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vavavi

Guardian of Spear
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Posts posted by vavavi

  1. 4 hours ago, Shax said:

    So you're telling me bd can have a resist skill on demand, while having a shield and a dmg reduction and a way nicer heal skill, but a rogue class with no defensive skill whatsoever can't have 50% resist coming out of stealth for 3 SECS? lmao how is that broken in your head???

     

    do u realize seeker has better tank abilities, bigger dmg output, invisibility, more speed yet have resistance out of stealth? 

    Seekers issues aren't relevant to this. Also their resist is only 8%, while lacking any ranged attacks, which rogue has 3 of, one of which is a stun. Also they don't gain any damage from their stealth, while rogue does.

     

    50% would be broken because it would end in a cycle of coming out of stealth, being resist buffed to near 100%, and being able to stealth back with barely any time for anybody to do anything to cc the rogue.

     

    Complete immunity to cc like that on a extremely high damage class that can come in and out of stealth is a massive issue. The 8% seeker has is already a problem when buffed. 50% is complete overkill.

  2. 2 hours ago, Shax said:

    You're thinking that every buff suggestion will be added, these are suggestion and although majority of them are needed for this class, most likely not all will be added. Not to mention that people need to take these numbers with a grain of salt. Devs dont just copy suggestion numbers and add them instead they do tests and figure out what would be most balanced. For instance 50% resistance coming out of stealth will not be broken at all if that was the only buff it got along with something else but if every suggestion was added, probably would be best to tone those numbers down

     

     

    50% is extremely broken even by itself lol.

  3. 43 minutes ago, Julio said:

    It doesn't matter, it still takes up Nerf pet Master 8 seg CD skill healer full healer GM fake rebalance elf win win pvp For the problems BM no CD skill healer Death Knight SKILL 90 sec CD skill

    As usual Death knight treated as Trash GM favorites elf 3 class Immortal warden don't died pvp/druida X3 heal Nerf Immortal PVP  Nerf pet master healer cd time 8 seg

    Guess all we can do is hope the rebalance thats coming will be something that keeps the majority of people happy. Personally im excited to see a meta shift atleast, whichever way it goes. Maybe will even get to upgrade and play rogue if they become unstoppable.

  4. 22 minutes ago, Julio said:

     

     

    Nerf pet Master dmg 1400+1900+2400 consecutive hit Nerf pet master tree skill 2000 hp hide and then make 4 consecutive hits 8 seg heal skill CD Nerf no time CD in pvp  1:06-1:14 no CD time skill 

    That BM is barely hanging on to its life vs a low dmg class by spamming pots. Also the reason you ended up taking so much dmg is the biolysis effect from arena reward skill thats lowering your resilience.

    '

  5. 59 minutes ago, Santa Claus said:

    Couldnt find other chief with pvp build and barb isnt inspectable

    Screenshot_2023-11-12-11-28-20-466_com.aigrind.warspear.jpg

    I mean that chief was afk majority of that video, it didn't even use skills lol. The pala doesn't even have bleeds on him

  6. Other things seem nice(except adding even more damage for reason), but a flat 33% dmg reduction on reflex for no downside is alot. Getting a slight resist boost on dodges seems far more fair than that. Like say 7,5/10/12,5/15% resist boost when reflex is active.

     

    Or you could combine both of your suggestions in a way. The guaranteed dodges on reflex would be way too abusable, especially with how current stealth works. Instead it could accumulate stacks of reduced damage. For example 20/25/30/40% stacks of reduced damage, while working the same way as suggested with dodge.

  7. I like the idea, but thats alot of buffs for no downside added.

     

    For example adding the aoe healing effect to it seems nice, but reducing its duration, for example to 5 seconds, would balance it a little bit.

     

    The def increase seems a bit redundant, since lock will be full hp after the use of this skill anyway. And 100% resist is really strong.

     

    Instead, you could add a 80% dmg reduction to one hit from an auto attack/an instant damage skill after the skill ends, alongside with 1 guaranteed resist stack, instead of immunity for 3 seconds.

     

    This would give the lock time to evade instant death and cc after the skill, but would also keep it balanced.

  8. Priests kit in general is fairly good, but there are couple skills that are somewhat obsolete.

    Screenshot_2023-11-11-22-49-10-66_c919c9a1cd92b191011af9968d4bf81f.thumb.jpg.50b6c1e1a0210b0eeb43d4473755f7f7.jpg

    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.

     

    Screenshot_2023-11-11-22-48-50-60_c919c9a1cd92b191011af9968d4bf81f.thumb.jpg.efd3f2e9d26b6ed785bb76732780ef52.jpg

    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.

