Reputation Activity
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Paineater got a reaction from Laevateinn in We Need NPC Vendors To Sell Common Armory and Weaponry For Level 14 And BeyondI'm surprised that the highest common armory and weapons we can get from NPC vendors are Level 12, like why did they stop at Lv12? The highest level on Map 2 is Lv20. Why not have common Lv14, 16, 18, and 20 armory and weapons via NPC vendors? Instead, they place them in Crafting and don't get me started on the crafters who have lost touch with lower-level players because they're high off the max level cap sniffing their own fumes, telling players below them to buy horror helm, chestplate, gloves, and boots that cost 9K PER PIECE. The population isn't as big as it once was which is causing prices on items in the market to be very high and not being able to have a complete set of dungeon armory. Unfortunately, the devs aren't making it easier for new/newbie players to progress through the game without these problems and people need to talk about it.
I remembered the update for all the beginner maps where they add common Weaponry and Armory (Level 3 to 11), cutting the mobs, mini bosses, and bosses' hp by half, Will map 2 (and if possible Ayvondil) get that treatment? If you want new players to catch up to your latest content why not optimize the other Maps the same way like all the 4 Map 1s?
Most of the crafters are busy crafting event items so they won't have enough space to deal with your orders or they'll tell you to buy expensive items instead when my goal was to grind with inexpensive gear until I can afford the dungeon ones, it boggles my mind that they couldn't see that, well I guess that happens when you use your credit cards way too much to sprint through the game.
Devs. We really need this update especially for the Legion side on the US server, or population is low, the in-game market is inflated and these problems are going to dismay newcomers from joining the Legion but instead settle for the Sentinels with a big population.
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Device requirements and crowded cities
Warspear is a pixelated and lightweight game, designed to run on modest devices. A permanent mount would not add heavy or complex effects that could overload the system. Moving a character with a simple mount in crowded cities does not demand more than the game already handles with visual effects, outfits, and pets. Besides, if someone thinks the game “will get heavier” from 1 to 1.5 just because of a mount, the problem is probably that their device is weak 😏. Claiming that this would affect the minimum requirements in an extreme way is unfounded.
-----》 Impact on PvP:
A permanent mount does not provide combat advantages; it only improves movement. It does not affect weekly or monthly wars. If extra movement from a permanent mount were truly a problem, then the temporary movement bonus already obtained from the pass would also need to be removed which nobody suggests. A permanent mount simply makes exploration and movement consistent without impacting PvP balance.
-----》Storage usage:
The game’s storage already handles various game resources, such as characters, visual effects, pets, outfits, and animations. A permanent mount does not add heavy files; it only changes the way something already existing is unlocked. Compared to the existing content, its impact is minimal and practically irrelevant. Player quality of life and progression Currently, the speed and mobility provided by the pass are temporary, forcing players to repeat missions every month. A permanent mount would provide real and lasting progress, eliminating repetitive cycles, increasing satisfaction, and encouraging exploration and interaction within the game world. It harms no one and actually improves the overall experience.
Conclusion... Opposing arguments do not withstand practical analysis: a permanent mount does not harm the game, does not give an unfair advantage, and does not overload the system. On the contrary, it provides greater freedom, dynamism, and enjoyment for players without compromising balance, and it is a change that would benefit the entire community.
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Paineater reacted to Jcbref in Item Drop Rate Transparency SystemSure it would make the game more transparent but it might discourage people from farming dungeons if they see any drop that has a drop chance that begins with a 0
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Paineater reacted to genzbulk in Item Drop Rate Transparency SystemI totally agree! Having drop rates visible would make farming much clearer and less frustrating. Even a simple percentage next to each item in the chest or boss info screen would go a long way toward transparency. It’s a small change that could really improve the overall player experience.
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Paineater reacted to Laevateinn in Item Drop Rate Transparency SystemThey have already experienced the harsh probabilities in countless mobile games. This is especially familiar to players of Korean games. Moreover, there is even a law in Korea that requires games to disclose probability rates.
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Paineater reacted to Rudi in Daily RewardI think its time to change the daily rewards. There are people that have played long enough, they don't need merman rep or knowledge as a daily gift. Yes, there are characters that still utilizes this gift, but to a large amount of people its a waste. I think there should be an option for the players to be able to choose what kinds of rep they are able to receive.
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Paineater reacted to Jollier in Mages and Rebalancei dont really know which part of mage can be considered "weak"
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Paineater reacted to Moshi in A Vent from a Player from the Tourmaline BR ServerI am a Legion player and, for a short period of time, I agreed with this so-called “union” between guilds. I believed it could represent progress, a necessary reaction to the historical abandonment of the Legion regarding bosses and raids. However, after observing who is actually managing this alliance and how it operates in practice, it became impossible to continue supporting something that does not represent me.
