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vavavi

Guardian of Spear
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  1. 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.
  2. 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.
     
  3. 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.
     
  4. 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.
  5. 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.
  6. 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
  7. Wow
  8. Like
  9. 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.
  10. 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.
  11. Like
    vavavi got a reaction from Fynn 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.
  12. Like
    vavavi got a reaction from Drakoslayd 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.
  13. Like
    vavavi got a reaction from Zilvinas Zavis in Carfting exp   
    Can't remember every level, but lvl 22 is 375k xp
  14. 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.
     
     
  15. 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. 
  16. Like
    vavavi got a reaction from triggeredAF 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.
     
     
  17. Like
    vavavi got a reaction from Fabr 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.
     
     
  18. Like
    vavavi got a reaction from rafa9876 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.
     
     
  19. Like
    vavavi got a reaction from Speedom in Swooping army op   
    A good player can avoid bds fairly easily. I've played one for years now, and would like to think that I understand how to use the class to a decent degree. And still, the actually good rangers etc use me as a ping pong ball, without me having any counter to it. 
     
    And about resist skill, i agree about that 100%. The only reason bds are *in my opinion* balanced, is that they just lack the ability to close the gap. Giving them 3 resists every 20 seconds is honestly just pointless, and a bit overkill. Would like to see the skill reworked a bit atleast. Maybe a longer cd, or instead of guaranteed resists make it a resist stat buff, something anyway.
     
  20. Like
    vavavi got a reaction from rafa9876 in [2021.08.18] Best Video Contest 2021. Results   
    Wew, gz to all other winners also
  21. Like
    vavavi got a reaction from Higgings in when can we expect a change to rogues?   
    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.
     
     
  22. Haha
    vavavi got a reaction from daninaativa in Lets Talk About BDs   
    Sadly the most I can do in portuguese is barely managing to say hi
  23. Like
    vavavi got a reaction from TheCaster in Swooping army op   
    A good player can avoid bds fairly easily. I've played one for years now, and would like to think that I understand how to use the class to a decent degree. And still, the actually good rangers etc use me as a ping pong ball, without me having any counter to it. 
     
    And about resist skill, i agree about that 100%. The only reason bds are *in my opinion* balanced, is that they just lack the ability to close the gap. Giving them 3 resists every 20 seconds is honestly just pointless, and a bit overkill. Would like to see the skill reworked a bit atleast. Maybe a longer cd, or instead of guaranteed resists make it a resist stat buff, something anyway.
     
  24. Wow
    vavavi got a reaction from Zeusthegod in Lets Talk About BDs   
    Sorry for the bad audio quality/english in general, hopefully atleast somebody is able to decypher a word or two.
     
    Eu - Emerald
    Osowiec
     
  25. Like
    vavavi got a reaction from Fabr in Swooping army op   
    Idk about this particular skill, but chieftains as a whole, do have some issues in my opinion.
     
    Every class in this game has their weak and strong points. A bd is good at close range, but lacks the ability to close the gap. Warlocks have insanely strong cc for group fights, but they lack damage. Priests/necros are incredible support in dgs, but lack a bit in PvP. Rangers and hunters are cabable of dealing high dmg from afar, but are weaker once the gap has been closed. And the list just goes on and on
     
    Then theres chiefs
     
    They have a huge impact in group fights, with both their damage and thrashing skills cc. They're cabable of insanely high burst damage in both PvE and PvP. Their survivability is through the roof with rugged hide, heals and support of the pack. They're fast, and are cabable of closing the gap to an enemy easily with their increased movement speed and resists. And to top it all of, they can apply rugged hide to anyone in their party, making them practically immortal for a while, giving them a supportive role also.
     
    I can't say if i'd necessarily call the class overpowered, but it really does lack a weakness. 
     
    Not to mention, that in the right hands, you can abuse them to such incredibly high levels in arena. Luckily haven't ran into anyone pushing their limits that far yet, but the potential definitely is there.
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