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vavavi

Guardian of Spear
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Everything posted by vavavi

  1. Personally think this would be way too abusable. Transferring strong books around to other chars, even if bound to same acc and costing mcoins is ridiculous. Having one of each sea book would mean you have 12 characters with access to those, allowing you to turn any class you feel like is the best at that current time into one of the best of its kind, without any effort. Meeting every possible class combo with octo/orci books from 2 ppl, in any given arena level at basically anytime, just from 1 book each, seems dumb. These books are meant to be rare, not something you can toss around to any char at any given time. Feel like ranking in lvl 18 arena? 20? 22? 24? No problem, throw couple sea books on those chars making them unbeatable, and when you're done abusing them for everything you need, just put them back. Whether this scenario speaks more about the absolute joke state of those 2 books and them still not being changed, or unbinding books as an issue dunno. But at the current state of affairs it would just get abused.
  2. The skill itself might be fine, but the major issue here is the inconsistency. Swooping is currently the ONLY aoe damage skill that stacks in that way. It is weird that ONLY ONE skill of this type would behave like this, seems like an oversight more than anything else. Either have all skills of this type stack similiarly, or have swooping behave the same as other skills of it's type. That way things stay consistent. As for the drama, babos not wrong, it doesn't concern this topic. He has very clearly showcased an inconsistency in swoopings mechanics, that is what should be discussed here, not who wins what.
  3. That's mainly because the average bd just dies. There are alot of fully booked bds, who will obviously kill lesser geared people easily. The surplux of these makes bds seem insanely strong, while in reality you're essentially fighting a 15 book char on a badly built or less booked acc. The "average bd" with not all books, even at +10, usually just dies.
  4. I'm not sure if criticism is allowed here, but it's purpose is to try spark up some conversation, so here goes nothing.
  5. Spent way too many hours sat in that cave back in the day.
  6. These kind of stats always interesting to see. 1634 ppl in one event stage at once is crazy.
  7. It's a nice idea, but it'd only really fit pure tank classes imo. Palas have high support from heal/aoe stun, barbs have good stuns and dmg, and bds nowadays mostly build for damage. For dk and warden it makes sense since they're the most "pure tank classes".
  8. It's been a topic for a while that a new system to transfer guild leadership is needed. As far as i know, it's in the works, but there has been no word about how it would work. Either way, it would have to be a system thats not easily abused, would be forgiving enough for just being busy and one that would not lead to scams by a random leader being selected. So, my suggestion is a voting system. A fair way to even start the process would be needed. Someone being busy for 2 weeks and losing a guild they've worked on for years isn't exactly fair. One way this could be done, is implementing a box, for the lack of a better word, for the leader to sign off on, say, once per month, to confirm they still wish to keep the lead. If this "box" would not be checked after a month, or however long time is seen fit, has passed, the option to start a vote for new leadership would take place. This vote could happen during a week or so, in which the heirs of the guild, could vote for another heir, who, with the majority of votes, would receive the leadership. This would not only prevent scams, but also allow the members of the guild to choose a person, that they see fit, to take on that role.
  9. In these pics ur changing between a ring and an amulet. The difference of flat damage between an amulet and a ring is higher than the 1% dmg difference between these 2 gears. So basically removing an amulet lowers your dmg more than removing a ring. This is also the main reason why % dmg rings are alot more preferable to %dmg amulets.
  10. I mean one might call a heavy armor and shield using character with an agro skill a tank, but maybe im mistaken. Mans still ignoring everything thats been said. Or is actually incapable of understanding.
  11. How on earth is rage hard to activate. Theres relics to guarantee it, theres a group rage book, theres a charmer hitting things with a mace and skills, each of which can keep rage active? No other class has that advantage. No minions get crit dmg from their user, or activate the users rage. Even without 100% crits charmers have extremely high dps. I would argue they do around same dps as bds and rogues even without the relic. The fact that you want a healing tank class to also beat pure damage classes is a bit off.
