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rafa9876

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Everything posted by rafa9876

  1. Yea it needs to be changed again imo. I actually just keep it 1/4 in PvE as it seems to "help" exactly as much as at 4/4. I do see it work though, it's just a really weird skill. It doesn't even properly protect against burst damage (if you take 600 dmg 20 times in 0.1 sec barrier will not activate) My suggestion would be more like this During combat the mage receives a barrier every X seconds, every X% of health lost causes the barrier to appear X second(s) faster. Then either one of these : Blocks one hit(?)/Makes a shield(?)/Blocks all hits within 0.X sec(?). This would allow mage to use the shield even in boss fights when not tanking, if the mage takes indirect damage.
  2. This suggestion seems to be directed at mage in pvp and I'm not a big fan of pvp but here goes. Ennoblement 6 second duration is fine as it can be cast on allies and also it works with orcinus book/orci scrolls which can make it last a bit longer. (8 sec for the scrolls) Buffing the duration is okay if you remove the ability to use on others and increase cd. If you make it usable while stunned I'd reduce the duration to 1 or 2 seconds. Aura of Fire is shit in pvp and is probably meant to be shit in pvp, buff would be nice but unless it's literally a "deal 10k dmg at 4/4" people will still leave it 1/4. I like your ideas though. Yeah if you go serious pvp then barrier needs to be 4/4. And I think this is fine, in PvE the barrier does the same thing at 1/4 as at 4/4 but in PvP they need to sacrifice skill points on this. It's fine as it is right now, personally I would make it a real anti-burst skill, giving a large shield or some invulnerability time if too much health is lost very quickly but with 10 to 60s cd. 4s cd makes it a tank skill and annoying for others. As for the fireball & blazing ground combo increasing damage, that's wrong. The actual combo is that fireball will have 15% chance to fear if the target is in blazing ground.
  3. Actually there is a really powerful energy scroll from the castle, if you have mermen pieces you should be able to get it relatively easy. They basically double your mana regen and last 15 minutes.
  4. It's already possible to transfer gold and I haven't seen any issues yet
  5. A +10 pvp bd would have around 6500 (50% dmg reduction) with guild buffs, losing 3000~ to charmer oppression, still 3500 def (35% dmg reduction). Largely irrelevant considering there's also resilience in play. Also this is just another debuff that can be easily resisted or cleansed.
  6. I was about to post another video made from my PC but guess it isn't needed.
  7. @Nolan I hope you can see the issues in this video. 1714541505_WarspearOnline_2021-11-11-10-41-32_1_2.mp4
  8. Current rewards during events unchanged, but there would be a weekly rating that works like this. During world events, tanks get : Points for taking damage & using aggression skills & dealing damage + points for fulfilling objectives. Damage dealers get : Points for dealing damage & killing monsters + points for fulfilling objectives. Healers get : Points for healing & supporting allies + points for fulfilling objectives. All players with higher than X points get added to this weekly rating, receiving bonus rewards at the end of each week if they reached those minimum points, additionally getting guaranteed smileys, hairstyles or other goodies based on their rank.
  9. It's actually rather simple, assume a godlike +10 tank with full def enchantments, it could easily reach 10000 base defense. 15% def buff from shield 1500 15% def buff from guild 1500 15% def buff from Deathknight skill 1500 30% def buff from other source (scroll, shaman shield,etc) 3000 = 17500 total def Then a charmer comes and uses its 55% def reduction, so 10000 x 0.55 = 5500 17500 - 5500 = 12000 12000 defense doesn't seem like +1 def to me. This math does not change even if you are using pvp set, the defense loss caused by the charmer will never be exactly 55% unless you are literally on 0 buffs, guildless and not using a shield.
  10. These deserters can be from any guild, say if all 3 guilds in a team come with only 4 people each the team will lose 6 respawns. At least in EU-Emerald this worked correctly.
  11. If you look at the skills I'm trying to use you will notice that the one I try to cast at 8 seconds takes easily 3 times longer to cast than all other skills for seemingly no reason (my connection is fine and there are no other players in the area). In the priest video I try to use tears, which takes almost 2 seconds, while the shield and armistice cast in under half a second. In the mage video I use Warp and Fireball just fine, but when I try to use Dragon Eye it once against takes almost 2 seconds to finish casting. It seems a longer video recorded on PC is necessary, where you can see the frequency.
  12. It's bugged, the troupe in 6th place won and the troupe in first place is last. It is clearly stated at the top of the screen, where it says that "The Jessters Troupe won the 4th round." implying that they are the winners of the whole thing.
  13. Here is a video on mobile, I can do this again on PC on the next event. Please give special attention to the moment around 9 seconds and the skills I'm using, the server seems to "skip a beat". This happens around once every 10-20 seconds and is easily forgotten or not noticed as people need to be using skills to notice it and may just blame their own connection or some desync. Can also make a longer video on PC to show the frequency, aswell as being on the location of the event. Turn volume off to avoid weird background noise. 926869433_WarspearOnline_2021-11-07-18-51-05_1_1.mp4 273533388_WarspearOnline_2021-11-07-18-45-18_1_1.mp4
  14. This does nothing, it actually affects people in the whole server. No matter where you are, during stage 6 there's a noticeable difference, one that starts even before stage 6. (I noticed it in the underwater territory once) The amount of people who report not being affected by this is low enough to justify further research.
  15. Yea for single target damage current overload is better but if you are focusing on AoE then your idea would do more. Either way current overload is boring unlike your idea so I'm for it!
  16. Rather than giving it a chance to doublecast I'd make your overload reduce the skills cooldown by 60/70/80/90%. Overload is actually good extra damage when fighting a boss so I'm not sure if I'd change it to your idea. Would be an overall nerf in damage.
  17. You can use magic ban too for 1 stack. But if you aren't fighting a boss it's very hard to reach or keep 10 stacks all the time yeah...
  18. rafa9876

