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Pecleb

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  1. Like
    Pecleb reacted to Tamer Ismail in [2018.09.07] Update 7.7: Hidden power. Preview   
    dont u think should do same with shaman totem ?
  2. Like
    Pecleb reacted to Psyborg in [2018.09.07] Update 7.7: Hidden power. Preview   
    NOW MAGES WILL LOOK LIKE THIS 
  3. Confused
    Pecleb reacted to Omercix in [2018.09.07] Update 7.7: Hidden power. Preview   
    The most annoying skill finally changed.
  4. Confused
    Pecleb reacted to Peony in [2018.09.07] Update 7.7: Hidden power. Preview   
  5. Confused
    Pecleb reacted to Reivenorik in [2018.09.07] Update 7.7: Hidden power. Preview   
    WOW! 
  6. Haha
    Pecleb reacted to Hazelnut in [2018.09.07] Update 7.7: Hidden power. Preview   
    Not really xd it is the matter of time, money, and the alliances
  7. Like
  8. Like
  9. Like
    Pecleb reacted to Psyborg in Ranger - Hail of Arrows broken!!!   
    Hello,
     
    I want to report a bug in the Hail of Arrows expert skill of the ranger. I noticed that in CC hero dungeon this skill when used by my party member; ranger, gets BLOCKED by the adds.
    As per the skill description this is an impossible to avoid attack.
     

     
    Can some mod flag this as important? 

    Thank you.
  10. Like
    Pecleb reacted to Waheed in Just... why? 😟   
    And maybe add a activity log 
  11. Confused
    Pecleb reacted to babynaga in [2018.06.07] Update Warspear Online 7.6: 10 years of confrontation. Release.   
    Developers please do something about the new arena set for heavy armour..Warden damage is already nerfed and as such we don't have much hope for doing damage in  arena .The only thing that's left of us for playing arena is  the block statistics ..and somehow there isn't block on the armour also..but dodge attributes....I'm thinking u all don't want us Warden users to play arena

  12. Like
    Pecleb reacted to Psyborg in GUILD MERGE   
    Hello developers,

    After the release of guilds in warspear, many guilds have flourished while others have failed or stay relatively weak. Hence they end up selling guilds, etc. But this only changes leadership and not the actual guild condition. As guilds will get more and more max levels, the lower level guilds will disappear, all the hard work wasted.

    The main idea of my suggestion is to allow two guilds to merge and become one. Following are some points related to the challenges of guild merge:
     Let's say we have guild A and guild B who would like to merge. The resultant guild is say C. Also the leaders of the merging guilds can choose which guild will dissolve and merge into which guild. For eg: guild B can dissolve and merge into guild A. The dissolving guild must be less than or equal to the level of the other guild. The dissolving guild as you will see will have to make certain sacrifices.

    - What happens to all the guild members from A and B?
     All the guild members other than the leader of A and leader of B lose their guild slots. And the two old leaders now become the leader and the heir (more on how in the next point). The reason to kick all members is the size issue. When you merge (say) lvl 5 guild with lvl 5 guild, you cannot fit 100 members in the resultant guild. Hence it is the leaders' choice of A and B to later on invite their members of the guild.
     
    - Who gets the leader of the new merged guild?
     Now this suggestion by all means is for the guilds and the leaders who trust each other. So with that assumption, the merging guild leader stays the leader and the dissolving guild leader gets Heir role automatically.

    - What will be the level of the new merged guild?
     The motive behind merging guilds is to help low level guilds get another chance. Hence it is obvious that the level of the new merged guild will be equal to the greater of level of A or B. Eg: if A is lvl 5 and B is lvl 2. Then C will be lvl 5. If A = B = lvl 4, then C = lvl 4.

    - What happens to all the hard work?! The guild points and the skills and the unity signs and the gold for skill level up!
     All the gp that the two guilds have collected will be summed up. So if A had 100k gp and B had 50k gp, then C will have 150k gp.
     When guild C is formed, all the active and passive skills of the dissolved guild will be lost but the gp, gold and unity signs will be refunded to the original leader of the dissolving guild as a message in the inbox. To introduce some loss, developers can either introduce a % loss to the refunds (more on cost of merge in later points).
     
