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Toad Sage

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  1. Like
    Toad Sage got a reaction from Drakoslayd in [2024.03.20] In Development: Arena Update. Part I   
    Should match fighters not only based on their levels but also number of skill points they have.
  2. Like
    Toad Sage got a reaction from Shax in KEYBORG WARRIOR - Beelzebufo - US-Sapphire   
    Hope you guys enjoy my entry
     
    F
  3. Wow
    Toad Sage reacted to Shax in Night Vigilant Costume | Shax | US SAPPHIRE |   
    From the shadows, steps the Night Vigilant !
     a mysterious warrior cloaked in the allure of the night. The ensemble features majestic glowing horns that cast an ethereal light, leading the way through darkness. A deep crimson red cape, reminiscent of the blood moon, billows with an air of mystery and grandeur, symbolizing the warrior's commitment to justice. The armor, forged from the scales of a black dragon in the mythical realm of Arinar, exudes both resilience and ancient power.
    Every detail, from the intricate dragon-scale patterns to the finely etched insignia, speaks of artisanal mastery, making the Night Vigilant not just a costume but a captivating embodiment of nocturnal might.
     
     
                  
    Costume size 28x45
     
     
     
     
     

  4. Like
    Toad Sage got a reaction from Zheret in KEYBORG WARRIOR - Beelzebufo - US-Sapphire   
    Commentary
     
    Since Arinar inhabitants can't comprehend our 3d space, they tried to mimic what our hero saw as best as they could.
     
    The Engineer used his technology to create the image of a finger pressing F key. But since they don't comprehend our 3d space, the sage tried his best to interpret the image into a costume.
     
    The sage used Almahad traditional metal and cloth works to make the image possible. He tailored some of the brightest cloths with color red, green, and blue to mimic the RGB lights in the keyboard.
     
    The letter F can also be interpreted as the tip of a key with its teeth.
     
    And the middle part of the torso of the costume can also be interpreted as a key with its holder in the meeting point of green and blue cloths.
     
    The idea is to recreate the pressing of letter F in our world using Arinar world's logic.
     
    The idea of this costume obviously came from the term "Keyboard Warrior" which often means something negative in modern culture.
     
    So instead of devil, demon, or other evil entities, why don't we dress as other "bad guy" and make a hero out of it.
     
    We want positive community and most players in the game are nice. So I try to make the positive version of keyboard warriors who does everything to spread positivity.
     
    "Press F to express respect" is another key idea of the design. So all this costume does is say F to everyone, spreading respects. And when seen from the back, you can see a finger pressing F key. It will be better with up and down animation. And the F key even has RGB "lights" lol.
     
    The only thing I needed to do was find a way to make sense of the design. So, a hero clipping into our world and see a human playing Warspear is an essential part of the story as a reason or even an excuse for the design.
     
    So that's it, Keyborg Warrior, the hero we need to spread positivity inside (through mechanics, quests, etc) and outside (through social interactions with other players) the gameplay.
     
    - Beelzebufo
     

  5. Haha
    Toad Sage got a reaction from 100xp in KEYBORG WARRIOR - Beelzebufo - US-Sapphire   
    Commentary
     
    Since Arinar inhabitants can't comprehend our 3d space, they tried to mimic what our hero saw as best as they could.
     
    The Engineer used his technology to create the image of a finger pressing F key. But since they don't comprehend our 3d space, the sage tried his best to interpret the image into a costume.
     
    The sage used Almahad traditional metal and cloth works to make the image possible. He tailored some of the brightest cloths with color red, green, and blue to mimic the RGB lights in the keyboard.
     
    The letter F can also be interpreted as the tip of a key with its teeth.
     
    And the middle part of the torso of the costume can also be interpreted as a key with its holder in the meeting point of green and blue cloths.
     
    The idea is to recreate the pressing of letter F in our world using Arinar world's logic.
     
    The idea of this costume obviously came from the term "Keyboard Warrior" which often means something negative in modern culture.
     
    So instead of devil, demon, or other evil entities, why don't we dress as other "bad guy" and make a hero out of it.
     
    We want positive community and most players in the game are nice. So I try to make the positive version of keyboard warriors who does everything to spread positivity.
     
    "Press F to express respect" is another key idea of the design. So all this costume does is say F to everyone, spreading respects. And when seen from the back, you can see a finger pressing F key. It will be better with up and down animation. And the F key even has RGB "lights" lol.
     
