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Aglaophotis

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Everything posted by Aglaophotis

  1. Will the current item on discount (seeker stamina) changes, like the quest do resets ?
  2. Same way for swords/axe or sword/club. You use the slowest weapon, but that gives the higher damages on skills on tanks. And the same reasonment occur for rangers bow/xbow.
  3. Instead of the damage. This way, peoples using daggers/swords instead of axes won't be disadvantaged on their skills damages ; and skills damages would respect the amp of the weapons whatever it is. Because at moment, the attack speed stat is neglected.
  4. You mistaken politness and lazyness, which is a plague on mc side.
  5. Isn't hassn just taking some 826 dmg from counter ?
  6. Mage class got slightly buffed with the ferocity update, since it's a full dmg class that was lacking "something" to be efficient. Idk if it's enought or if they should get something more (pls stfu with the healing and stuns) Bladedancers are way duckin' too powerfull. But devs are regardless of that and prefer buffing them through updates like ferocity. Other class are more or less balanced. They have some strenght and weakness that need to be balanced with teamplaying, and it's healthy to ws (but peoples will keep complaining for their lost 1v1)
  7. What's funny is that they fast removed the crit from shaman lightning shield, however they have less damages and are squishier than BD.
  8. BD have always been a pain afterall... for the user at first, and now to the whole legion :3
  9. No, he only said they wouldn't remove it. But they still might fix that % of damages ratio.
  10. Skills for using skills ? Look at how bladedancer simply spam all their button and manage to get something positive everytime ^^ No offense, but warspear skillcap is no big deal. It's all about you internet speed, and stuff. And this topic isn't about who's op from rogue and BD, but how too advantageous ferocity is for the damages's sided class. And it appears that BD, who wasn't supposed to be a full damages class benefits as well at least, than rogue and rangers, while still having a strong defense. (You might see how pleasant a crit from 4/4 counter + power of the blades + ferocity is)
  11. While axe + daggers and axe + axe share the same dps, dual axe will boost your skills damages (like counterattack) alot. Attack speed isn't really needed at high lvl, expect for killing many weaks targets.
  12. Hopefully they fixed the dot procing counter attack X) But It needs something more... to be balanced
  13. I don't like the last hit kill system. Sounds like rogue will simply arrive and deal a 3k dmg from stealth while you stucked at boss for 20 minutes, hitting for 200k each (5 member on 1m boss), and tanking his damages. How the heck can tanks and healers achieve to get the kill if a random dmger just come at the end to last hit ? (I guess high amped players get a bit more advantaged, and non mc coin users will farm for free now xD)
  14. Nice, new website base langage as been switched to english for me !
  15. Well previously you had all the ranged class being superior. (And rogue maybe). Now a single class is ruling
  16. What's next ? Damage reduction vs mobs and increase vs players ? ^^
  17. Use this http://forum.warspear-online.com/index.php/topic/45473-comparison-of-sentinelslegion-war-skills-aoe/ But I agree to the fact that paladin could get something making of him a better tank than blade dancer.
  18. Ferocity was added to make a single goal to arena stuff : Pvp. Now, you don't use arena stuff anymore for pve. There is no need to add that "intensity" you talk of. Because that would go against the main purpose of warspear online : a pvp game.
  19. 2)What are some easy ways for someone to get gold? I can't spend tons on MCoins to sell the items, so something new would be preferable They're a lot of way to make gold. But whatever you do ; it will takes a lot of time. You can complete quest (and sell the items awards such as potion or scrolls), collect mobs trophies to sell them, hunt boss and sell their loots to others players, go in a dongeon and earn loots.
  20. I'm not here to talk about skills's balance, nor to protect my own interests (actual retribution benefited especially for 3 class) I'm talking of a great concept that isn't unique to warspear. Damages reflection. The idea is "using the opponents force against him". It improves tanks's ability strenght to defeat damagers. But peoples actually use it as a way to slow down their opponent. And I don't think that adding a perma 50hp "dot" (I hope you get that point) is healthy for warspear battles dynamism.
  21. That wouldn't change the average damages from you can expect from retribution. And I don't think it can be compared to bd counterattack, since they reflect a high fixed amount of damages, regardless the amount they received. Retribution is a good stat for tanks in my opinion (real tanks sided class that lack of damages/gap closers but can take a lot of hits, lifesteal seems stronger on blade dancers/damagers).
  22. I believe that the retribution idea is a good idea. I would also like to see armors coming out for tanks offering that stat. Tought, I think it should be reworked. At moment, players using this stat don't really care that much about how many damages they deflected from their opponent. They're just looking for that little thing that even 1% retribution can grants you : A tick. That tick is actually ruining a lot of expert skills. Not talking about the fact that it also reduce ranged class ability to kite. (And since it was their unique "chance" of winning vs a certain tank/dmger class...). So ; instead of giving back some 5-20 damages to the attackers ; how about making it just as criticals ? For exemple, peoples using 10% retribution will have 1/10 chance of deflecting the whole damages. That way, retribution would be used in its original way, to counter high damages class ; and frustrate less players about with their 40k gold's expert skill being countered by a 10% retribution rune.
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