    - What happens to the warehouse gold and warehouse items and the warehouse slots?
     The warehouse gold of the dissolving guild gets summed up with the other guilds gold. All the warehouse items are lost! (WARNING). And all the expanded slots of the warehouse are refunded to the respective leaders as guild bags in the inbox.
     
    - Guild achievements, tournament ratings, etc?
     The dissolving guild loses all of its tournament ratings (if any).
     
    - Cost of guild merge?
     The developers can make the cost affordable so that almost all guilds which are in need of a second chance can make it happen. Guild merge will cost certain amount of gold and unity signs. Appropriate mechanisms to initiate a guild merge and pay its cost can be discussed here. When the dissolved guild leader gets the refunds, developers could introduce (say) a 10% loss in the refunds. Overall it should be fair and affordable.

    - Who can merge guilds? Will it be unfair if high level guilds bought off low level guilds under the merge pretext for easy gp?
     I believe the whole decision to dissolve and merge with the other guild is in the hands of the guild leader. Hence it wont be unfair. Any guild looking to merge can merge. Hence effectively using the gp from the dissolving guild to build a stronger guild.
     
    - How many times can a guild merge with the other guild?
     Any guild which wants to merge with the dissolving guild can merge at most 11 - n times, where n is the guild level of the main guild. For eg: guild A is level 6, it can merge with other guilds for at most 11 - 6 = 5 times. As long as it is level 6. When it goes to level 7, it can merge at most 11 - 7 = 4 times and so on. A level 10 guild can only merge once. Any guild > 10 cannot merge with any other guild.
     
     - Some other obvious points
     Sentinels can only merge with sentinel guilds, legion can only merge with legion guilds.
    The name of the merged guild, its level, skills and leader do not change.
     

    Thats all folks! I hope you like this suggestion. Let's discuss! Any feedback is appreciated.
     
  13. Like
    Pecleb reacted to Vlawot in NEED ADD "USE" EXPERT SKILL !   
    Full skills have problem Book Gladiator's Ferocity and Resilience hard work move use everyday not good..... need add "USE" expert skill !   @Nihtgale @Daria @Reivenorik 


     


     

  14. Like
    Pecleb reacted to Psyborg in Exclusive healing relic not working on Warden agro heal   
    And yes. The relic was used on a priest and warden was in the same party inside 3 yd radius.

    And here's my guide about group relics. I do know how they work.
     
  15. Like
    Pecleb reacted to Psyborg in Exclusive healing relic not working on Warden agro heal   
    Yes brother. I am a hardcore tester.

    I used agro while on the relic buff.
    Basic healing skills not necessarily mean click and heal.

    Basic healing skills, rather basic skills are all the non expert skills that we get. So I believe warden agro should definitely benefit from that relic.
  16. Thanks
    Pecleb reacted to Omercix in Exclusive healing relic not working on Warden agro heal   
    I am sure that he knows how the relic works.
  17. Like
    Pecleb reacted to Vlawot in [2018.07.09] Holiday event “Mythical Dungeons Raiders”! II weekly ratings tournament!   
    Goodbye Double 20M GP Hard Work





  18. Like
    Pecleb reacted to Psyborg in Trade chat area Town 2 Tlaskoe Ayvondil   
    Hello,
     
    Can we make the Tlaskoe a trade chat area on both the town areas? Area requiring the trade chat attached.
     
    Only the lower area is trade chat enabled. The upper area which is more important since it has market and warehouse needs to have a trade chat but doesn't.
     
    It's very frustrating to switch between areas just to see trade chat and check market.
     
    Thank you.

  19. Like
  20. Like
    Pecleb reacted to Psyborg in How do the castle relics work?   
    Hello,

    I wanted to create this thread to discuss how the castle relics work. I will share the screen shots of all the castle relics. Lets discuss how each one works so that the players can make a good investment in these very expensive relics.