    The only thing I needed to do was find a way to make sense of the design. So, a hero clipping into our world and see a human playing Warspear is an essential part of the story as a reason or even an excuse for the design.
     
    So that's it, Keyborg Warrior, the hero we need to spread positivity inside (through mechanics, quests, etc) and outside (through social interactions with other players) the gameplay.
     
    - Beelzebufo
     

  6. Like
    Toad Sage got a reaction from Shax in KEYBORG WARRIOR - Beelzebufo - US-Sapphire   
    Commentary
     
    Since Arinar inhabitants can't comprehend our 3d space, they tried to mimic what our hero saw as best as they could.
     
    The Engineer used his technology to create the image of a finger pressing F key. But since they don't comprehend our 3d space, the sage tried his best to interpret the image into a costume.
     
    The sage used Almahad traditional metal and cloth works to make the image possible. He tailored some of the brightest cloths with color red, green, and blue to mimic the RGB lights in the keyboard.
     
    The letter F can also be interpreted as the tip of a key with its teeth.
     
    And the middle part of the torso of the costume can also be interpreted as a key with its holder in the meeting point of green and blue cloths.
     
    The idea is to recreate the pressing of letter F in our world using Arinar world's logic.
     
    The idea of this costume obviously came from the term "Keyboard Warrior" which often means something negative in modern culture.
     
    So instead of devil, demon, or other evil entities, why don't we dress as other "bad guy" and make a hero out of it.
     
    We want positive community and most players in the game are nice. So I try to make the positive version of keyboard warriors who does everything to spread positivity.
     
    "Press F to express respect" is another key idea of the design. So all this costume does is say F to everyone, spreading respects. And when seen from the back, you can see a finger pressing F key. It will be better with up and down animation. And the F key even has RGB "lights" lol.
     
    The only thing I needed to do was find a way to make sense of the design. So, a hero clipping into our world and see a human playing Warspear is an essential part of the story as a reason or even an excuse for the design.
     
    So that's it, Keyborg Warrior, the hero we need to spread positivity inside (through mechanics, quests, etc) and outside (through social interactions with other players) the gameplay.
     
    - Beelzebufo
     

  7. Cool Story
    Toad Sage got a reaction from Jee Booy in Last hope & Thoughts on rogue rebalance   
    Devs don't always make the right decision every update and we rogues have learned from that and that's why we keep "complaining".
     
    We have pointed out several things to devs
     
    1. Absolute Reflexes don't work at all
    2. Tirelessness talent is completely useless
    3. We can't put resistance in our equipments because they are directly in conflict we our only defence, dodge.
     
    Now they are trying to give us Mage's barrier and we appreciate that but we are not mages and there is no reason to think that what is sufficient for mages will do as good for rogue.
     
    We haven't forgotten when devs initally gave us these numbers for our first key talents
     
    1. Tirelessness: Jump had 50% (70% after "complaining") chance of reuse without cooldown
    2. Thirst for murder: Guaranteed crit for all attacks by rogue against enemies with hp below 15% (20% after "complaining") when Extermination is in effect.
     
    The testers complained about the numbers being too low and they increased them even tho they are not that good anymore, but still, what if we didn't complain.
     
    And also, don't forget that our permanent skill used to increase any damage against us by 20%-8% before they realized (after some time) that it was terrible for us.
     
    Clearly, we have all rights to suspect they are not making the best decision for us just like they did several times before. And there is no point arguing in the threads anymore. Let us rogues remind each other to test everything comprehensively and DO complain and elaborate when the numbers don't work because from what we see for now, they won't work.
     
    It's hard not to complain when we have been the weakest and unwanted class for more than a year now. Our best rogues are leaving their class and even the game. Try to picture these few people in the forum complaining about rogues are literally the only ones trying to save the whole class from extinction. Don't just view us as the Karens of the game. You don't walk in our shoes, we don't expect you to. So expect the least from us when you try to stop us from "complaining".
     
    Cheers
  8. Like
    Toad Sage got a reaction from Shax in Last hope & Thoughts on rogue rebalance   
    I can see that seekers are getting some nerfs with the update and to be fair, the gap between seeker and rogue isn't that much now. I honestly think that rogue is a better class than seeker even before the update. I believe this is a personal opinion tho.
     
