Pecleb
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Pecleb got a reaction from Blueranger in [2024.08.30] Warspear Online Update 12.5. Treasures of Almahad. AnnouncementLots of things to say here...
Sadly from my experience I doubt saying them will have any effect whatsoever... but anyways.
1. General remarks
1.1 ) I don't like the fact that the talent grind goes further and further, because it makes it way harder for newer players to catch up (or for old players to enjoy new classes).
I think its a lesser problem when the talents are specific to an area, like underwater or almahad : it leaves the possibility to just focus on main knowledge tree and still enjoy some myth dgs or holydays dgs. I think it is a terrible area to make almahad talent affect arinar-wide gameplay. Newer or less active players will feel even more powerless compared to those who can play hours a day.
Nevertheless, I like that we are getting new talents to make the almahad experience more enjoyable, I just whish they were a bit more like underwater ones (particularly thinking about petrify/hypnotise/stun/sun nets removal)
1.2) The crit damage is getting way too much out of control. I really advocate for smoother damage profiles. That is : with less crit dmg and more power elsewhere. Like for instance allowing the crit chance to reach further than 53%, why not 100% ?? Would be completely fine if crit damage was nerfed accordingly. Doing 30k crits is fun for a while, but seriously its so painful to have 3k normal hits for that. Doesn't matter if u hit the mob 20, 30 or 50k if it dies instantly. In my opinion its way more enjoyable to have more speed/cd/reliable crits than just random humongous crits.
1.3) For the new talents, im not against some randomness, but double randomness (random effect on random condition, etc) might make it hard to balance...
1.4) I hate that the chosen "non-playable guild" has to affect the character's direction in all of Arinar (cuz of the class talents at the end) and not just Almahad. Why can't we possibly like to perform better in tombs but enjoy the assassin special class talent, or the opposite ??? Why ??? Its just disheartening to need to grind a whole non-playable guild again because thats where the talent that we need is. It will take an insane amount of time (most players, even among those playing several hours everyday, still have a fairly long way to completing ONE non-playable guild branch) and it would be a shame to have to use lesser talents not fitting what we enjoy to do. PLEASE don't make special class arinar-wide talents tied to one or another non-playable guild.
1.5) For the sake of the following paragraph's analysis I will assume naively that you are trying to give each classes the same level of power from new talents. Because the game must be rather balanced right *sarcasm* ? If the game isn't balanced then we should have balance updates way more frequently right ? RIGHT ?
2. Specific remarks
2.1)
It requires a huge amount of cooldown to get stone shards or time warp below 8s cd... the Nature Synthesis (ok theres potentially frostbolt and overload for that one..) and Arcane Synthesis (only time warp) will have almost no effect. But at least it should be possible to trigger so Elemental Power buff by using one of each category successively so there is that.
2.2)
Could you detail what attack attributes please ? If it is only speed/crit/accu/pen then it should be fine (bit less than 4.5% dmg buff for most high lvl seekers). But if it includes cd, attack strength, piercing, rage, sand, underwater, stun, crit dmg, subjugation... then it would quickly become completely out of hand.
2.3)
That is such a sad talent on so many levels...
- even in the best case scenario its not that strong (5% or 6% dmg on the skills) and I assume it won't affect bleed, fire etc, which makes a big part of the ranger's dmg profile
- you can't be at the same time at 5 and 6 yards of ranger lol... it will be so messy. I guess most of the time you will be at 4-5 yards, getting 2% dmg buff on some skills, 5% on the others... and rip damage over time and auto attacks.
- being more than 3 yards away from your teamates suck as it will prevent castle relics interactions
- It makes the damage profile even more inequal... more big hits, and still shitty normal hits... so annoying
- What about auto-attacks oriented rangers ???
2.4)
So sad as well :
- again even more inequal damage profile
- best case scenario is against full hp targets, 10% chance to increase the critical hit damage by 50%. That's an extra 5% critical hit damage on average, in the ideal scenario with only full hp targets, and it doesn't affect DoT dmg or auto attacks... both talents are super weak compared to what other classes get...
- What about auto-attacks based rangers ????
Why not something like the rogue ? Or if you want to make it different : like 2% crit dmg for every 10% remaining health (20% crit dmg at maximum health, 10% crit dmg bonus on average). Something along those lines... and please think about auto attacks and DoT dmg...