This is not about a single individual. It involves Bananeiros, Alldeath, Anomalia, and other guilds that together formed yet another clique disguised as unity. The Bananeiros guild, for example, did not join out of ideals or cooperation, but out of lack of choice. Had they won, the Legion would have remained exactly as it always has been: abandoned, without access to bosses, and excluded from major raids. This happens because the server itself is marked by disunity and greed, which historically prevented any real collective reaction.
What is most concerning is that many MCs who are outside this clique are being used as cannon fodder. Some even willingly accept this, believing that the Legion is finally rising again. But this interpretation is mistaken. What is happening is not the strengthening of the Legion, but the emergence of a new hegemony that will control raids exactly as the old ones did. It is merely a change of seats within the same monopoly.
Players with fewer resources believe they will have space in this system, that they will at least get a small share of this “cake.” However, this union is nothing more than another clique. It is not about MCs rebuilding themselves, but about the continuation of a model that has always driven away players who simply want to have fun and play fairly. Those who fail to see this, unfortunately, are alienated by the illusion of belonging.
Another extremely serious issue is the transfer of responsibility. Problems involving abuse, imbalance, and the use of illegal programs should be handled by the game administrators, not by the players. We do not work for the company. It is unacceptable for the Legion to be used as hired mercenaries to resolve situations that require official investigation, enforcement, and punishment.
In this context, I make a clear and direct suggestion regarding the E-Girls guild and any other guild that uses illegal programs. One possible measure would be to downgrade the E-Girls guild to level 1 as an institutional punishment. Furthermore, those responsible and all who were complicit in the use of illegal programs used up to this day, I repeat, used up to this day, should have their accounts permanently banned. This is not about banning one or two isolated accounts, but everyone involved, without exception.
This suggestion does not apply only to E-Girls, but to any guild or player that uses illegal programs. I have seen many games start with simple bots and eventually collapse due to the lack of strict punishments. I am not saying this is the case with the Warspear administrators, but there is undeniably a need for harsher and more consistent measures regarding the use of such programs.
Everything I described from the beginning to the end of this text originates precisely from passivity in enforcing more severe punishments. When there are no real consequences, an environment is created where monopolies grow stronger, honest players become discouraged, and conflicts between guilds are resolved in the wrong way, by players themselves rather than by the game administration.
In the end, this model only discourages those who want to play fairly, compete honestly, and have fun. As long as there is tolerance for illegal practices and concentration of power disguised as unity, the result will always be the same: frustration, injustice, and abandonment of the server.
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It is true that, technically, it is not mandatory to buy the pass or spend any money to obtain the so-called “mount.” However, it is quite convenient to present this as a choice when, in practice, the player is pushed into two equally problematic options: spending money to speed up the process or spending hours grinding the pass just to gain access to a temporary speed buff.
It is important to call things by their proper name. This is not a mount in the traditional sense. A mount implies something permanent, functional, and integrated into the character. What the game currently offers is merely a time-limited speed buff, tied to a seasonal system.
When the month ends, the player is required to buy another pass again, entering a repetitive and exhausting cycle, or spend even more money to obtain it faster.
Claiming that this is not forced monetization ignores the fact that the system was designed to make the process naturally tiring. The player is not buying a mount; they are buying time. They are paying to avoid being stuck repeating the same tasks for hours just to maintain a benefit that should be structural rather than temporary.
Furthermore, having a permanent mount would make the game far more dynamic and exciting, simply by allowing players to ride across the maps in a more immersive way. Each faction and each class could have its own unique mount, with distinct visual identity, which would add personality to the game, increase player engagement, and renew interest in exploring the world.
This variety would bring more enthusiasm to the overall experience and help break the feeling that the game is limited to the same repetitive mechanics over and over again. Instead of applying a temporary buff, the player would feel that they are truly progressing and acquiring something concrete and lasting.
Finally, the argument that a permanent mount would “remove something from the free tiers of the pass” exposes a design issue. Meaningful content should not rely on artificial scarcity to justify a battle pass. A healthy battle pass should offer cosmetic rewards, alternative utilities, or secondary bonuses, not something that directly impacts basic character mobility.
In the end, the current system does not create positive anticipation; it creates dependency. Players are not waiting for a mount, they are waiting for the next pass. And this turns a mechanic that should enhance the game experience into yet another temporary, repetitive cycle that is convenient for monetization, but unsatisfying for the player.
