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Danfake

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  1. Like
    Danfake got a reaction from Speedom in [2021.10.15] Skill Rebalance. News   
    They are PvE, only in GvG are mobs PvP
    The game itself allows you to be stronger to the class that are already strong, full of buff, skill and relics so that certain class are OP. 
  2. Thanks
    Danfake got a reaction from Matador in [2021.10.15] Skill Rebalance. News   
    @Nolan @Holmes
    Here you can see how ridiculously strong the Seeker is in PvE, the basic damage level is very high, I kill myself with 2 punches and I'm supposed to have my PvP set and he uses PvE set. 
    I don't have as much faith in rebalancing when the Developers tell you "It's not a game to play alone" but every day they make certain class is OP and independent, to kill a BOSS who isn't supposed to kill him alone. 
     

  3. Like
    Danfake got a reaction from Salazam in SUGGESTIONS FOR CHANGES TO NECROMANTS   
    Beautiful, subtle and not exaggerated, the visual bugs are constant, I liked the idea of the Skeleton Toltén. 
  4. Like
    Danfake reacted to Salazam in SUGGESTIONS FOR CHANGES TO NECROMANTS   
    the necromancer is a support class with several qualities, but with the passage of time it's losing a bit of relevance, besides having a slow gameplay.
     
    In this post I will make some suggestions to make the necromancer's gameplay more dynamic, as well as suggest some changes in problematic skills of the class.
     
    DEATHLY EYE 
    perhaps the necromancer's weakest abilities, lost all function over time. today it is only used to activate the relics.
    here I suggest giving an identity to this skill, it would be a damage booster, in addition to still being used to apply the poison effect with the poison spittle
     
    changes
    CD: 2s to 9s
    DURATION: 30s in all ranks 
    NEW EFFECT: increases damage taken by enemy by 7-9-11-13-16%. now the maximum number of stacks would be 1
    this ability would now interact with the ''Fateful Connection'' ability, the connected targets also receive the Deathly eye effect
     
    read about infection later
     
    NIGHTMARES
    a strong skill in some arenas, completely useless in others. here i suggest adding an effect after the nightmare debuff
     
    change
    CD: 15s to 18s
    EFFECT DURATION: -2s (example now debuff duration is 7s, after att debuff duration is 5s)
    ADDITIONAL EFFECT: after the nightmare ends, or if the effect is interrupted. the target is silenced for 1 - 1.5 - 2 - 2.5 - 3 seconds
     
    with this change, even if the nightmare were interrupted, it would still have an additional effect to not render the skill useless.
     
    BONE SHIELD
    even after the talent that strengthens this ability, it is still weak. my suggestion here is simple, add a coefficient of % of the target's hp to skill.
     
    change
    remove the skill's base shield value.
    add a % of the target's hp to the shield. 
    for example: % spell power + 5 - 10 - 15 - 20 - 25% of the shield target's maximum HP.
     
    this change would also apply to the priests.
     
    POISONOUS SHIELD
    a very good skill of necromancers, however the healing effect ends up being little used, due to several problems, including the visual bug, and movement of the target under the effect of the shield.  my suggestion is to simply make the shield heal the target without needing 'Acid Rain''
     
    change
    now the poisonous shield heals the friendly target every time
    the healing frequency would be changed to every 2s, the healing values could be adjusted to reflect the new mechanics
     
    necromancer is the only one of the 4 healers/supports that has only one reliable cure, this change would change that.
     
    INFECTION 
    It's a good necromancer skill, but its effect is very similar to the ''Deathly Eye'' effect so to improve both skills I will split this skill into two. Read ''Deathly Eye'' at the beginning.
    this would become an ability used only to deal damage. your interaction with ''Fateful Connection'' will be transferred to ''Deathly eye''
     
    change
    CD: 22s to 16s 
    EFFECT: deals damage to the enemy target, and to all enemies within 1m of the target. 
    adds ''Infection'' effect to targets hit, this effect deals damage to enemies for 6s (every 2s, total 3x dmg)
     
    the ability would now deal instant damage, which is something necromancers almost don't have.
     
    PANIC!
    an excellent skill for pvp, my suggestion here is to just leave the default area of effect for all levels
     
    change
    area of effect adjusted to be equal at all skill levels
     
    ACID RAIN
    my suggestion for this skill is purely visual, add a green effect to the ground, to help enemies and even allies and know where exactly the rain is falling.
     
