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Zurp

Lord of Knowledge
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Everything posted by Zurp

  1. @Nolan@Dr Strange Game keeps crashing when more than 30 ppl fighting on eu
  2. Сила критического урона теперь добавляется к Пробуждение зверя? @Holmes
  3. No, he was talking about cats auto attacks not giving stacks for light mm skill. Either way, the 30% mdmg increase from cloth mm works so I don't really understand why crit dmg shouldn't work too. The mm armors are kinda useless on bm if they are meant to be like this since cat does majority of the damage.
  4. That has nothing to do with this though.
  5. Sadge. Do you happen to have a link to that post?
  6. Not working is working fine? Either way, I don't think bm could compete with rangers/seekers or even bds in dps with it working so I don't really see why it shouldn't be fixed.
  7. Could you let us know when our posts have been read? Most of the time there is no replies what so ever and it feels like no one has seen them.
  8. Pretty sure it has worked like this since they added the second skill set. Only mods/admins can close topics.
  9. They already do change when you change skill set.
  10. Beastmaster's cat gets increased critical damage from every skill except from cloth merman armor skill (Crushing Will). Is this how it's supposed to work or is it broken? Aura of the Forest doesn't get increased critical damage either when used while cat is active. Not sure if the increased critical hit chance is working correctly either, don't really have a way to test that.
  11. After 2 months of playing Beastmaster it seems pretty balanced both in PvE and PvP. There are some skills that I think would need changes if anyone would actually use them tho. Moonlight (active) Cooldown: 14 sec. Reduces the enemy's movement speed by 8\14\20\30% for 10 sec. and applies the “Moonlight” debuff to them for 8 sec. The effect deals magic damage equal to 20\25\30\40% of the character's magic power every 2 seconds. Auto-attacks of Moon Monster refresh the duration of the effect. The damage on Moonlight is just way too low for anyone to level it up. Also the debuff is kinda meh. You can't out run the cat anyway without stuns so it just feels useless. I think there should be another debuff added to the skill to make it viable. Maybe reducing enemy's attack power since elf side is lacking those kind of skills. Return to the Roots (active) Cooldown: 26 sec. Orders the Moon Monster to return to the character and increases its movement speed by 25\35\45\55%. During the return, the monster is invulnerable. When returning, the monster removes 1\2\2\3 debuffs from the character, including control effects. If there is no Moon Monster, it removes 1\2\2\3 debuffs from the character, including control effects, and applies the "Tailwind" buff to the character for 6 sec. This buff increases the character's movement speed by 15\20\25\35%. Sounds like a cool skill on paper but it just doesn't work. You can't use the skill while under controlling effects and timing the skill when most of the time your cat is standing on the same place as you is just impossible. Currently the only use for the skill is to reset cats aggro. Also I think the Tailwind buff should be appplied to the character even if you use it with the cat and it's duration should be increased. In the class info it says the class is mobile and fast and currently that just isn't the case.
  12. Is it possible to get awards from old contest? Contests which were before the award system was a thing. Also, I don't know if it's only me but the icons don't work.
  13. Add ability to choose which key talent we use for each skill build.
  14. Is there lvl requirement for the players? I suggest only counting the currency made by players who are in the guild, so it wont be a matter of which guild has more alt accounts.
  15. Well beastmaster only has one stun so I think this makes up for that. Also charmers get 3 dogs with 100% crits so I dont think its that much better. Also, beastmaster is kinda useless if you kill the cat.
  16. Critical Hit Critical Damage Accuracy Penetration Stun Ferocity Attack Strength Depths' Fury Piercing Attack Dodge Resilience Parry Damage Reflection Resistance Solidity
  17. Yes and no. Why do players then do increased damage to them with fero weapons? Either both do reduced damage or neither. Doesn't really make sense to me how it currently is. I don't personally really care if they fix this or not since I rarely need to kill other summons with my summon but it is just weird that my cat that does 1k dmg to the player does 100 damage to their summon.
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