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By your logic, the “benefit” lies in repeatedly paying for something that expires instead of receiving lasting content that encourages players to stay in the game, including those who cannot afford to buy the pass every month.
This is not an advantage for the player. It is simply a guide on how to slowly empty wallets and call it a "special experience". If that is the argument, it is not just weak, it contradicts itself.
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Paineater reacted to Jollier in What's The Best Legion Class for doing DG?charmer is the best class for soloing dungeon, that class can heal, summon monsters with a little cooldown and also has good damage.
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Participating in a 1-hour War in Warspear Online is one of the most intense experiences in the game. This is not just regular PvP, but a continuous confrontation between Sentinels and Legion, with dozens of players fighting for territory, strategic positions, and tactical advantage in real time.
During this one full hour of war, the exhaustion is clear for several reasons:
• Constant attention to the map and enemy movements
There is no time to relax. You must track advances, flanks, retreats, and respawn points at all times. A single positioning mistake can cost control of an entire area.
• Non-stop PvP combat
Unlike dungeons or farming, war is a sequence of direct player-versus-player battles, often involving large groups. Fights are long and demand quick reactions, game awareness, and endurance.
• Total dependence on team and guild coordination
War is not a solo activity. Tanks, DPS, and support must act in perfect sync, with communication and organization. Maintaining this level of coordination for a full hour is mentally draining.
• Skill and survival management
Cooldowns, buffs, healing, crowd control, and positioning must be used at the right moment. Every decision directly affects the outcome of the battle, increasing the overall pressure.
Because of all this, a single hour of war in Warspear Online feels like a true marathon. Even though it lasts only 60 minutes, the intensity leaves players mentally exhausted, having given full focus from start to finish.
Suggested Rewards for Wars
If the effort is high, the rewards should be proportional in order to keep wars attractive and properly valued.
🏆 For the winning side:
• 1,000 Knowledge
• 10,000 Gold
These rewards acknowledge the organization, strategy, and teamwork required to secure victory.
🏅 Participation reward (both sides):
• 500 Knowledge
• 5,000 Gold
Even those who do not win contribute directly to the war’s dynamics. Rewarding participation helps keep the event competitive, fair, and motivating for everyone involved.
War is one of the most intense and iconic activities in Warspear Online. Better rewards do not devalue the game — on the contrary, they recognize the real time, dedication, and effort that players invest.
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Paineater reacted to Blakterror in The problem with Warspear OnlineI've played the game for over 200 hours, so I believe I can give an objective opinion.
The game is entertaining, visually stunning, and captivating. The characters and races are fantastic.
However, the main issue lies in the gameplay. The difference in difficulty between the first and second maps is enormous. The second map is extremely challenging, and when you encounter enemies, you’re often forced to watch them kill you. If you want to progress through the missions, you will eventually need help to defeat the bosses.
But the biggest problem is how difficult it is to obtain gold. Gold is required to:
Upgrade your special attacks
Buy equipment
Improve your attributes
The issue is that gold is required for almost everything, yet it is very scarce on the map. This causes players to get stuck and spend hours grinding just to make progress. The real problem is that this gold can be replaced with real money, which creates an unbalanced, pay-to-win system. This ultimately makes the gameplay toxic and ruins the overall experience.
They need to increase the ways players can obtain gold, because it is used for EVERYTHING but is extremely limited in the world of Airnar.
Español.
Llevo más de 200 horas jugando y ya tengo mi opinión objetiva.
El juego es entretenido, visualmente impresionante, cautivador, y los personajes y las razas son fantásticos.
El problema es la jugabilidad; la diferencia entre el primer y el segundo mapa es colosal. El segundo mapa es extremadamente difícil, y si te encuentras con enemigos, te ves obligado a verlos matarte. Si quieres avanzar en las misiones, en algún momento necesitarás ayuda para derrotar a los jefes.
Pero el verdadero problema es lo difícil que es conseguir oro. Lo necesitas para:
1. Mejorar tus ataques especiales
2. Comprar tu equipo
3. Mejorar tus atributos
Y el problema es que piden oro para todo, pero no abunda en el mapa, lo que hace que los jugadores se queden atascados y pasen horas recogiéndolo. Entonces, ¿cuál es el problema? El problema es que puedes reemplazar ese mismo oro con dinero real, lo que crea un sistema de juego desequilibrado, volviéndolo de pago para ganar y, en última instancia, tóxico, arruinando la experiencia de juego.
Necesitan aumentar las formas de obtener oro, ya que se usa para TODO, pero es escaso en el mundo de Airnar.