    Now we don't want to be immortal like wardens used to be. But there are some inevitable consequences devs must consider
     
    1. We need resistance to use our "huge damage" without getting toyed around every 2 sec
    2. Resistance is fine. We are ready to put them in our equipments but they are in conflict with dodge.
     
    By giving us a useful defence, we can hopefully lower our dodge down to a reasonable amount instead of forcing ourselves to have 40%+ raw dodge and replace that dodge with 15-20% resistance in gears, echants, or with books for the riches.
     
    I am against making any class OP. But I don't want anyone to give up fighting for better numbers because again, from past experiences, they did give worse numbers first then see if the testers can show them if the numbers were bad.
     
    I am not part of the closed test server so I am fully counting on the testers. We did send some of our best and most dedicated rogues to the test server. And any results from that testing, I and many other, will accept. At least until the next rebalance. But it's not reasonable for us to not remind each other of the history of stupid updates for rogue. Testing is an exhausting work, they do need to be encouraged and reminded what they need to test and what they need to fight for.
     
    The purpose of the new reflexes is so we can lower our dodge and put some more resistance parameter. Anything that doesn't meet that purpose should not be considered final until the results come out.
  9. Like
    Toad Sage got a reaction from Shax in Last hope & Thoughts on rogue rebalance   
    Don't forget about the fact that mage is a ranged class with a bloody resistance skill. And yet they have some dedicated talents focusing on defensive mechanisms more specifically resistance.
     
    Rogue is a melee class. We are ready to put some resistance in our equipments which will definitely cost us so much HP and even dodge parameter. All because it seems like they haven't planned to give us resistance mechanisms.
     
    So, even if we ask for something better than mage's barrier (maybe duration or other technicalities), it should be understandable. But again, I can understand some people find it very hard to see things from rogue's perspective and some even intentionally keep playing the But-rogue-gets-huge-damage-bonus-from-stealth Card.
  10. Like
    Toad Sage got a reaction from Shax in Last hope & Thoughts on rogue rebalance   
    Our fight isn't over yet. Rogue needs to be good otherwise we will lose our best rogues because they will switch classes. We are counting on test server participants now. The mechanisms shown in Part I weren't so bad but the numbers are terrible. We need to massively improve them.
  11. Like
    Toad Sage got a reaction from Drakoslayd in Last hope & Thoughts on rogue rebalance   
    Our fight isn't over yet. Rogue needs to be good otherwise we will lose our best rogues because they will switch classes. We are counting on test server participants now. The mechanisms shown in Part I weren't so bad but the numbers are terrible. We need to massively improve them.
  12. Thanks
    Toad Sage reacted to Theweasel in [2023.12.13] Update Warspear Online 12.2. Announcement. Part I   
    Thanks to sea books 🙂
    I dunno how accuracy is going to help, since chieftains doesnt have skills of increasing parameters like  dodge or parry
     
    Good concept but still need being fixed.
     
    -it should stack all effects because with the actual damage meta, anyone can take more than 20% or rogues health, that means skips mostly of effects,  also giving it a Frequency of effect  of 4 seconds is a terrible idea, 4 seconds is more than enough to kill the rogue without let the skill triggers the effect more than 1 time.
     
    Also i would leave  the health requirement to 8% or 6%, since the dodge rogue idea still Standing , adding dodge runes to rings and bracelets means loses aditional health, not mention that most of light armors doesnt have health included.
     
     
  13. Thanks
    Toad Sage reacted to Shax in [2023.12.13] Update Warspear Online 12.2. Announcement. Part I   
    It should persist atleast for 2 secs and occur frequently not every 4 secs but 3 or 2 secs. Reason for that is rogue can easily receive high amount of dmg in a short time since it has no dmg reduction. leaving him with only 1 guaranteed dodge every 4 secs is just not enough. Rogue dies in that 4 secs most of the time as again it doesnt have any defense.
     
     
    -A better approach is once he receive dmg he gets 3 guaranteed dodge ticks on the next 3 attacks on him, maximum 3 ticks, between each guaranteed dodge tick there is a 1 sec cd. And the last tick additionally ignore 1 control effect. The whole buff activates only once in 7 secs. This fixes rogue survivability and additionally fixes his lack of resistance to reasonable extent 
     
  14. Thanks
    Toad Sage reacted to Shax in [2023.12.13] Update Warspear Online 12.2. Announcement. Part I   
    Good fixes here but the core issue remained. Hundreds of players asked to decrease the animation time of this skill and its yet to happen. It's very annoying how it takes 3 secs to load, that 3 sec is crucial and makes rogue so vulnerable since it barely has any defense. Shorten the animation to 1 sec.
    Instead of this 5% Accu reduction, consider making it 8% DMG reduction to be worth the switch from other talents. If its gonna stay accu then bump it up to -15 accu.
     
