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Drakoslayd

Lord of Knowledge
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Posts posted by Drakoslayd

  1. I do agree but I do think that the leveling speed us already pretty fast when taking into account the experience gain in comparison to how much you need until you reach level 28 :pingo1susp:

     

    I do think it's a good idea but the rep is a pain

  2. Just now, Axetricks said:

    A lot of chars now got accu buffs from skills, talents, and so on. Parry and block don’t get countered by any stat, dodge is kinda obsolete nowadays. I would actually like a full rework of kick in the back, dodge and absolute reflexes, in any way possible (if I find idea’s, I’ll post them). Also kick in the back « works » for 1v1 only, the game isn’t oriented for 1v1 for a long time now so yeah..

    I agree. 

     

    Dodge needs to be reworked as Accuracy counters it greatly. 

  3. 4 minutes ago, Gladiator said:

    Hey, let them! The russian post has 25 pages of comments under it, why can't we have a more active community. I think people arguing is great for the forum culture and admins should encourage it because it promotes forum activity.

     

    I remember one of the more active days, I would have back and forth arguments why Paladin should be buffed, and look at us now, stronger than ever, Paladins really owe me a lot of the buffs. Hell, I might start doing that again. I went to check and I think I haven't really gotten into it with someone since 2020, it was about palas being able to self-cast sacred shield (*cough* @Higgings), and guess who won. :dirol:

     

    Keep arguing guys! You never know what might get devs to buff your class.

    I do agree but we hardly get listened to because RU forums are just even more active than we are. 

     

    Plus arguing could turn very toxic quickly 

  4. 5 hours ago, AntraxXL said:

    does anyone know why on the RU-Amber server there are so many physical death knights?  Now with these new talents coming out I'm undecided on which build I'm going to do - On the one hand we have the physical dk that will take advantage of the dark fortress path that is tank.  for pve it will be great.  I don't use reserves, but the protection will get even better.  in PvP, I use reserves and blood protection and then I will use 100% of the branch.  On my server Br-toumaline, there are almost no physical death knights.  Based on that, I don't know if I use the physical build that I will take advantage of 100% of the branch in PvP, or if I build a shield and magic mace, in which case I would have to take points from reserves or from blood protection, but I would get damage more damage, since in this case I would use the knight's curse.  I'm in this doubt, I wanted someone to help me, thinking more about the arena now, I don't know if it would be worth investing in damage, since it seems that the damage of the other classes will increase.  I don't know why on Amber there are so many physical death knights and on my server there are almost none.  which one would be better?

    I play a physical damage tank Deathknight and it's a good and still viable but most goes magic as people want damage not tankiness

  5. 18 minutes ago, Ryohei said:

    I maintain my position, in wanting the old reflexes to be returned.

     

    Here my suggestion

     

    Absolute reflexes:

     Increase dodge by 5%/7%/9%/12% and obtain a 3 positive dodges, with a cd of 8/7/6/5 seconds each dodge stack. 

    If the rogue Genuinely dodges an attack (without the 100% positive dodge by the skill) Reset a dodge stack by 1 but no more  in  2 seconds. 

     

    Also skill fixes

     

    Kick in the back

    Decrease accuracy and critical chance parameters to zero for 4/7/10/13/15 seconds

     

    Dodge

    Increase base dodge by 10%/14%/18%/22%/26%  and penetration 8%/10%/12%/14%/16%

    I, a Deathknight, thinks this is excellent though- 

     

    11 minutes ago, SaltyCoffe said:

    I think that for rogues right now, you should wait after test of new branches is out.

     

    This way you can find exact fixes that rogue needs after update which some might be fixed with these new talents

    I do agree. Let us see first. 

  6. 36 minutes ago, Khrone said:

    This is my honest opinion after reading this post and analyzing it:

     

    Please, no. These branches have huge differences between them, and most of the classes have separate ones made specifically for PvP. 

     

    It's like having to buy new equipment everytime you wanted to change from PvP to PvE and vice-versa. If someone spent money to get 2 or even all the three branches, they should get the right to change freely between them without have to spend even more.

     

    We already have the option to change equipment sets and skill sets for free, why can't we do the same with Branches?

