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Everything posted by Laevateinn
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[2025.12.25] Honoring Arinar's Heroes: Community Awards 2025
Laevateinn replied to Shimarin's topic in News & Announcements
Happy holidays! -
Since the range is a rhombus , the actual range is about half.
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[2025.12.16] Testing Update 13.2. Tales of Feastwood! Phase III
Laevateinn replied to Shimarin's topic in Test Server
I’m curious about the changes made after phases 1 and 2. According to Holmes, they fixed some minor tweaks and bugs. What exactly was changed? -
[2025.12.12] Warspear Online Update 13.2. Announcement. Part I
Laevateinn replied to Gaunter's topic in News & Announcements
The almahad quest map is a pure pve map. You can’t even attack elves there. It seems like you haven’t been there yet. -
[2025.12.12] Warspear Online Update 13.2. Announcement. Part I
Laevateinn replied to Gaunter's topic in News & Announcements
Many people are running avondil t3 and t4 with alts and hoarding gold. What I mean is that if a PvP toggle button is introduced, the rewards from t3 and t4 should be reduced and moved to almahad instead. -
[2025.12.12] Warspear Online Update 13.2. Announcement. Part I
Laevateinn replied to Gaunter's topic in News & Announcements
The newly released PvP mode does not seem to be designed for PvE players. However, the developers have said that they might upgrade this feature someday and add a PvP toggle. If that happens, then PvE rewards would need to be reduced. I’m already seeing a large number of alts at t3 and t4. -
[2025.12.12] Warspear Online Update 13.2. Announcement. Part I
Laevateinn replied to Gaunter's topic in News & Announcements
Where are the developer comments for each class change? And where is the expansion of the restrictions on the orcinus book that the chief received last year? Why does only the chief have to suffer from such severe restrictions on the orcinus book for two years -
Я весь день ждал, чтобы увидеть это.
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I like this part, but in that case, the range of some skills would need to be reduced when using melee weapons. That’s because some skills were designed under the assumption that ranged weapons could also be used. This would apply to Charmers and Templars as well.
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I had a similar idea myself. But dashing 4–6 yards to stun a single target overlaps too much with charge. Maybe something like a 5 yards rush similar to bladedancer would be better? Or a short 2 yards dash that deals damage and stuns within 1–2 yards around the target could also work. Because of the Assassin talent, giving up the stun isn’t really an option, so it’s hard to come up with more variations.
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Hello! I’d like to share my thoughts on the Barbarian. Please feel free to leave your comments and feedback. Thank you! @Holmes @Shimarin and @barbs Issue: Barbarian’s AoE performance relies too heavily on the Bleed Defeat combo or on talents that force an AoE bleed setup. However, the Bleed Defeat combo often doesn’t work well in practice because monsters usually die to other party members before the combo is fully applied. In PvP, Defeat is a melee attack, so after applying bleed, the target often moves out of range before Defeat can be cast, making the combo unreliable. Suggestion: I propose changing it to an AoE skill that attacks a 2yard radius around the character and applies Bleed. An example concept is as follows: Issue: Similar elf classes have skills with a base range of 6 yards (Warden, Seeker, Templar), but this skill only reaches 6 yards with a relic included. This effectively means the class loses one relic slot compared to others. Suggestion: Increase the base range to 6 yards and remove the relic requirement. Issue: This skill cannot be used with two-handed weapons, which forces Barbarians to use one-handed weapons and limits build diversity. Suggestion: I’ll leave the specific solution to the developers. However, unlike Paladins, Barbarians have only one stun if they are unable to use this skill. Issue: The base skill has too many penalties built into it. Suggestion: Move those penalties to a talent instead. Issue: Despite its low damage, the tick interval is too long. Suggestion: Reduce the tick interval to 2 seconds and change the total duration to 6 seconds. Issue: This is another skill that limits Barbarian build diversity. It forces the use of one-handed weapons and requires stacking the Block stat. In addition, when using the charge skill, the Barbarian often moves 6 yards, causing the effect to disappear. Suggestion: Allow this skill to be used in two-handed builds as well by removing distance and stat requirements, and changing it to a 25% chance to reduce damage taken by 20%. (Actual damage reduction is around 5%, so the value could be increased.) Issue: Barbarian’s damage is too low, so even after learning the Adventurer talent, it’s difficult to expect meaningful party contribution. Suggestion: Adjust the numbers and change the effect to apply a debuff to monsters. Issue: When using a two-handed weapon, the Barbarian has only one stun that can't be used in melee range, while one-handed builds have two. In my view, this makes it difficult to activate the related talent effectively due to the lack of stuns. Suggestion: Improve Shield Strike as mentioned earlier so that two-handed builds can also have access to two stuns, allowing them to use the talent properly. Issue: Damage that is dodged, parried, or blocked is not reflected. Assuming 0 Dodge / Parry / Block, the maximum expected damage per instant hit is only about 5% per tick. For a tank with 60 Dodge(enemy 20 accu), 30 Parry, and 26 Block, this drops to around 1.55%. Suggestion: Increase the reflection chance slightly.
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Как насчёт переделать это в гильдейское событие? Море уже не является основным контентом, но по-прежнему нужно, поэтому, думаю, было бы неплохо сделать из него гильдейское событие для новых членов гильдии и игроков, которым всё ещё нужны 33-е оружия. Например, на 1-м этапе могли бы быть обычные монстры, на 2-м этапе — мини-босс, а на 3-м — основной босс. Грот и Корабль до сих пор остаются сложными для относительно маленьких гильдий. Поэтому, по моему мнению, сложность можно немного снизить.
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You have to keep in mind that rogues don’t get a stun buff from stealth, not to mention seekers’ damage reduction and resistance buffs, lol. I wasn’t comparing class vs class. What I’m saying is that since the elf already has two classes that boost movement speed, the mc also needs two. I’m not saying rogues must be buffed no matter what.
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That would be ideal, but in terms of balance with the elf side, the number and strength of movement speed skills should be roughly the same. Even though chieftains have to run while getting hit by every monster, and seekers don’t get hit by any monsters at all… That’s why I was talking about a small movement speed buff. Of course, the bigger it is, the better it would be to stand up to seekers.
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Check the link he posted. its old update
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What’s the point of this video? Amber is the most popular server, and that faction’s leading guild is the biggest one there. They will always fill the guild with pro meta classes that are perfect for the content.
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Rogues are supposed to be assassins, but they can’t really catch fleeing enemies in the field. Stealth only lets them move at normal speed, while others can use mobility skills to run away. Using jump breaks stealth, so that’s not an option either. Since elf have two different speed boosting skills, giving rogue a small movement speed buff like the beastmaster’s would make things a lot more balanced.
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