    -5 accu just seems low, right now what you did is just replaced the previous useless talent to a less useless one 
  15. Thanks
    Toad Sage reacted to Shax in [2023.12.13] Update Warspear Online 12.2. Announcement. Part I   
    Could i understand why a -5% accu in that rogue talent? It has to be a mistake, The previous talent was useless everyone agrees but this one isn't much help at all either. I suggest instead of the -5% accu, give 8%-10 dmg reduction there and it would then be worth the switch from other talents. Or atleast make it 15% accu. -5% accu is incredibly low! How would that help the rogue? Dont  make the same mistake of previous rebalance of giving rogue a useless talent 
  16. Thanks
    Toad Sage reacted to Shax in [2023.12.13] Update Warspear Online 12.2. Announcement. Part I   
    Rogue practically remains unchanged with this rebalance? Alot of class are even stronger now, You guys have to SERIOUSLY consider giving rogue a bit of attention, dodge duration was needed to go back to 15 secs yet remains unchanged. 0 resistance still for rogue?  it's absolutely necessary now more than ever to give it some resistance as even if reflex now guarantees 1 dodge, it literally lasts about 1 sec which means for next 4 secs, we have 0 DEFENSE! and the class Remains vulnerable. You deliberately ignored most other positives suggestions and literally changed mostly nothing about rogue and it was the #1 class most complained about lol
    Where's the buff to the heal? We have the most excruciating complicated type of healing that we have to press 2 SKILLS to gain 15%?! Not to mention those hits have to land. The class is a MELEE CLASS, why make it complicated to gain some hp back, it should be instant or atleast buff amount to 25% hp regain. And the poison skill animation is still stupidly long. That one was a must fix
     
    The issue with rogue is whenever you guys buff it, it is a slight amount compared to all other classes and the buff it gets makes the class practically in the same position as it was before since other classes are mostly better and rogue stays behind as usual.
     
    These fixes below are a must for coming tests:
     
    Increase dodge duration to 15 secs
     
    Increase heal from 15% to 20% and fix the complicated use of it
     
    Reflex guaranteed dodge cd need to shorten from 4 secs to 2 secs.
     
     
    @Holmes @LeeLoo
     
  17. Wow
    Toad Sage got a reaction from Jee Booy in Another suggestion for Rogue, What if..   
    Congrats man, we get similar mechanism as mages. Please, to all testers, do test if the numbers work in every level. Dont test only on 4/4
  18. Like
    Toad Sage got a reaction from Shax in Guys listen   
    I will be one of your supporters about resistance on rogue not fitting their concept. But I will also support what's eventually the best for the class (even if it means resistance).
     
    A seeker is deadly when they hit you first because of the fast autos and permastun. But when they are made visible and controlled first, they die. This is just nice. This is almost perfect execution of the stealthy class minus the questionably high damage buffs they have.
     
    Now we can't say the same thing about rogue. Seekers kill by using many fast attacks making 10-20k damage in a few sec. Rogue can't do that. We can't do that because after our stealth we don't have guaranteed permastun like seekers. If we ask for one, then we are not different than them, and lack of diversity is not good for the game. We are talking about pvp, btw.
     
    The alternative, hitting 10-20k damage with 2 skills + few autos is not possible to ask. It will cause too much complaints from other side and other classes.
     
    People ask for resistance is not only because they want to survive but to continue hitting. The alternative to that is a very long stun without delay which, again, not really possible.
     
    Our status quo is if we stun first using our longest stun skill, The Trickiest Skill, we will have a funny 2 sec. (or longer) delay to continue with autos. And it doesn't help the fact that we need to consider using Kick Skill right after our first attack, or Poison. We have a lot of mechanical obstacles to deliver our lethality in combat because we need to click this and that. And some of those clicks don't even generate immediate damage, instead it's a bunch of animations. I think all these years Devs have the image of continuous fighting like in pve in mind and had not considered pvp situations for rogue.
     