Edit : just saw hunter talent : 1% for every 10% remaining health, but affects auto attacks too, and gains 5% extra pen if full health. Why not making it somewhat similar but with a tweak ???
Apparently I reached maximum message length or something... to be continued
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Pecleb got a reaction from Occult in Guild Leadership after inactivitythe first idea will leave the same problems i guess.
But i like the second one, but the utility would be real if the duration of the "old-leader/guild owner" position was very long. Like several months. It would be one less slot for the guild but that's not much, while this way the leader would have a really long time in case of real life issues leading him to leave the game, while the guild will still be functionning as usual.
>>>Also i suggest to implement a "succession line": if the old leader is off for more than 2 weeks the leadership isn't attributed to the first player who logs back, but to someone chosen by the leader. This way u can choose someone trusted to handle ur guild in case u got a problem, and not a random ppl...
The leadership would be passed immediately 2 weeks after the leader's last login, even if the "commander in second" or whatever u want to call it is off. If the commander in second is inactive too it will pass to the next in line, 2 weeks afters the commander in second last login (meaning if the commander in second is inactive for a longer time than the leader the leadership will pass immediately to the third in line).
Every leader should be able to set #1 and #2successors, i think it's enough. Then the leadership will be passed to the last heir to have logged in, and of course if he is inactive too to the last active explorer and ultimately to the last active newbie.
I think it would be nice for the leader, as well as for the rest of the guild, bcs the guild will still have a leader with all powers except to kick the "guild owner", and it will be someone capable to lead the guild, unlike many times nowadays.
And btw i disagree with the duration increasing with the guild lvl, since maybe the high lvl guild are more valuable, but it's also more painfull for the guildmates and sometimes even for the server if a strong guild is leaderless.
I think it would be more relevant to increase the time of the "guild owner" status duration for those guilds. For instance 3months for a lvl 1guild, +1 month per guild lvl (so 1 year for lvl 10 guild)
Hope u like my suggestion and thx for making this topic, since im currently in this case. Hopefuly i have an active friend i can give the leadership to when im off for long :)
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Pecleb got a reaction from Higgings in [2022.06.03] Update Warspear Online 10.4. Time of discoveries. PreviewOk so first of all this looks quite interesting, ty for the effort.
Let's start talking about the changes before they get implemented and problems not solved before months.😘
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The first thing I am EXTREMELY concerned about is the seeker intoxicating pain talent.
I hope you realise that decreasing the HP by 70% while decreasing the received dmg by the same amount (ok not 70 but 65%) makes you able to take the same amount of damage. Moreover it combines way more efficiently with shields (shields are not affected by defense, but they are affected by dmg reduction, at least from what i tested with sacred shield and inner forces) and heal.
Shield effects seem to be untouched (+ seeker's shield will be strengthened by the relic of resilience permanently), heaing effects/vamp are reduced but not enough (u take 65% less dmg but only heal 40% less, wtf ?)
What this talent effectively does is giving seeker a permanent 40% dmg increase at 4/4 inner rage (as if seeker needed it lol), while making it as tanky as a 30% hp paladin with 4/4 inner forces and fully stacked mermen gears (not even kidding, that's 35+30% dmg reduction).
I believe and hope this isn't intended. I suggest to change it for one of the following :
- make dmg reduction around 30%, so that the seeker is actually squishier to benefit from that massive dmg increase. I believe this was the initial intention. But I am still surprised after the December changes that planned to "stabilize the race for damage" by removing incoming dmg increase on seeker while decreasing his dmg output. I would prefer you to follow this "stabilization path" ngl.
- Make the talent as follow : for each auto attack or damaging skill applied to the character, increases the hp threshold to activate inner rage. Once inner rage is triggered the counter resets, and will resume once the effect wears off
- As seeker is often considered to be a class overpowered in pve but underpowered in pvp, I suggest the following : while the inner rage effect is active, removes one negative effect from the character every 4sec (low-hp-conditionned version of the necro talent)
----------------------------------- Why isn't it possible to make two separate posts ? for the sake of clarity ?
The second thing im concerned about is mage's split lightning talent, not because I think it's too strong or too weak (idk), but because I think it's a bad design :
The way I understand it is that no matter how many points are put in overload the damage will remain the same, because no buff is applied to the ennemy anymore.