     

    There is no advantage here. Let's get the numbers from the talent above:

     

    алый клинок.png Scarlet Blade

    With a 15% chance the “Exacerbation” skill additionally applies the “Bleeding” debuff to the enemy for 8 sec. when auto-attacking or attacking with a skill that deals instant damage. The effect deals physical damage equal to 20% of the character's physical strength every 2 sec. 

     

    So it's 20% of physical power every 2s for 8s.

    8/2 = 4 ticks of damage

    4*20 = 80% of damage in total

     

    Now with Blood Ablution:

     

    2s - 25% = 1.5s

    8s - 25% = 6s

     

    20% of physical power every 1.5s for 6s.

    6/1.5 = 4 ticks of damage

    4*20 = 80% of damage in total

     

    As they say here in Brazil, it's "changing six for half a dozen" :yum1:

     

    I remember seeing it somewhere...

     

      Reveal hidden contents

    image.png Tornado: A magical attack that deals damage and pulls enemies towards the center of the area of effect. Decreases movement speed of all enemies within the area of effect.

     

    It doesn't explain what the Quick Reaction buff does. Also, i'm very surprised if a Ranger manage to receive 5/3 attacks without dying.

     

    4/4 Fortification decreases damage by 30%.

    With 90% missing health (that is, only 10% total health), you would increase the the damage reduction by 72%

    30 + 72 = 102%

    So at 10% HP, you become immortal?

     

    To be honest, this talent would be better for the Dual Rage branch, since it is focused on Physical Damage and the Healing skill would be useless without Magical Power.

     

    This description is a bit confusing. So while the Moon Monster is alive, the skill Aura of the Forest will be permanently active, like the Mage's Aura of Fire?

     

    Wouldn't it be "when attacking" instead of "when attacked"?

     

    Meet the new DPS: The Shaman!

     

    I thought it was a translation error but no, even in the Russian forum it is the same. I don't understand why a support class gets a talent that increases Attack Speed.

    If the Electrification debuff from the Ball Lighting talent dealt damage if the Shaman attacked the enemy instead, then the name "Storm Keeper" and the effect itself would make a lot more sense.

     

    I should say, this one is really cool. You will probably miss skills but will NEVER miss an auto-attack.

     

    Another description that made me really confused. 

     

    As a Magical Death Knight, this makes me happy. I believe it will be possible to reach the same level of magical power as a Warlock (i don't mean the damage, i mean the stat).

     

    Nice, now we just need the cooldown of Secret Reserves to refresh everytime we leave the arena. :thumbsup:

     

    I wouldn't say it is exactly useful, but it seems fun, indeed.

     

    So you get a nerf to a skill which is already weak and to make it deal damage again, you need Energy? Heh, no.

     

    If you just remove the damage reduction, that would be an amazing change.

     

    Also no. It is the only talent from all classes that requires you to spend money to benefit from it.

    What is the difficulty of just doing something like "Increases the total Energy by X%"?

     

    It is Dark Seal, not Dark Circle. Also, it is an useless skill that nobody uses, and this talent won't make it better.

     

    What is the focus of this branch? PvP? PvE? Survivability?

     

     

      Reveal hidden contents

     

     

    Pretty underwhelming to be honest. It could just be a normal effect from the skill, but considering the amount of skeletons that the skill Dead Soldier summons and including the ones from the talent Lifeless Army, it is acceptable.

     

    I mean, if an army of skeletons started chasing me because a Necromancer looked at me, i'd consider myself dead already.

     

    That is literally so cool, it makes me wanna create a Necromancer!

     

    Why is it a kanji?

     

    Isn't it an item from League of Legends lol

     

      Reveal hidden contents

    images-2023-06-01T114711_377.jpeg.6479e5d29b2660f532d4937489b054ce.jpeg

     

    This looks like a branch without purpose. It's just made to fix a problem created by the branch itself, which is the increasing amount of Hate consumed while in the Demonic Form.

     

     

    Overall, i don't have any more comments, just a single question:

     

    What happens to these talents that summon minions (like Druid's and Necromancer's) every X seconds if the minion is still alive? Does it re-summon them with full Health/Energy?

    Alot of your responses is just funny but true 

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