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vavavi

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  1. Speechless
    vavavi got a reaction from Zedeght in The unbalanced class   
    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.
  2. Like
    vavavi got a reaction from Danfake in Rebalance suggestion: Magic resistance book   
    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.
  3. Thanks
    vavavi got a reaction from Speedom in Rebalance suggestion: Magic resistance book   
    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.
  4. Like
    vavavi got a reaction from Speedom in Rebalance suggestion: Magic resistance book   
    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.
     
  5. Like
    vavavi got a reaction from Fabr in The unbalanced class   
    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.
  6. Like
    vavavi got a reaction from Speedom in The unbalanced class   
    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. Like
    vavavi got a reaction from Fortuno in The unbalanced class   
    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.
  8. Like
    vavavi got a reaction from Fortuno in The unbalanced class   
    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.
  9. Like
    vavavi reacted to Gladiator in Rebalance suggestion: Magic resistance book   
    You can't show 60% duration reduction on all debuffs at all times with no fail and no exceptions, and in the same breath say:
    And yes I'm sure it doesn't make you absolutely unbeatable, but you don't have to become unbeatable to be overpowered and in need of a nerf. For example the old Counterattack was mentioned here before, it did not make Bladedancers unbeatable, yet many thought it was unbalanced, and we can all list our examples here.
     
    In your own words you said PvP on your server is ''balanced'' because the book exists on both sides, so what if it wasn't? You can't tell me your definition of balance is when you can only fight it with itself. So let's give all classes the same exact skills right?
     
    The definition of overpowered is literally being just too powerful for the game, like you could reduce the books effectiveness by 50% and it will still probably be the best book in the game by far, that's how good it is. like instead of 60% it would be 30%, that's still HUGE.
     
     
    This point was already brought up too, but lemme add:
    The fight on the book is big because it's too powerful, it doesn't not explain why it should be that powerful in the first place. You can't say people fight a lot over it and pay a lot for it, THEREFORE it should be powerful.
    Saying ''The book is expensive, that's why it should be powerful'' is like saying ''Diamonds are expensive, that's why they should be rare''.
    It's illogical and it's the other way around.
     
  10. Like
    vavavi got a reaction from Gladiator in Rebalance suggestion: Magic resistance book   
    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.
  11. Like
    vavavi got a reaction from Raislin in Rebalance suggestion: Magic resistance book   
    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.
     
  12. Like
    vavavi got a reaction from rafa9876 in Rebalance suggestion: Magic resistance book   
    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.
     
  13. Like
    vavavi got a reaction from Gladiator in Future druid rebalancing   
    Would love to see some pve buff for druids. They're currently hands down the most useless class in anything pve related.
  14. Like
    vavavi got a reaction from Друид OneLove in The unbalanced class   
    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.
  15. Like
    vavavi reacted to Maid in 3 минуты 30 секунд бег в подземелье с русалкой   
    дааааааааааааааааааааааааааа
    вот это сила у исков мне бы так дамажить на чк
  16. Wow
  17. Like
  18. Like
    vavavi got a reaction from TheCaster in War and new Elixirs   
    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.
  19. Thanks
    vavavi got a reaction from Speedom in when can we expect a change to rogues?   
    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.
  20. Like
    vavavi got a reaction from Fabr in when can we expect a change to rogues?   
    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.
  21. Like
    vavavi got a reaction from Kaesarz in when can we expect a change to rogues?   
    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.
  22. Like
    vavavi got a reaction from Drakoknight in when can we expect a change to rogues?   
    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.
  23. Like
    vavavi got a reaction from Zilvinas Zavis in Carfting exp   
    Can't remember every level, but lvl 22 is 375k xp
  24. Like
    vavavi got a reaction from Kappyn in A bug with charmers "call"   
    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.
     
     
  25. Like
    vavavi reacted to Nolan in A bug with charmers "call"   
    Hi guys, thanks for the report - this will be fixed within the next update. 
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