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The third thing I am concerned about are ranger talents.
Talking from a pve point of view : already for the first part of the talent tree ranger got two talents that are useless for pve (dodge like other classes, and trap bleed and silence, bcs both dodge and traps are useless for pve).
I don't like at all the choice ranger got for the selectable talent block :
- intangibility is dodge buff, so for pvp.
- bloody lotos feels super weak to me. It's litterally only useful against block mobs/player. I suppose hunters feel the same way with the streamlined shot talent.
- Fire volley seems weird to me. I never felt like it needed to be 5x5, and because of that huge area increase the chance is only 25% to trigger the burn. I would much rather have a 100% chance (even with a bit less DoT dmg) on a 3x3 area.
I really think one of those (bloody lotos ???) should be replaced by something that increases the dmg for a single target. Some additional bitterness or point shooting effect ?
And by the way : I believe the dodge and speed/crit buff from bitterness should be in two separated skills. I suggest to group the two expert trap skills in one (with adjusted values), and create a new expert for dodge (+ eventually additional effect). Players that have one of the two traps would get the new trap skill, players who have the two would get the new trap skill + the new dodge skill. And the intangibility talent would be applied on the new dodge skill.
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The last thing I am concerned about is the paladin's patronage of the light talent.
50% energy regeneration speed is huge but... is it useful ???
People usually setup so that they manage their mana, and this buff will be useless.
I suggest changing it for like 20% increased regeneration speed and 10-15% increased cd to burn that additional mana.
Or quit the mana rege thing and give solidity and/or resistance buff, something like that.
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I dont mean to brag but, i do 10k auto crits and 16k skill crits in spring dg with my ranger wkwkwk (just simple pot/card buffs)
at raids bosses this is what we have:
if we could see the 4th row, you would see Charmers crit damage buffs too :d
a pt full of buffs like this, full +10, full crit dmg books/minions/ 3 classes buff. events buffs. +9 books each.
is not being able to outdamage a minion skill from a support class, 4 charmers dont even need crit damage buffs. just increase their physical damage number & pene. with the cruelty relic.
this probably wont be fixed or changed anytime soon, but its funny to see people who are benefited from this relic are panicking to say anything to defend it :d bet they feel victorious 😅
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Pecleb reacted to vavavi in Charmers Overpowered Relic "Icy Relic of Cruelty"Charmers are completely fine. They're a nice all around class that can switch builds accordingly. Could even say one of the most balanced and well designed classes.
The but is a single relic, which to other classes gives a 1 time crit, essentially doubling the whole dmg output of the class. It is in practice the same as getting a 100% dmg boost book.
Even that could somehow be fine, if it worked the same way for every class. However, only class it does this to is charmer. Same relic which gives hamstring 500 extra dmg, or mages 1 time crit nuke, instantly doubles the whole damage output of a class. A single relic. You can't defend that, its absurd.
You can see how absurd it is by nobody even attempting to defend it, instead deflecting the conversation to people "crying" or something else having been busted.
I'd love to see anyone come up with an actual argument trying to justify one relic doubling a whole classes damage.
Even the best books, gears, builds, nothing comes close to what that relic is doing. It is just absurd, and probably something that was overlooked.
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Paladins:
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Pecleb reacted to Alistarh666 in Самый Лучший Ребаланс Паладина!Ну вот и дождались! Были согласны на фикс Сакралки, получили удар по всем фронтам.
Уважаемые Разработчики, надеемся, что хоть несущественно, но нам вернут часть, того что отбирают в анонсе. Может измениться на релизе. @Holmes
Начнём с увеличения на ~18% маг дд в молоте и копье, ладно хорошо, от этого никто не проигрывает, но есть классы выигрывающие от этого больше, чем Паладин.
"Оковы Правосудия" непонятный фикс, не дающего ничего взамен, если только эта функция, теперь, не перетекла во "Внутреннии Силы".
"Аура Света" интересная механика, для многих это упростит использование, но надеюсь что сделают нормальную механику отбирающий манорег, ибо показатели на 4-5 уровнях это слишком жирный расход. Ну с этим поглядим, в принципе хорошее переосмысление. Ждём испытать новый визуал.