    This is obvious we need constant damage buff. Maybe from permanent skill or other mechanisms. Our pemanent skill only gives some damage bonus in pve. And for those who choose the mid branch. No penetration bonus, no physical damage bonus. I don't understand how that is fair.
     
    And if in the end we do need resistance too, so be it. But we must not accept our current situation. We are dead against controlling-enemies. We are dead against multiple enemies or summoning-enemies. We are just dead class nowadays.
  19. Like
    Toad Sage got a reaction from Axetricks in Aim to Miss Mechanism   
    This is replacement idea for Poisonous Blades skill.
     
    Partial Evasion
     
    Applies one Partial Evasion positive effect to the character for every 12.5% "Dodge" parameter.
     
    The effect reduces incoming damage from instant damage attacks against the character by percentage of character's "Dodge" parameter.
     
    Every succesful dodge will remove one effect.
     
    One effect is removed every 6 sec.
     
     
    Commentary and explanation:
     
    The skill should enter cooldown when all effects expire or are used up.
     
    The damage reduction isn't amplified with the number of effects. But the damage reduction needs at least one effect active to take place.
     
    The purpose of the skill is to give an option for rogue when to use Kick in The Back skill.
     
    Nowadays, there is only option: in the beginning of the fight. And a rogue relies on it not getting resisted to survive, which is not a good chance anymore.
     
    And it also defeats the purpose of a rogue as a "surprise attacker" because often we are forced to use Kick in The Back skill under Stealth and lose too much benefit from Stealth and element of surprise.
     
    With this Partial Evasion skill, we can decide whether or not we want to dodge, or just take some reduced damage in case of attacks that can't be dodged. And it still forces us to have dodge parameter and level up Dodging Skill.
     
    It will also give more benefit for people with left branch. Because people with 60% max. dodge will only have 4 stacks of effects. While people with 63% max. dodge may have 5 stacks of effects. If they both have max. dodge while they activate the skill, of course.
     
    Numbers can be modified but at least give it a try and test it. Also, put our poison somewhere else and make sure the animation doesn't take the whole anime opening to complete.
  20. Like
    Toad Sage got a reaction from Higgings in Increase Cooldown for Stealth Skill!   
    Sorry for the clickbait title. But I mean it, please read until the end.
     
    I want to suggest another interesting idea that is worth testing.
    Again, we want to replace Tirelessness talent because since its release, it immediately became Uselessness talent. And it is urgent for us to have an alternative between Thirst for Murder and Tornado of Blades talents. Because seriously, people will rather activate Tornado of Blades talent in 1v1 combat than the other 2 talents.
    So this idea is for the replacement.
     
    [Divine Reflexes]
    Absolute Reflexes skill no longer increases dodge and physical damage of the character. Instead, every 4 sec. it applies stealth positive effect to the character for 3 sec. while the Stealth skill is in cooldown.
    Increases the cooldown of Stealth skill to 180 sec.
     
    Commentary and explanation:
    Our main problem is with controls. We don't have any defence against them. And maybe many will disagree, but giving rogue resistance is against its brutal image. This is my personal opinion, btw. It also doesn't help the fact that everytime you choose resistance parameter in your gears, you WILL sacrifice dodge. Whether it is in the item itself or in enchants. Funny.
     
    By giving rogue the passive ability to enter stealth every few sec. it will reduce the effectiveness of controls since enemies will not be able to cast direct control or damage against the rogue. Ofc, aoe control and damage skills will still work but the point is to break the combo.
     
    What I want to note is that this 3 sec. passive stealth will also trigger Shadow Veil talent but not the Stealth skill damage bonus.
    So after getting controlled, we can deal more damage. And this will also help in pve where we can't continuously use stealth. And guess what, we need stealth to compete in damage with other classes. 
     
    I also acknowledge there should be some side effect of this talent and it should be the extension of stealth skill cooldown. Meaning we can't exploit the 60-66% damage bonus from stealth and only the 25% bonus from Shadow Veil. And this talent will also require us to use stealth to enter the cooldown. It shouldn't be OP.
     
    There are many suggestions recently in this forum section and most of them are suggesting different types of damage reduction and resistance buff for rogue.
     
    I just want to emphasize to everyone that this happens for a good reason; we know the difference between us rogues not being good enough and our class having problem.
     