    DEAD SOLDIER
    a skill dear to many, hated by others. I believe this is a very tricky skill to balance. getting either too strong or too weak. 
    my suggestion is to remove the totem, and add a normal summons for the necromancer.
     
    change
    CD: 45s to 30s
    NEW EFFECT: summons a skeleton archer in the selected area to attack enemies. (basically the same elemental as the druid).
    Skeleton strength increases by 15 - 18 - 21 - 25% if there is at least one corpse near the summoning area.
    in addition, the skeleton would receive necromancer status, the same as other evocations already receive
    ->the skeleton archer concentrates his attack on targets the necromancer uses the ''Poison Spittle'' skill
     
     
     
     
     
  5. Like
    Danfake reacted to Skykitty in [2021.10.22] Обновление Warspear Online 10.1: Мистерия Винетты. Анонс   
    чтобы знать что в обнове
  6. Like
    Danfake reacted to Baphomet in Overall needed changes   
    At the moment of making the post I didn't want to include the shield because I thought it was just a number problem and I wanted to make a post about things that need changes beyond that. But honestly, maybe it needs a mechanical change too. I think they should make the shield withstand damage based on the target defenses or something like that. I'll edit and include it.
  7. Thanks
    Danfake got a reaction from Baphomet in Overall needed changes   
    You failed to mention the shield. 
    It is the weakest shield in the game, just like that of the priest. 
  8. Haha
    Danfake got a reaction from Alone Zzzz in Overall needed changes   
    You failed to mention the shield. 
    It is the weakest shield in the game, just like that of the priest. 
  9. Like
    Danfake reacted to Salazam in Deathly Eye + Poison Spittle change   
    I believe the mortal eye should function in the same way as the priests' mystical imprint.
    have a fixed duration at all levels, exp 30s
    maybe increase the strength of the skill, but remove the number of negative effects to max 1.
    make the combo between poison spit and deadly eye only need 1 debuff on the enemy to work.
    increase the cooldown to around 7-10s
    some changes like that would already help the skill to become more relevant.
    in arenas it is almost impossible to benefit from the additional spit damage, and in pve it is impossible.
     
  10. Like
    Danfake reacted to Speedom in Overall needed changes   
    I want Panic to be revamp into AOE Nightmare.
  11. Like
    Danfake reacted to Baphomet in Overall needed changes   
    I am making this post hoping that the upcoming massive rebalance isn't just about buffing and nerfing skills with numbers. Some classes and abilities need bigger changes, more than just numbers and I think the Necromancer falls into that category. I think the main problem with the necromancer is having too many situational skills, so, I'm gonna try to shine some light on what specifically are the problems of all the skills I think needs changed. 
     
    Poison Spit & Deathly Eye
    Problems: I've already made a post about this specifically Deathly Eye + Poison Spittle change, but to sum it up, I just think this is an outdated combo, currently you can't really use this in pvp fights mostly because you need to sit there and use 3 skills to deal damage of 2 and it's a DoT, the problem isn't even cooldown, it's more of casting time issue, so you only get the full value of this combo in pvp in 1v1s, maybe 2v2s. Pve wise, the chance is too low at all levels against bosses, annoyingly low. The only real value you get of this combo is killing strong monsters.
    Solution: Increase the cooldown of Deathly Eye and give it a stronger effect, lower the cooldown of Poison Spit, increase damage and give a chance of a poison effect to happen. Make it just like the Priest dmg and debuff base skills.
     
    Nightmares
    Problems: Not really usable in crowded fights and even pvp in the world, people will just hit mobs and you can't use it on them anymore, but I don't see this problem with the priest's Armistice, it's usable in 1v1 and crowded fights 🥲. This skill's use is basically 1v1s and coordinated 2v2s and such, where you put one enemy to sleep and focus their allied.
    Solution: Make it so only auto attacks can wake up the target and make mobs unable to attack sleeping targets in  the world, or completely change the effect to something like a "Banishment" or "Petrification" so it's usable in crowded fights.
     
    Bone Shield
    Problems: Doesn't scale very well with ability points or power and takes pure damage. At least from the tests I've made, this shield withstands the same amount of damage being used on a lvl 1 target or lvl 32 and it's not very strong in numbers.
    Solution: Make it so the shield takes damage after the target's defenses.
     
    Acid Rain
    Problems: The most "sprinkly" way of dealing damage in the entire game 10 DoT ticks, only the first 6 tags enemies.
    Solution: Make the whole process faster, make the Poison apply on the first sec of the rain.
     
    Poisonous shield
     
    Problems: Another "sprinkly" way of dealing damage, when I look at this skill I think the devs thought only about the Labyrinth while making it. However, the main problem I see in this skill is the combo with Acid Rain, since the two of them are expert skills there's a global cooldown and the allied needs to stand in the rain, so you can't really use it in movement.
    Solution: Remove the combo with Acid Rain and instead make allies under the skills's effect receive extra healing and shielding so it's a combo with base skills and it would also benefit the party more defensively.
     