"Небесный свет" лёгкий фикс, направленный за счёт увеличения маг дд в молотах и копьё. Всё понятно, справедливо что все получили, тот или иной нерф на хил способности.
"Иллюминация" 110%/120%/130%/140% превратилась в 70%/80%/90%/100%, почему и чем это обусловлено? Тут очень несправедливый срез урона, даже с учётом повышение маг дд в молоте и копье. На выходе 4/4 Паладин получает, почти тот же навык, что был на 1/4. В тот момент, когда аналогичный навык Рыцаря Смерти, увеличил свои показатели на +20% на всех уровнях прокачки. Всё начинает напоминать, что Паладин с щитом, априори должен быть физ дд. Можно было забрать по -20% на всех уровнях, куда справедливее 90%/100%/110%/120% урон от маг дд. А если и оставить, такие значения, то переделать навык в зависимости от, какого урона больше, тогда можно было и физ навык получить, там хоть что-то выдавить можно будет.
"Отталкивающий удар" вроде усиление и опять намёк, на физ дд булаву и щит. Вроде и больше контроля, но зная как это вывернут наизнанку "нытики", думаю таким он не останется к релизу!
"Призыв Харада" лёгкий срез урона, что и должно было быть, на "Иллюминации", а не здесь. Остаётся открытым вопрос, у нас так и останется применение в 4 клетки? Как бы, Вы увеличиваете дальность применения контроля, некоторым классам, а чем нам сближаться?
"Знамя Харада" непонятная задумка и слабый урон от маг дд, по сути, маг дд булава бесполезна теперь. Если раньше в цель, можно было фокусироваться, то теперь это всегда очень маленький урон, если в масс замесах не будет кол-во целей, то вроде сильно, но в сравнению с тем же Рыцарем Смерти, этот навык выглядит посредственным. Тут только тест покажет.
"Солнечная Печать" ну спасибо, теперь можем бить одноразовой версией иллюминации, с сильным расходом энергии и долгим кд. Ну и опять же, сопра на рб существует, когда навык станет полезен в пве? Хотя бы КД уменьшили бы, что ли!
"Молитва" ну станет куда более плавной, жаль только, что хил порезали, а в остальном нормально. А вот за функцию Ctrl+C - Ctrl+V для Шаманов, обидно, будто им и без того мало живучести!
"Внутренние Силы" ну тут апнули для пве, хоть за это спасибо. Видимо теперь все Паладины танки, будут играть от этого навыка.
"Сакральный Щит" ну предсказуемо, обидно только, за то, что просто вернули старый вариант. Зафокусить применение только на Паладина, было бы куда благоразумнее.
Так и не понятен умысел такого ребаланса Паладина! Оставить его с минимальным вариациями билдов и вынуждая либо взять в руки маг дд молот и копьё, либо вовсе уйти в физ дд сборку, через щит.
Вердикт один, по Паладину проехались катком, утрамбовали, засыпали песком и положили сверху красивую плитку, а потом пустили прохожих ходить по нему. Спасибо ГКН ( Горская Контора Нытиков), Вы очень помогли в ребалансе Паладина!
"А мы всё хаваем, у нас нет выбора!"
Что думаете товарищи Паладины? Справедливый ребаланс? Какие у Вас эмоции по этому поводу?
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Pecleb reacted to Fabr in [2021.10.15] Skill Rebalance. NewsDruid has a lot of healings, he already plays his role of healer very well but lacks buffs. The only buff he has is one that increases penetration but increases little. That's why everyone prefers a priest as a heal because he buffs damage, and speed, crit, and crit damage. And there's better area damage too, tears hits all fighting mobs and punishment does good damage. Druid literally just heals and attacks.
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Can we have them spiders attack the target with full aggro against the boss? The spiders spawn in a scattered position and attack the nearest target. Not every player is high amp and they get melted when 2 spiders attacking them.
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Pecleb reacted to Kamisama in GIVE BACK RANGER OLD BLESSINGthats the exact reason they nerfed it tho ....
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Pecleb reacted to vavavi in [2021.10.15] Skill Rebalance. News1. Nerf bds resistance skill, it is way too abusable and hard to remove. Bds kryptonite is any distance over 2 tiles, and an opponent who can count to 2. Resist makes using that weakness next to impossible.
2. Lower charmers dogs defence a bit. Not too much to the point that theyre 1 shot, but enough that one can be killed before 2 more spawn.