    The remaining rogues are arguably the best rogues in the game because others will just switch class or just quit entirely. This is not us, this is our class.
    So, please consider all our suggestions and do test them.
  21. Like
    Toad Sage got a reaction from Shax in New Suggestion after Bracelets Update   
    So... bracelets happened (suggestions update)

    I didn't expect we would have bracelets with accuracy AND higher level cap. So I think my suggestion for rogue must be updated especially on dodge part.
    There are things that (still) need to be addressed about rogue in this new update:
    1. We have more accuracy
    2. Higher level caps can only mean far stronger monsters with more accuracy
    3. Dodge will still cap at 60%
    I will just skip to the suggestion because at this point I don't think we need to elaborate why dodge doesn't work anymore.
    We don't need more dodge now. We need a mechanism to reduce enemies' accuracy. Yes, multiple enemies.
     
    [Absolute Reflexes]
     
    Type: passive
    Dodge and damage bonus: 18/22/26/30% of lost hp percentage compared to maximum up to 20% dodge and physical strength bonus for the duration of the skill.
    The effect is instantly updated when the health is reduced but the higher bonus should linger for 3 sec when the health increases.
     
    Now let's start talking about the accuracy part.
    Previously, I suggested to replace Poisonous Blades with Shadow Mirage skill. Now we have different problem when we may not be able to dodge effectively so we must focus more on new ways of reducing accuracy.
    Instead of making a new skill, let's just replace Tirelessness talent. Nobody uses this talent because it's useless. I can understand this talent is meant to help us deal with healers or infinitely controlling enemies. Yeah it doesn't work.
     
    I still think, as many others do too, that Poisonous Blades skill is a waste of combo. But we have greater problem now so I will leave that part to others to suggest the fix.
    So we just need to make a new talent for Absolute Reflexes. A talent we will love for pve and pvp as defensive mechanism against multiple enemies with crazy accuracy and damage (which is basically every enemy nowadays).
     
    [Shadow Mirage]
     
    Absolute Reflexes skill now additionally applies "Acceleration" positive effect to the character everytime he dodges or receives control effect from enemies.
    After 3 effects are applied, the character summons a shadow mirage for some time. The shadow deals physical damage to random enemy and reduces their accuracy by 30% for 10 sec with the first successful attack.
    Maximum number of shadows in one area: 2
     
    Notice I dont give much detail about the duration or how much damage it can deal. I think devs will have to test this idea and decide the exact numbers. And since it's a talent for a passive ability, I can't expect any more complicated mechanism than what I mentioned.
     
    So yeah we can only use Kick skill on 1 target. But we can reduce accuracy of other enemies after we dodge a few times plus getting controlled. So we will dodge even more often and summon more shadows.
     
    I will keep updating this post everytime I feel the need to and have time to do it. But what do you guys think?
  22. Like
    Toad Sage got a reaction from Overhoul in Revert Sinister Strike and Absolute Reflex back to the old days   
    I want to join this thread to add that with the new update we now have bracelets which has opened a really big gate for players to have more accuracy. Yes we can also get more dodge with them but the problem is even 30% accuracy (even in so many cases, less than that) is enough to render 60% dodge useless. Now we will face players with easy 40%+ accuracy without sacrificing any other stats while dodge will stay 60% max.
     
    Now if that is not bad enough, some classes can 100% resist Kick in The Back. That's sweet. We have no defence against them. And for classes who still don't have 100% resist skill (yet), they can add resistance on bracelets giving them more chances to resist Kick in The Back.
     
    Rogue has everything now.
     
    Key Class Talents:
    - Tirelessness talent which is a waste of energy with useless damage and not even 100% available without cooldown
    - Tornado of Blades which is 100% useless against single target enemy
    - Thirst for Muder which is 100% useless against mobs (due to their low hp overall), 100% negated by resil, and 100% useless when big hp bosses still have 80% of their hp
     
    Defense:
    - limited 60% dodge which only lasts 10-14 secs against enemies's easy 40%+ accuracy
    - limited-to non-resisted use of Kick in The Back to make the dodge work (for less than 14 sec due to sequence of the skill use. And not even 100% attacks can be dodged)
    - absolutely no mechanics to prevent sudden death in one hit or one combo from enemy
    - absolutely no way to win against multiple attackers (sometimes single enemies who can summon stuffs or use minions).
     