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Paineater reacted to Jollier in We Need NPC Vendors To Sell Common Armory and Weaponry For Level 14 And BeyondI fixed that, i was not focused haha. And yes it is actually an option and make sense. I didn't account on server which has great inflation as well as low players server. Thanks for describing it mate
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Paineater got a reaction from Jollier in We Need NPC Vendors To Sell Common Armory and Weaponry For Level 14 And BeyondI don't understand this right here.
I believe the devs can fix this when they make npcs sell Lv12 to 34 equipments for Map 2 and beyond. This can be good and cheap alternative for newbies so they don't struggle when they go higher in levels or dealing with an over inflated market currently on US Legion side.
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Paineater reacted to hakai in imbalance in the bleeding of the explorer classI would like the company to conduct a more in-depth analysis of the skills of the Explorer (Seeker) class. Currently, this class is able to apply multiple bleed effects to the same target, resulting in clearly disproportionate damage.
When these bleed effects are combined with debuffs from other classes, the damage in guild raids becomes abnormal, allowing the Seeker to easily achieve the highest PvE DPS in the game. By using third-party tools to analyze individual player damage, it is possible to clearly observe the absurd difference compared to other classes.
In the latest update, the class received additional buffs to bleed damage. In the referenced video, both skills are already buffed by a Priest and other support classes. However, when even more buffs are added—such as Mage’s Eye and Paladin’s Shield—along with additional debuffs on the target, the issue becomes even more severe, as the interval between bleed damage ticks is extremely low, causing damage to be applied very rapidly and continuously.
The Seeker class urgently requires a rebalancing of its bleed damage, similar to what was done with the Chieftain class approximately one year ago, which also stacked multiple bleed effects and dealt excessive damage—a problem that was successfully corrected.
At present, a guild with 15 Seekers can practically secure first place in any raid with minimal effort, which clearly demonstrates a balance issue.
Implementing a cap on bleed damage or adjusting its damage scaling is necessary to maintain a fairer and more balanced gameplay environment.
@Shimarin@Holmes @Higgings
WhatsApp Video 2025-12-20 at 17.48.20.mp4 YTDown.com_Shorts_NOVO-META-DO-SEEKER-Warspear-MMORPG-RPG_Media_cwP-r-am9NI_001_1080p.mp4 -
Paineater reacted to Filipe Ramon in [Balance Issue] DK Skills Are Overtuned – Bounty of Death & Secret Reserves Need NerfI don't see anything wrong, same as the pala when we complained. It's a Tank Class, it absorbs DMG. It's balanced.
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Honestly, we need farmers like that. I need one more mm fatal and I can't find a seller. Need them to farm dg like that. I'm just saying. Gears in market are low. Aye bots, go farm mm like this if possible.
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Hello Devs, since I think you are too busy and getting overlooked the biggest single player book farmer in EU emerald and many more guilds doing it also but I will just provide a specific player who already farmed total of 54 books. Enjoy and get amazed.
https://drive.google.com/file/d/1FKMImslgvG7YYX3V4ubl5ygcRVjhKwKx/view?usp=drivesdk
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As a returning player, I will hate if that ever happens. Almahad is a PvP gear requirement map. Reducing the rewards and moved it to that is a bit selfish thinking. Are we gonna ignoring potential new players and returning players to deal with the repeating low rewards cycle and furthermore want them to struggle from reduced rewards? Where's empathy. I see this game haven't changed. Why bother returning.
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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.
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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.
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The rewards doesn't need to be reduced. It was already low.
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Need to update that gold reward system. I'm a returning playing that haven't played in years and the gold reward system needs improvement. Cool seeing that PvP status. However, we need a legit Off switch for PvE player. Since I don't have arena gear anymore, I can't keep up in PvP anymore. Therefore, myself and some players whl are more into PvE and would like to be able to quest without getting one shot. I got a lot to learn now since I'm behind, but the PvP system is chaotic unbalanced.
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Instead of starting PvP changes and any rebalancing from the right place —that is, from supporting new players —you are once again doing everything backwards, completely ignoring the community. The biggest problems have been the same for years.
New players have no chance of entering PvP. The difference in gear and enchantments is so huge that beginners die before they can do anything.
No sensible level balancing mechanism. Matchmaking pairs newbies with people who are full +10.
Still no daily quest for collecting AP.
The last league rebalance a 1,5 year ago was a joke.
In other games, your league position shows your skill to some extent, but here?!
No meaningful balancing, no real competition, no fair system for someone who wants to get into PvP without spending tons of money.