    Connection
    Problems: Outdated, the only use for this at the current state of the game is to spread infection. Also if you're facing one enemy it's useless.
    Solution: Idk, maybe make it do something when used against one enemy 
     
    Dead Soldier
    Problems: It's a totem for the necro and an ugly one, requires corpses, if there's none the points you've spent on this are wasted, the pets are the dumbest in the game.
    Solution: Remove the totem, make it so the necro can revive any corpse to follow him like the Charmer's Bird or just follow him in the area and focus who the Necro attack or is being attacked by. 
     
  12. Like
    Danfake got a reaction from Salazam in THE ART OF WAR - Classes states and suggestions on how to improve it.   
    I didn't like it, but I understand that the survey was based on questions from well-to-do players who in that form already have stable chars. 
    Many classes are already well balanced for the function they were created. 
    Basically they were based on what a player wants for their chars without sizing the function it fulfills.
    Many basic skill of varias class are obsolete for the current game, requiring adjustments or improvements. 
    Base the capacity of each class on what it should have, but each class is linear in its function. 
    Certainly in PvP is where there is more imbalance, But increase stats control, damage, defense to class that were created for a certain function. 
    I totally agree that VAMPIRISM has to nerf to balance the party  when it comes to Dungeon, PvP, GvG, etc.
    Exactly, on the one hand the mandatory BUILD helps the guild a lot, but it is for the same reason that it loses functions. 
    Remember the Chieftain Baas the full DMG Physical towards quite a bit of damage in x1 boss. 
  13. Haha
    Danfake reacted to Speedom in THE ART OF WAR - Classes states and suggestions on how to improve it.   
    This whole upcoming balance in December is making y'all go crazy! As much we're been lied to. International don't get looked at as much when it comes to new skill,.suggestions blah blah blah. Y'all trippin.
    Expectations: "I can finally enjoy the game."
    Reality: You'll rant and "quit" and come back to the next event. See y'all in test server.
  14. Like
    Danfake reacted to vavavi 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.
  15. Sad
    Danfake reacted to Salazam in Class Name (Nombre de Clase)   
    Up, espero que seja adicionado o nome em espanhol, muitas traduções parecem bem falhas pra esse idioma 
  16. Like
    Danfake reacted to Nolan in Class Name (Nombre de Clase)   
    It will be fixed by the next update.  
  17. Thanks
    Danfake got a reaction from Arthas in Class Name (Nombre de Clase)   
    Hi, It's been a long time, the Chieftain and Templar class, they still did not receive a name in Spanish, even in Portuguese it has a name. 
    @Nolan @Holmes


  18. Thanks
    Danfake got a reaction from Salazam in Class Name (Nombre de Clase)   
    Hi, It's been a long time, the Chieftain and Templar class, they still did not receive a name in Spanish, even in Portuguese it has a name. 
    @Nolan @Holmes


  19. Thanks
    Danfake got a reaction from Nolan in Class Name (Nombre de Clase)   
    Hi, It's been a long time, the Chieftain and Templar class, they still did not receive a name in Spanish, even in Portuguese it has a name. 
    @Nolan @Holmes


  20. Thanks
    Danfake got a reaction from Nolan in New achievement error   
    Updated on the latest version.. 
    The error continues. 

  21. Sad
    Danfake got a reaction from Джеmm in New achievement error   
    I used the 5 attack relic and it doesn't give me the medal. Screens. 






  22. Sad
    Danfake got a reaction from Salazam in New achievement error   
    I used the 5 attack relic and it doesn't give me the medal. Screens. 






  23. Wow
    Danfake got a reaction from Alone Zzzz in 👑 Make Greatness Great Again 👑   
    Unnecessary suggestions in my opinion. 
    Everyone is free to show off what they want, but I see it as visualizations where those who load coins can boast better. 
    If you give animation to every skill out there, it's ugly and will end up being a generic MU to shine on. 
  24. Haha
    Danfake reacted to Hugo in Atualização Warspear Online 10.0: A Era do Conhecimento. Anúncio   
    Enquanto isso, uma infinidade de erros continuam no game, com média altíssima de tempo para se consertar algo simples. Infelizmente temos um jogo bom nas mãos de uma equipe INCOMPETENTE! Obs: Opinião que não é singular, transmitida por um jogador com mais de 10 anos de Warspear!
  25. Like
    Danfake reacted to Lordasrail in [2021.08.30] Событие недели "Мощь Гильдий" и 400-й юбилейный Турнир Гильдий!   
    Из авто атаки убрать отхил вампиризма 🤭
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