3. Buff rogues viability in dgs a bit, for a damage class they lack behind a bit. But tone kick down a bit, having a 90% chance to dodge on a 8k hp rogue is 80000 effective hp. Thats alot.
4. Give dks a sap kind of skill. Something that lowers their targets dps in one way or another. Almost every other tank class has one.
5. Increase druids roots cd. Being able to permanently cycle a single skill for perma stun is stupid. Every class can perma stun nowadays, but doing it with just 1 skill, while having 4 other cc skills to fall back on, is a bit nuts.
6. Nerf octo book, it breaks the game and has 0 counterplay.
Ty for coming to my TED talk.
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Pecleb reacted to Reivenorik in [2019.04.15] Week of spring bounty and Holiday Weekly ratings Tournament!Shure, all started tasks will be successfully completed, even after they are removed from the craft list.
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Hello!
We are working on it.
Perhaps in the near future, we will develop a solution.
Follow the news
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But i bet everyone uses chat more than events, and sometimes you gotta get to chat quickly
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Pecleb got a reaction from aks in Make ferocity/resilience skills auto activate in arenaHello
My suggestion is to make fero/resi books auto activate in arena, so we don't need to asign them to hotkeys. (outside arena we still can use them as usual)
Or to create a "use" button in skill menu (as suggested before), again so that we don't need to asign them, because hotkey panel is full.
Ty
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Pecleb reacted to Peony in [2018.12.31] Happy New Year! Meet a holiday marathon of discounts and "Seekers of the Snow Boundary" event!Friends!
New Year's eve is coming, and while some warriors still choose the best costume from the Merchants or get gifts in the Dungeons, we want to congratulate everyone on the upcoming holidays!
It was an active year, wasn't it? Together with you, we have experienced many interesting events, celebrated the 10 years of the game, built two new impregnable fortress “Dragon Ness” and “Sky Sanctuary” and participated in a huge number of mass battles and adventures. And so from the all team of Warspear Online, as well as on behalf of Sam Hein, White Beard, the Spring King and many other characters that you saved from the most difficult and dangerous situations, we want to say thank you so much! Villains are not scary with such players!
Well, in the New Year the most anticipated event will be an underwater adventure in the new sector of Ayvondil, and in addition we will continue to surprise you again and again at the seasonal events and will make something else, but let it be a surprise for you. We promise you won't be bored in 2019!
We have prepared a little gift for all players from level 3 - advise you to check your in-game mail! In addition, you will find a special eight-day deal: discount marathon on the most popular items in the Miracle Shop which starts now! Every day a new item will have a 60% discount!
Moreover, starting from 31.12 12:00 CET till 07.01 11:00 CET, you will be able to participate in the weekly event “Seekers of the Snow Boundary”:
unique Patrol of Everlasting Winter, Warrior of Everlasting Winter, Guard of Everlasting Winter costumes will added to all holiday Dungeons, only for the upcoming week rare Enhanced Skill Cooldown book will added to “Playroom of Fierce Hrumpel”, “Playroom of Wild Hrumpel”, “Playroom of Enraged Hrumpel” holiday Dungeons - only for the upcoming week x2 drop chance of unique weapons with the Rage bonus in all holiday Dungeons x2 drop chance of unique armor (helmet, armor, gloves, boots) with the Resistance bonus in all holiday Dungeons x3 Guild points in all holiday Dungeons 15 winners of the holiday Guild tournament (counts for the Non-fading Glory achievement): places 1-3: all guilds members will get x3 Crimson Corundums and a Gold Chest
places 4-10: all guilds members will get Crimson Corundums and a Silver Chest
places 11-15: all guilds members will get Crimson Corundums and a Bronze Chest
Happy holidays! See you in 2019!
AIGRIND
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Pecleb got a reaction from crnoss in [2018.12.21] Important changes in Holiday Dungeons.Not everyone got Gladiator's time/talent/guild (friends and buffs)
Sry but nowadays it takes very long to get suitable ways to make money...
-Craft? need 2 years to lvl a profession to max. maybe 1 if u put a lot of money in it. So for newbie basically two years...
-Farm? slow unless u can farm bosses with most valuable rewards, like horror's lvl 28 boss, which was farmed 24/7 by +10 bds who stole agro from anyone trying to get a kill.