    1. Relic of Exclusive Attack
    Does not give any buff to the relic user.
    All the basic skills that do any sorts of damage are buffed by 10% this relic when you get the buff on your character.
    For eg: If your Mage Fireball does 800 dmg on a dummy, then with this relic's buff it will do 880 dmg.
    For any dot skills, as long as you use the skill before the relic buff expires on you, it will still do the buffed up dmg even after you lose the relic buff. eg: Swarm of bees, pool of darkness, etc.
    Skills confirmed: Mage(Fireball, Time Warp, Shattered Stones), Ranger(Powerful shot, Blessing). *Will update more soon*
     
    2. Relic of Exclusive Defence
    Does not give any buff to the relic user.
    BD parry: Increases the parry % at that level by 20%. Say 1/5 = +1% parry, then with this relic you will get +1.2% parry.
    Mage Sun Shield: Increases the defence % at that level by 20%. Say 3/5 = +35% defence, then with this relic you will get +42% defence.
    Druid Barkskin: Increases the defence % at that level by 20%. Say 5/5 = +50% defence, then with this relic you will get +60% defence.
    Warden Spirit: Increases the defence % at that level by 20%. Say 5/5 = protects 80% of the dmg caused, then with this relic you will get 96% buff.
    *Will update more soon*
     
     
     
    3. Relic of Exclusive Healing
    Does not give any buff to the relic user.
    All the healing skills are buffed by 20% this relic when you get the buff on your character.
    For eg: If your Druid heals 400 normally each tick, with this relic's buff you will heal 480 each tick.
    Skills confirmed: Priest(Healing touch) *Will update more soon*
     
    4. Relic of United Attack
     
     
    5. Relic of United Control
    Increases the skill duration time by 25-40% depending on the number of party members within a 3yd range from the relic user.
    Eg: If your armistice lasts about 7s on a normal target, with this relic's say 40% buff, now the armistice will last about 9.8s.
    Skills confirmed: Priest (Armistice)
     
    6. Relic of United Extermination
     
    7. Relic of United Punishment
    Increases the skills power by 25-40%.
    For eg: If your Bladedancer sap reduces enemy damage and speed by 20% (at lv5), then with this relic's say 40% buff, now the sap will reduce enemy damage and speed by 28%.
    Skills confirmed: Bladedancer (Sap)

    Credits: Myself (Psyborg US-SA), Pecleb US-SA, Hatchling US-SA, Higgings
  21. Like
    Pecleb reacted to Psyborg in Skill descriptions   
    I have been facing this problem like forever. As everyone knows the skill descriptions for basic and expert skills are not to the point. I have played the game enough to be comfortable and test out skills and calculate the percent of duration, buff %, debuf %, dmg % or heal % or whatever. But to a new player it is quite hard to decide what skills to level or which expert skills to purchase.

    For eg:
    Bladedancer >>> Sap >>> Lower's an enemies damage and attack speed.
    It would really help if they showed us what % of damage and speed is lowered at a certain level.

    Priest >>> Armistice >>> Same as above. Show the % of debuff dmg and duration in seconds.

    And several other basic and expert skills across all class types.

    Also it would help if certain expert skill books showed the % at level 1 of the skill. Possibly show the duration in seconds too. 
    I know the duration and other parameters change as per the character's parameters but it would really help to show more details in the skill descriptions.

    This will ultimately help players build better builds instead of (ironically) wasting Oblivion books and gold and time.
    If you want a full list of skills that need some fixing with their descriptions let me know. I am ready to take that responsibility.

    Thanks.
     
  22. Like
    Pecleb reacted to Nightgale in [2018.06.15] Changes in Mythical level of Tree of the Seasons and Termitary dungeons   
    Warriors!
     
    We've updated dungeons.
     
    Tree of the Seasons: Mythical level
    - frequency of using skills by monsters is reduced: Bowman, Druid and Guardian of Shoulder Season  
    - amount of monster's health is reduced and monster's attack parameters are corrected: Ardent Needleskin, Cougar and Firedog; Scorching Solar; Bowman, Druid and Guardian of Shoulder Season; Herald of the Inferno; Grouse and Spellweaver of Decay
     
    Termitary: Mythical level
    - amount of monster's health is reduced and monster's attack parameters are corrected: Sinister Geomancer, Sorcerer of the Depth, Chain Chupacabra, Dungeon Ghoul
     
    Good luck in battles!
    AIGRIND
  23. Confused
    Pecleb reacted to Reivenorik in [2018.06.28] Game servers restart   
    Who knows?
    No, thanks, I'd rather play in NBA on PC 
  24. Like
    Pecleb reacted to Cardinal in [2018.06.28] Game servers restart   
    May be:
     

  25. Haha
    Pecleb reacted to Omercix in SCREENSHOTS FROM THE GAME   
    when you can not use gifts 
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