     

    Screenshot_2023-11-12-00-20-39-08_c919c9a1cd92b191011af9968d4bf81f.thumb.jpg.d6d75d521de5858c4ba3d17f234980d0.jpg

    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.

  9. 29 minutes ago, Dseta said:

    This is the most broken class of sentinels, it is so broken that nowadays everyone chooses it.

     

    Proximity to Nature: Applies the Hunter's Mark buff to a character for 6 sec. The character cannot be attacked, and they are also deprived of the ability to move, apply skills, auto-attack, and use items. When in effect, the character and all the allies within a radius of 3 yards recover health in the amount of 45% of the character's magical power every 1 sec. and receive the "Forest protection" buff that increases the physical and magical protection of targets by 25% for 14 sec. Maximum number of targets is 9. The restriction does not apply to the character and the Moon Monster.

     

    Why would a damage class have a zone healing ability???

    The Warlock's Stone Body ability is ridiculously weak compared to this ability, considering that both have almost the same mechanics.

    Proximity to Nature skill urgently needs a tune-up

     

    Aura of the Forest: Applies the "Aura of the forest" attacking buff to the Moon Monster for 10 sec. The buff deals magic damage to all enemies in the amount of 100% of the character's magic power within a one-yard radius every 2 sec. When a monster receives instant damage from skills and auto-attacks, the effect damage increases by 5%, but by no more than 20%. If there is no Moon monster, it deals the "Aura of the forest" attacking buff to the character for 10 sec. The effect deals magical damage to all opponents in the amount of 100% of the character's magical power within a radius of one yard every 2 sec. Maximum number of player targets is 6, and maximum number of monster targets is 14.

     

    Power of Nature: Increases the damage dealt by the "Aura of the Forest" skill by 15%. When used, the skill gets the maximum damage bonus.

     

    Aura of the Forest is the most unfair and broken ability in the game. 

     

    let's do the math

    100% + 20% + 15% = 135% x 5 = 675%

     

    explanation

    the Aura of the Forest skill has a damage of 120% plus his talent 15% so it would be 5 hits of 135% for a total of 675% damage.

    This skill is ridiculously strong compared to all the other consecutive damage skills of other classes.

     

    For example

    warlock hex skill has 80% damage on 4 hits for a total of 320% damage.

     

    Chieftain's Swooping Army skill has 60% damage on 5 hits for a total of 300% damage.

     

    Aura of the forest skill urgently needs an adjustment, it cannot continue with that damage so unfair for other classes of consecutive damage.

     

    @Dr Strange @Nolan @LeeLoo

    I agree that bm is maybe a bit too strong in it's current state, but that math is dumb lol. You take bms skill, which is a pure 3x3 damage skill, and compare it to either chiefs skill, which has a larger area, or to a warlocks hex, which is mainly a silence.

  10. 9 hours ago, Lemillion said:
    • Change the mechanics of the Priest's Revive ability to allow reviving an ally from any location, rather than being restricted to a 5-meter distance.

     

     

    • Also, in the Priest's aura ability, add a new attribute of precision to it. I see many priests out there who seem to be lacking in accuracy.

    Revive skills range actually increases if you put more points into it. You almost become able to use a dead teammate as a sort of trap, where you can kite away from the enemy, and respawn the teammate out of nowhere on top of the person chasing you. In a less fun situation it's just quality of life not having to search for the person who died in your dg party. Waste of points tbh. Both necros and priests revives should be given some actual incentive to have points put into them.

  11. 3 hours ago, Abi said:

    its funny how the mc topics are filled with more elfs suggesting changes to mc classes than mc themselves

    and elf section is a ghost town

    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.

  12.  

    This is just a few examples of how insanely abusable this class is. You have no counterplay to it, you cant stun it, silence it, sap it, run away from it or do damage to it.

     

    Rugged hide should be turned into a def increasing skill such as druids, or be toned down in either duration or the amount of damage reduction, and resist has to change too. A virutally permanent immunity to any cc makes this class unstoppable. Possible changes could be either making the resist have stacks like bds, or make it only work against control effects, so things such as silences could atleast go through, allowing for some counterplay.

     

     

     

  13. 10 hours ago, Zyfil said:

    I am stuck on the same quest right now, there is a green question mark above a yellow circle named "Lunar circle" but I can't click on it and the thing in the wall says I need rune of full moon, what is this why is this and what do I even need to do here?

     

    I´m not 100% sure if i recall this exact quest, but usually in these sorts of situations there are either A. A set order in which you have to complete the quests objectives, e.g Click this altar, before the other one becomes available etc. or B. There should be an area highlighted with green on your map, in which you should find an item that is needed. It could be in a chest, inside some sort of an object that you can search or dropped by other npcs nearby. 

     

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