  12. Firstly, this still isn't an issue with just current raid bosses. The conditions these bosses provide simply brought an existing balance issue to light. Secondly giving a singular bleed skill crits is alot different than 3 dogs doing 4-5k crits each constantly. Thirdly, using gear price as a reason is just dumb. Do you think every other class just spawns in the game with good gears? For no cost? Fourthly, i think you forget that charmers actually do get all those stats. Just dogs don't, much like any other minion. Lastly, you're still ignoring the fact that a single relic is doing more than any book, gear or relic does in the game. By a huge margin. And why that is objectively speaking a balance issue. Now i don't know if you just lack the capability to comprehend what i'm trying to say, or if your view is just clouded so badly by an existing bias that you refuse to see the problem with a single relic doing this much. Either way, tried to explain this same thing 3 times to you now, and each time you answer like you hadn't read a word.
  13. You also cant spawn 3 hamstrings for example, and they wont do 2k+ non crit dmg, also you cant have 3 of them just lingering around. You're just making a comparison between 2 completely different things to dodge the actual point. You're even quoting a post where the point was explained, in detail, and yet you just ignore it. Or you can't understand it, in which case theres not much that can be done about it.
  14. This is just ignoring the whole point either on purpose or by just not understanding. The problem isn't the description, it's how strong the relic is when paired with call. For every other skill that it can be used on, it isn't a problem, whether or not it works exactly as the description says. For example, hamstring, you get 3 crits on a low damage bleed skill, that will have a cooldown after. Ok, thats not bad but not broken. Druids bees same deal, you get crits on a low dmg DoT skill, once again, decent, not broken. Barbarian, same deal, DoT skill. And same goes for hunter and warlock. For mages and shamans it is a 1 time aoe nuke. This list goes on for every class, until we arrive at charmer. Instead of it being applied to a one time use skill, it gets applied to a summoned minion, which lingers around, dealing consistent high damage even without crits, and to top it off you can keep 3 of them up permanently. Also this skill happens to be charmers main source of damage, which is now, you guessed it, doubled. And this pairing is the problem. Call is a completely different type of skill from every other skill that this relic can be used on. Creating a unique situation where the skill/relic pairing is simply broken and unbalanced. Hopefully this clears up any confusions, and allows you to take part in the conversation with a proper understanding of the problem at hand!
  15. Feel like you're either missing the point completely or ignoring it on purpose. This isn't about losing raid bosses, or using wrong parties, it's about what that relic does and it being absurd. It's not theory, and it's not just there raid bosses, the relic simoly just does straight up double charmers main damage. I don't know how many times i have to point this out until you accept thats what i'm trying to say. Yes, nobody complained before. That doesn't mean it wasn't a problem before, just means raid bosses highlighted a problem, that existed way before them, but went unnoticed.
  16. There is no other relic, for any class, in the game, that can instantly double your dmg output. Even the few second ones dont come close to that. So saying it's about builds or relics is kind of irrelevant, when thats the case literally on only one class, by one relic, in the whole game. It's not just the raid boss that is the issue, those just highlighted an existing problem. Building a char properly also applies to every char, yet no other char has access to a relic that just gives you double damage.A single relic should never do that. Even power of blades gives only 30%, and only on autos, for a cost and ppl still say its op. Then theres this relic, doing triple that with 0 cost. Rage gears costing "millions" makes no sense to use as an argument. An attack strength book costs 5mil+, and gives you 4%. This relic is equal to, are you ready? 25 OF THOSE 5MIL BOOKS. The couple mil it takes to get some rage gears and pop a pot to abuse a broken relic doesn't make it less broken.
  17. Theres a notable difference between a strong relic, such as ice captivity one, and a relic that grants you permanent double damage on your main damage source. Even comparing that to normal relics is like comparing nukes to fireworks.
  18. 20 replies and yet this fact about said relic is being dodged constantly. The same old "but x class does this" or "but person y complained about this before", instead of even trying to address the relic itself. It's like having 2,5 bds old POBs active, with no cost. A skill that was widely considered broken and in need of a fix, which it deservingly got. It was almost universally agreed that this change was needed. Why is something over twice as strong not deserving of that same treatment?
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