffed, fully booked bd. There is no way anyone with 58 resi is getting hit 2k by seekers. Never said they are broken, just that they're easily one of the best pvp classes, and are also great in dungeons. Ok, so by now you've said that rogues are: The 2nd best dmg class for raid bosses, best in most dgs, that they're good for 2v2, they can handle 1v1s, have skills that allow outplays, and that you manage to win most arenas on one. Um... maybe im missing something, but why did you want them to get a buff? Every class has a weakness, and judging from what a rogue main, who clearly understands how the class works, has said, group fights are rogues only one. You know what other class has that same weakness, but it's also combined with multiple other weaknesses, which do prevent them for being viable in all of those earlier mentioned areas? Seekers Feels like this topic would fit better if it was about them instead of rogues.
  18. Rogue literally has the highest pvp dmg output from any class *while still having a viable resi set*(except maybe a charmer with rage crit relic on and multiple dogs up). You get 70% speed, without using a single speed enchant, while having max dodge, 2 stuns(1 of which heals), and a gouge that lasts about a year. Also, Stealth is trash vs a good team, detects or not. (You don't need it anyway) Kick makes 1 person unable to even damage you, (if its resisted you get reaction relic) which is huge in 2v2 and 3v3s. Paired with a decent healer or a barb to single out targets, they can be insane without even bothering with stealth for anything else than activating relics. (Which means you can basically guarantee an ice captivity relic every arena fight with exterms high cd boost combined with stealths low base cd. Which alone makes you immune to be nuked by rangers, or anything really) If your whole idea of playing rogue is stealthing and jumping someone at random expecting for things to die, no wonder you dont do so well. There are some incredibly good rogue users in eu atleast, that are always scary to fight. Even on a fully awarded bd.
  19. Not weakest, they just have a bit lower of a capacity of dmg they can take over long periods of time. Which is made up for in the ability to survive fast, high bursts of damage better than barbs, or even wardens. You know, sustainability traded for whatever tanking fast bursts of damage is called.
  20. Calling dks weak tanks is just false lol
  21. Affected, maybe not. But right now you literally get punished for having resi. In pvp.
  22. They do count as pve damage. That's the whole "bug" I meant. Resi doesn't lower the crit what so ever. Neither does the lower 1,5x multiplication for pvp crits apply to them.
  23. It was more so meant to be about the whole pve damage ignoring resi, and whether or not thats a bug or not. But oh well
×
×
  • Create New...