    Rework mage skill

    The attack speed on dragon eye is definitely useful on a mage but I agree that penetration might make more sense. Personally I'd want its duration increased to 20s too. (Note that dragon eye is actually still a strong skill) Very good suggestion on Aura of Fire though.
  19. I think they could be the ones to receive a passive skill that buffs the warlock whenever any enemy resists any skill. Could make it like "for every time an enemy resists any ability, warlock gains a stack." and then "At X(3?) stacks he gains a buff" or "For each stack he gains X." The buff could be anything, to damage, defensive, crowd control or even to buff the next ability to apply its full duration debuff 100% of the time. A passive skill like this would be relevant in any high level content, as even normal mobs start to be able to resist. Stuff like this already exists in relics, activating after an enemy resists the skill.
  20. Unfortunately I don't have any elf side character in the US-Sapphire server. I would recommend asking world chat to help you with those bosses and then re-check every town you've unlocked for yellow quests.
  21. Could also just add a stun or silence if you manage to bring someone to 0. It just wasn't fun to have negative mana and not knowing when it's coming back imo...
  22. The Norlant Swamp has quests available for your level. But to progress on your main questline you might need to go somewhere else, if you tell me your server and character name maybe I could help you with those quests and we check it from there.
  23. Personally I would keep the current effects and add something else to all factions.
  24. I just feel like it would be a really boring rebalance if all they're gonna do is change the numbers and minor things like "can stack". I hope they actually add more depth to all characters, not just mages, so I invite other people to be a bit more creative with their suggestions.
  25. Considering the skill rebalance I'm just going to give my thought on some skills and combos. Old Combos: Blazing Ground + Fireball - Remove the fear combo with Fireball, it's just annoying most of the time. Instead, you could make the fireball increase the blazing ground duration, damage or range. Or you remove the combo completely. Blinding Fire + Frostbolt - It seems weird that the stun part of this skill was moved to Blinding Fire, as it is the better one of the two and makes it almost required to make it 4/4. Before this you had to choose between accuracy -45% or 2 more seconds of stun. I would revert this change and add a movespeed debuff on Frostbolt together with the attack speed debuff and reduce the duration. New Combo suggestions: Overload + Basic skills - I made this suggestion in another post but I really like it so I want it to be seriously considered at least. The Overload damage over time debuff does not stack so any mage can override it regardless of damage difference, so I would change it to be more unique : When the mage gets the Overload buff after casting 5 skills their next basic skill is buffed up. Fireball - deals a certain percentage of its damage as AoE damage around the target. (+strong increase in damage based on overload rank[maybe +8/14/20/26%]) Time Warp - reduces its own cooldown upon cast. (by 60/70/80/90%) Stone Shatter - gains 1 increased range in every direction. (+small increase in stun chance based on overload rank[maybe +2/4/6/8%]) Illusory Chains - blocks the ability to use skills for targets affected. (+minor duration increase based on overload rank [like +0.2/0.4/0.6/0.8 or less) normal duration still based on chain rank Sun Armor - gives a buff for a few seconds that causes all attackers to be blinded and run around aimlessly for a short duration. (example, buff lasts 2/3/3/4 seconds, attackers are blinded for 1.5/2/2.5/3) ^ Possibly risky idea because it gives the same issue that I mentioned earlier, making it almost required to make it 4/4. But it does sound rather interesting I hope alternatively make overload stack up to 5 (boring) so a full party of mages can each apply their own else could add a simple combo like Fire Aura + Blazing Ground - If the mage enters the Blazing Ground area with Fire Aura active he gains +4/8/12/16% critical damage or some other stat. Thoughts on some skills: Blazing Ground - Clearly intended as a skill that's "just there" so can keep it as is as long as there's at least 1 combo with it. Or change it completely. Fire Aura - Just small bonus damage that costs energy to maintain, mostly disregarded. Magic Ban - Basically PvP specific skill, powerful enough in small fights I guess. I don't really use it, mage isn't intended for small fights in my eyes. Ethereal Barrier - The changes on this skill confuse me. Why was it buffed in PvP and made less useful for weaker PvE players, particularly without vampirism? I just leave this 1/4 as a PvE mage as it does basically the same thing as at 4/4, thanks for the 3 skill points. Hard skill to balance, maybe make it a constant energy consumption skill (mage already has another passive) Ennoblement - Risky to mess around with. Dragon Eye - Was nerfed plenty already, the only strong part right now is the mana regen. Any further reduction needs to be compensated with another stat(penetration or crit dmg). Personally I'd increase the duration to 20sec or give it back the 25% accuracy from before. I believe all casters should have more advanced combos but the expert skill global cooldown makes it tough
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