    Permanent skill that doesnt even give increased base damage and only crit camage strength bonus. Critical damage is a scam in more than one way:
     
    1. Crit damage strength means it adds damage to your crit. So 20% crit damage means you deal 220% damage with crit instead of just 200% damage. This is a scam because it doesn't show the real number. If you think about it, that 20% damage means it is exactly equal to 10% physical damage increase. Because at the end you deal 220% more damage when you crit. So while other classes get high physical damage increase, we get an equivalent to 10% physical damage increase but ONLY when we crit, at 4/4 skill level.
     
    2. Even at 40% crit damage strength, the extra damage will not show up during crit on high enough resil (about 50%+).
     
    3. We don't crit by chance at all against enemies with resilience higher than our crit chance.
     
    Now people and especially Devs should understand that Rogue are suffering nowadays. We have every right to complain.
  23. Wow
    Toad Sage got a reaction from Hellprince in Move extra skill point from level 20 to 18 to help new players   
    We are familiar with things that don't follow constant increases. Take damage and defence spheres for example. Look at how weird the range of levels the spheres work on.
     
    Also, stating that certain things "feel weird" doesn't make them unnecessary. Don't you feel it is also weird the expert skills are available on level 18, not level 20? Yet it was necessary because the game had level 18 as max level. And the 2 skill points at level 20 wasn't really a problem because new players weren't facing the complexity of the current state of the game.
     
    Level 20 felt "not too far" from level 1. Let alone from level 18. Now a new player will face 14 more levels to reach with high level players minding their own businesses in different maps.
     
    To summarize my reply, I don't see any counter argument in your opinion other than it feels weird to you. But again, in Warspear, many things should "feel weird" to many people because they don't follow constant range of numerical increases/decreases.
     
    And we are talking about new players. There shouldn't be any problem with their expectations because many things don't follow numerical pattern at all. Cheers
  24. Wow
    Toad Sage got a reaction from Hellprince in Move extra skill point from level 20 to 18 to help new players   
    There was a time when we only had 2 expert skills and the maximum level was 20. And everyone was discussing everything around level 20 stuffs.
     
    The game has changed a lot now. I think you will agree that new players are as important as the old ones and so far new updates revolve around old players (from what I see).
     
    These old players can create a new char and level them up to 32 in a couple of weeks. But for new players, it takes time to understand the game, let alone leveling up to 32 in the first few months.
     
    By moving the additional skill point that we usually get at level 20 to 18, new players can immediately add skill point to one of their first expert skills. It will help a lot in their journey to level 19 and then level 20.
     
    It is important to notice that at level 18 they will most likely get more complicated quests like those of swamp or even Ayvondil. This skill point will help them so much with those.
     
    The skill point will also help motivate new players to get to level 18 when they first start the game. And give them reason to buy more than one expert skills at once then experiment with oblivion book.
     
    And it will definitely help initiate conversations between players about which skill they should buy and which one they should add skill point into.
     
    So my point is with current state of the game, there is no reason to give 2 skill points when players level up to 20 anymore.
     
    Gradual improvement will help new players and keep them interested in the game and will also help open new conversations with old players.
     
    Move the extra skill point to level 18. Disappointment after getting to level 18, buy expert skill, and not see any immediate improvement is not good for new players. Thank you.
  25. Like
    Toad Sage reacted to Shax in Solve rogue problems without shield/resist   
    Very much great skill concepts and i personally like the shadow mirage where a rogue can summon a shadow. I think it could work even though a rogue/robber type class doesn't seem like a class that can deal with summoning something as that seem more "magic" type class But all in all I would love to see that. Main issue remains ; Rogue dies fast and dodge cannot help it and besides the dmg reduction and that one ability that removes 1 control you suggested, it will still die fast even with these buffs as im assuming it would be stacks so it will take time to reach a good amount, and therefore rogue is already dead. Rogue needs a defense buff that quickly activates since otherwise it will already be dead so:
     
    -Some ideas:
    A resist skill or effect that quickly activates would help. 
    Another thing would be to remove dmg buff from stealth and add 20% dmg reduction effect that last for atleast 10 secs after going out from invisibility. Or to guarantee dodges from the next attacks every 2 secs, and that last for 10 secs.
     
    I also agree to removing atk speed bonus from reflexes and replacing the effect.
     
     
    With rogue being the weakest class in 2023, there are many possibilities and buffs to consider so it is endless what they can do to it now. Ive personally recommended many fixes and buffs alongside many people, Devs should study peoples recommendations and come up with some useful buffs hopefully this winter.
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