Currently u can reach +6/7 in a few months i u keep doing all quests t3-t4 everyday. To gather enough money for +10 you would need years this way. And game keeps evolving. So? One needs to get valuable drops in dgs. If +6/7 players can't complete the dgs where the real stuff is then...
-Resell? Yes this works of course.... if u want to spend time trying to sell stuff rather than actually play. And if u like having ppl insult you.
Add to this one can get rekt by badluck (horror dg i spent 400-500k on seekers got 170k from dgs...). (btw I would like to point out that the *5 drop rates for lvl-2 items is very annoying. at horror in dg 12 got 4-5 times more lvl 10 weaps than 12. same thing for 18/20 and 26/28... out of about 50 weaps i don't think this is a coincidence)
Ever wondered why ppl stay lvl 20? Well at lvl 20 one alrdy can have fun with expert skills, can farm bg, have time to amp ur char. Ppl who can't spend their lives in ws prefer to stay lvl 20 than staying noob forever at lvl 28. And too hard dgs won't help.
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Pecleb got a reaction from Makyro in [2018.12.21] Important changes in Holiday Dungeons.Not everyone got Gladiator's time/talent/guild (friends and buffs)
Sry but nowadays it takes very long to get suitable ways to make money...
-Craft? need 2 years to lvl a profession to max. maybe 1 if u put a lot of money in it. So for newbie basically two years...
-Farm? slow unless u can farm bosses with most valuable rewards, like horror's lvl 28 boss, which was farmed 24/7 by +10 bds who stole agro from anyone trying to get a kill.
Currently u can reach +6/7 in a few months i u keep doing all quests t3-t4 everyday. To gather enough money for +10 you would need years this way. And game keeps evolving. So? One needs to get valuable drops in dgs. If +6/7 players can't complete the dgs where the real stuff is then...
-Resell? Yes this works of course.... if u want to spend time trying to sell stuff rather than actually play. And if u like having ppl insult you.
Add to this one can get rekt by badluck (horror dg i spent 400-500k on seekers got 170k from dgs...). (btw I would like to point out that the *5 drop rates for lvl-2 items is very annoying. at horror in dg 12 got 4-5 times more lvl 10 weaps than 12. same thing for 18/20 and 26/28... out of about 50 weaps i don't think this is a coincidence)
Ever wondered why ppl stay lvl 20? Well at lvl 20 one alrdy can have fun with expert skills, can farm bg, have time to amp ur char. Ppl who can't spend their lives in ws prefer to stay lvl 20 than staying noob forever at lvl 28. And too hard dgs won't help.
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Pecleb reacted to Liidert in [2018.12.21] Important changes in Holiday Dungeons.I'm not agree with Glad, sorry.
I'm not a mcoin user and I don't have an over-powered hero.
Words like lazy in this context is unfair because people like to play a game and they don't consider it a job like many of them do (I still don't know how people stay in front of a game for 2 hours consecutively).
Replying my opinion with "If this game is too much for you..." is an old phrase that makes angry not only me
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Separating players into categories in this regard is a very bad idea. After that, we will be even more often accused of what we do all only for pay-players.
Add to this the fact that the work on preparing content, identifying and correcting errors will be 2 times more!
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For the task "Insane in the swamps" in Norlant Swamp. Assign a bird to a "Spawn of Darkness", then attack the mage. Then all the "Spawn of Darkness" will attack you together, also the bird you assigned! Funny 😂!
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Pecleb reacted to Akasha in [2018.09.20] Game servers restartIt seems to be working with Critical as you expect, however the skill must be revised indeed, because there are also problems in the time of effect and cd. You can see here.
Even if it was adding up the % when there is only 1 target (5+5+5) and then when it hits 3sec it doubles to 30% for the remaining 2sec of the first debuff.. still it doesn't reach 32%. The percentages and durations are also different from test sever. ya ya..
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Pecleb got a reaction from Akasha in [2018.09.20] Game servers restartup
have a look at this vid:https://www.youtube.com/watch?v=yakArMYZG8I-32.1% pene
the dmg scopes with such a debuff: 962 to 670 at the end of the video, only difference being totem.
idk if it has been fixed yet but i assume it's not since devs would have told us so if it was the case.
@Peony
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